agx: Handle fragment shader side effects

Fragment shaders with side effects need to be lowered to ensure they execute for
all shaded pixels but no helper threads. Add a lowering pass to handle this.

Fixes dEQP-GLES31.functional.shaders.opaque_type_indexing.atomic_counter.const_literal_fragment

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21712>
This commit is contained in:
Alyssa Rosenzweig 2023-02-19 15:29:19 -05:00 committed by Marge Bot
parent 290f3b76f3
commit f92738eaaa
4 changed files with 82 additions and 1 deletions

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@ -2239,7 +2239,9 @@ agx_preprocess_nir(nir_shader *nir, bool support_lod_bias)
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
glsl_type_size, 0);
NIR_PASS_V(nir, nir_lower_ssbo);
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
NIR_PASS_V(nir, agx_nir_lower_frag_sidefx);
NIR_PASS_V(nir, agx_nir_lower_zs_emit);
/* Interpolate varyings at fp16 and write to the tilebuffer at fp16. As an
@ -2293,7 +2295,6 @@ agx_preprocess_nir(nir_shader *nir, bool support_lod_bias)
NIR_PASS_V(nir, nir_opt_move, move_all);
NIR_PASS_V(nir, agx_nir_lower_ubo);
NIR_PASS_V(nir, agx_nir_lower_shared_bitsize);
NIR_PASS_V(nir, nir_lower_ssbo);
}
void

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@ -834,6 +834,7 @@ bool agx_nir_lower_load_mask(nir_shader *shader);
bool agx_nir_lower_address(nir_shader *shader);
bool agx_nir_lower_ubo(nir_shader *shader);
bool agx_nir_lower_shared_bitsize(nir_shader *shader);
bool agx_nir_lower_frag_sidefx(nir_shader *s);
#ifdef __cplusplus
} /* extern C */

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@ -0,0 +1,78 @@
/*
* Copyright 2022 Alyssa Rosenzweig
* SPDX-License-Identifier: MIT
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "agx_compiler.h"
/* Fragment shaders with side effects require special handling to ensure the
* side effects execute as intended. By default, they require late depth
* testing, to ensure the side effects happen even for killed pixels. To handle,
* the driver inserts a dummy `gl_FragDepth = gl_Position.z` in shaders that
* don't otherwise write their depth, forcing a late depth test.
*
* For side effects with force early testing forced, the sample mask is written
* at the *beginning* of the shader (TODO: handle).
*/
static bool
pass(struct nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_store_output)
return false;
/* Only lower once */
bool *done = data;
if (*done)
return false;
*done = true;
b->cursor = nir_before_instr(instr);
nir_ssa_def *zero = nir_imm_int(b, 0);
nir_ssa_def *pixel = nir_load_barycentric_pixel(b, 32, .interp_mode = 1);
nir_ssa_def *position =
nir_load_interpolated_input(b, 1, 32, pixel, zero, .component = 2 /* Z */,
.dest_type = nir_type_float32,
.io_semantics = {
.location = VARYING_SLOT_POS,
.num_slots = 1,
});
nir_store_output(b, position, zero,
.io_semantics.location = FRAG_RESULT_DEPTH,
.write_mask = BITFIELD_MASK(1),
.src_type = nir_type_float32);
b->shader->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_POS);
b->shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
return true;
}
bool
agx_nir_lower_frag_sidefx(nir_shader *s)
{
assert(s->info.stage == MESA_SHADER_FRAGMENT);
/* If there are no side effects, there's nothing to lower */
if (!s->info.writes_memory)
return false;
/* Lower writes from helper invocations with the common pass */
NIR_PASS_V(s, nir_lower_helper_writes, false);
/* If depth/stencil feedback is already used, we're done */
if (s->info.outputs_written & (BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
BITFIELD64_BIT(FRAG_RESULT_DEPTH)))
return false;
bool done = false;
return nir_shader_instructions_pass(
s, pass, nir_metadata_block_index | nir_metadata_dominance, &done);
}

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@ -25,6 +25,7 @@ libasahi_agx_files = files(
'agx_liveness.c',
'agx_insert_waits.c',
'agx_nir_lower_address.c',
'agx_nir_lower_frag_sidefx.c',
'agx_nir_lower_zs_emit.c',
'agx_nir_lower_texture.c',
'agx_nir_lower_load_mask.c',