1/* 2 * Copyright © 2019 Red Hat 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "compiler/nir/nir_builder.h" 25#include "ir3_nir.h" 26 27/** 28 * This pass moves varying fetches (and the instructions they depend on 29 * into the start block. 30 * 31 * We need to set the (ei) "end input" flag on the last varying fetch. 32 * And we want to ensure that all threads execute the instruction that 33 * sets (ei). The easiest way to ensure this is to move all varying 34 * fetches into the start block. Which is something we used to get for 35 * free by using lower_all_io_to_temps=true. 36 * 37 * This may come at the cost of additional register usage. OTOH setting 38 * the (ei) flag earlier probably frees up more VS to run. 39 * 40 * Not all varying fetches could be pulled into the start block. 41 * If there are fetches we couldn't pull, like load_interpolated_input 42 * with offset which depends on a non-reorderable ssbo load or on a 43 * phi node, this pass is skipped since it would be hard to find a place 44 * to set (ei) flag (beside at the very end). 45 * a5xx and a6xx do automatically release varying storage at the end. 46 */ 47 48typedef struct { 49 nir_block *start_block; 50 bool precondition_failed; 51} precond_state; 52 53typedef struct { 54 nir_shader *shader; 55 nir_block *start_block; 56} state; 57 58static void check_precondition_instr(precond_state *state, nir_instr *instr); 59static void move_instruction_to_start_block(state *state, nir_instr *instr); 60 61static bool 62check_precondition_src(nir_src *src, void *state) 63{ 64 check_precondition_instr(state, src->ssa->parent_instr); 65 return true; 66} 67 68/* Recursively check if there is even a single dependency which 69 * cannot be moved. 70 */ 71static void 72check_precondition_instr(precond_state *state, nir_instr *instr) 73{ 74 if (instr->block == state->start_block) 75 return; 76 77 switch (instr->type) { 78 case nir_instr_type_alu: 79 case nir_instr_type_deref: 80 case nir_instr_type_load_const: 81 case nir_instr_type_ssa_undef: 82 /* These could be safely moved around */ 83 break; 84 case nir_instr_type_intrinsic: { 85 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); 86 if (!nir_intrinsic_can_reorder(intr)) { 87 state->precondition_failed = true; 88 return; 89 } 90 break; 91 } 92 default: 93 state->precondition_failed = true; 94 return; 95 } 96 97 nir_foreach_src(instr, check_precondition_src, state); 98} 99 100static void 101check_precondition_block(precond_state *state, nir_block *block) 102{ 103 nir_foreach_instr_safe (instr, block) { 104 if (instr->type != nir_instr_type_intrinsic) 105 continue; 106 107 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); 108 109 switch (intr->intrinsic) { 110 case nir_intrinsic_load_interpolated_input: 111 case nir_intrinsic_load_input: 112 break; 113 default: 114 continue; 115 } 116 117 check_precondition_instr(state, instr); 118 119 if (state->precondition_failed) 120 return; 121 } 122} 123 124static bool 125move_src(nir_src *src, void *state) 126{ 127 /* At this point we shouldn't have any non-ssa src: */ 128 debug_assert(src->is_ssa); 129 move_instruction_to_start_block(state, src->ssa->parent_instr); 130 return true; 131} 132 133static void 134move_instruction_to_start_block(state *state, nir_instr *instr) 135{ 136 /* nothing to do if the instruction is already in the start block */ 137 if (instr->block == state->start_block) 138 return; 139 140 /* first move (recursively) all src's to ensure they appear before 141 * load*_input that we are trying to move: 142 */ 143 nir_foreach_src(instr, move_src, state); 144 145 /* and then move the instruction itself: 146 */ 147 exec_node_remove(&instr->node); 148 exec_list_push_tail(&state->start_block->instr_list, &instr->node); 149 instr->block = state->start_block; 150} 151 152static bool 153move_varying_inputs_block(state *state, nir_block *block) 154{ 155 bool progress = false; 156 157 nir_foreach_instr_safe (instr, block) { 158 if (instr->type != nir_instr_type_intrinsic) 159 continue; 160 161 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); 162 163 switch (intr->intrinsic) { 164 case nir_intrinsic_load_interpolated_input: 165 case nir_intrinsic_load_input: 166 /* TODO any others to handle? */ 167 break; 168 default: 169 continue; 170 } 171 172 debug_assert(intr->dest.is_ssa); 173 174 move_instruction_to_start_block(state, instr); 175 176 progress = true; 177 } 178 179 return progress; 180} 181 182bool 183ir3_nir_move_varying_inputs(nir_shader *shader) 184{ 185 bool progress = false; 186 187 debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT); 188 189 nir_foreach_function (function, shader) { 190 precond_state state; 191 192 if (!function->impl) 193 continue; 194 195 state.precondition_failed = false; 196 state.start_block = nir_start_block(function->impl); 197 198 nir_foreach_block (block, function->impl) { 199 if (block == state.start_block) 200 continue; 201 202 check_precondition_block(&state, block); 203 204 if (state.precondition_failed) 205 return false; 206 } 207 } 208 209 nir_foreach_function (function, shader) { 210 state state; 211 212 if (!function->impl) 213 continue; 214 215 state.shader = shader; 216 state.start_block = nir_start_block(function->impl); 217 218 bool progress = false; 219 nir_foreach_block (block, function->impl) { 220 /* don't need to move anything that is already in the first block */ 221 if (block == state.start_block) 222 continue; 223 progress |= move_varying_inputs_block(&state, block); 224 } 225 226 if (progress) { 227 nir_metadata_preserve( 228 function->impl, nir_metadata_block_index | nir_metadata_dominance); 229 } 230 } 231 232 return progress; 233} 234