mesa/src/vulkan/anv_nir_apply_pipeline_layo...

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/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "anv_nir.h"
#include "program/prog_parameter.h"
#include "nir/nir_builder.h"
struct apply_pipeline_layout_state {
nir_shader *shader;
nir_builder builder;
const struct anv_pipeline_layout *layout;
bool progress;
};
static uint32_t
get_surface_index(unsigned set, unsigned binding,
struct apply_pipeline_layout_state *state)
{
assert(set < state->layout->num_sets);
struct anv_descriptor_set_layout *set_layout =
state->layout->set[set].layout;
gl_shader_stage stage = state->shader->stage;
assert(binding < set_layout->binding_count);
assert(set_layout->binding[binding].stage[stage].surface_index >= 0);
uint32_t surface_index =
state->layout->set[set].stage[stage].surface_start +
set_layout->binding[binding].stage[stage].surface_index;
assert(surface_index < state->layout->stage[stage].surface_count);
return surface_index;
}
static uint32_t
get_sampler_index(unsigned set, unsigned binding, nir_texop tex_op,
struct apply_pipeline_layout_state *state)
{
assert(set < state->layout->num_sets);
struct anv_descriptor_set_layout *set_layout =
state->layout->set[set].layout;
assert(binding < set_layout->binding_count);
gl_shader_stage stage = state->shader->stage;
if (set_layout->binding[binding].stage[stage].sampler_index < 0) {
assert(tex_op == nir_texop_txf);
return 0;
}
uint32_t sampler_index =
state->layout->set[set].stage[stage].sampler_start +
set_layout->binding[binding].stage[stage].sampler_index;
assert(sampler_index < state->layout->stage[stage].sampler_count);
return sampler_index;
}
static uint32_t
get_image_index(unsigned set, unsigned binding,
struct apply_pipeline_layout_state *state)
{
assert(set < state->layout->num_sets);
struct anv_descriptor_set_layout *set_layout =
state->layout->set[set].layout;
assert(binding < set_layout->binding_count);
gl_shader_stage stage = state->shader->stage;
assert(set_layout->binding[binding].stage[stage].image_index >= 0);
uint32_t image_index =
state->layout->set[set].stage[stage].image_start +
set_layout->binding[binding].stage[stage].image_index;
assert(image_index < state->layout->stage[stage].image_count);
return image_index;
}
static void
lower_res_index_intrinsic(nir_intrinsic_instr *intrin,
struct apply_pipeline_layout_state *state)
{
nir_builder *b = &state->builder;
b->cursor = nir_before_instr(&intrin->instr);
uint32_t set = intrin->const_index[0];
uint32_t binding = intrin->const_index[1];
uint32_t surface_index = get_surface_index(set, binding, state);
nir_const_value *const_block_idx =
nir_src_as_const_value(intrin->src[0]);
nir_ssa_def *block_index;
if (const_block_idx) {
block_index = nir_imm_int(b, surface_index + const_block_idx->u[0]);
} else {
block_index = nir_iadd(b, nir_imm_int(b, surface_index),
nir_ssa_for_src(b, intrin->src[0], 1));
}
assert(intrin->dest.is_ssa);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(block_index));
nir_instr_remove(&intrin->instr);
}
static void
lower_tex_deref(nir_tex_instr *tex, nir_deref_var *deref,
unsigned *const_index, nir_tex_src_type src_type,
struct apply_pipeline_layout_state *state)
{
if (deref->deref.child) {
assert(deref->deref.child->deref_type == nir_deref_type_array);
nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child);
*const_index += deref_array->base_offset;
if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
nir_tex_src *new_srcs = rzalloc_array(tex, nir_tex_src,
tex->num_srcs + 1);
for (unsigned i = 0; i < tex->num_srcs; i++) {
new_srcs[i].src_type = tex->src[i].src_type;
nir_instr_move_src(&tex->instr, &new_srcs[i].src, &tex->src[i].src);
}
ralloc_free(tex->src);
tex->src = new_srcs;
/* Now we can go ahead and move the source over to being a
* first-class texture source.
*/
tex->src[tex->num_srcs].src_type = src_type;
tex->num_srcs++;
assert(deref_array->indirect.is_ssa);
nir_instr_rewrite_src(&tex->instr, &tex->src[tex->num_srcs - 1].src,
deref_array->indirect);
}
}
}
static void
cleanup_tex_deref(nir_tex_instr *tex, nir_deref_var *deref)
{
if (deref->deref.child == NULL)
return;
nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child);
if (deref_array->deref_array_type != nir_deref_array_type_indirect)
return;
nir_instr_rewrite_src(&tex->instr, &deref_array->indirect, NIR_SRC_INIT);
}
static void
lower_tex(nir_tex_instr *tex, struct apply_pipeline_layout_state *state)
{
/* No one should have come by and lowered it already */
assert(tex->sampler);
nir_deref_var *tex_deref = tex->texture ? tex->texture : tex->sampler;
tex->texture_index =
get_surface_index(tex_deref->var->data.descriptor_set,
tex_deref->var->data.binding, state);
lower_tex_deref(tex, tex_deref, &tex->texture_index,
nir_tex_src_texture_offset, state);
tex->sampler_index =
get_sampler_index(tex->sampler->var->data.descriptor_set,
tex->sampler->var->data.binding, tex->op, state);
lower_tex_deref(tex, tex->sampler, &tex->sampler_index,
nir_tex_src_sampler_offset, state);
/* The backend only ever uses this to mark used surfaces. We don't care
* about that little optimization so it just needs to be non-zero.
*/
tex->texture_array_size = 1;
if (tex->texture)
cleanup_tex_deref(tex, tex->texture);
cleanup_tex_deref(tex, tex->sampler);
tex->texture = NULL;
tex->sampler = NULL;
}
static bool
apply_pipeline_layout_block(nir_block *block, void *void_state)
{
struct apply_pipeline_layout_state *state = void_state;
nir_foreach_instr_safe(block, instr) {
switch (instr->type) {
case nir_instr_type_intrinsic: {
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_vulkan_resource_index) {
lower_res_index_intrinsic(intrin, state);
state->progress = true;
}
break;
}
case nir_instr_type_tex:
lower_tex(nir_instr_as_tex(instr), state);
/* All texture instructions need lowering */
state->progress = true;
break;
default:
continue;
}
}
return true;
}
static void
setup_vec4_uniform_value(const union gl_constant_value **params,
const union gl_constant_value *values,
unsigned n)
{
static const gl_constant_value zero = { 0 };
for (unsigned i = 0; i < n; ++i)
params[i] = &values[i];
for (unsigned i = n; i < 4; ++i)
params[i] = &zero;
}
bool
anv_nir_apply_pipeline_layout(nir_shader *shader,
struct brw_stage_prog_data *prog_data,
const struct anv_pipeline_layout *layout)
{
struct apply_pipeline_layout_state state = {
.shader = shader,
.layout = layout,
};
nir_foreach_function(shader, function) {
if (function->impl) {
nir_builder_init(&state.builder, function->impl);
nir_foreach_block(function->impl, apply_pipeline_layout_block, &state);
nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}
if (layout->stage[shader->stage].image_count > 0) {
nir_foreach_variable(var, &shader->uniforms) {
if (glsl_type_is_image(var->type) ||
(glsl_type_is_array(var->type) &&
glsl_type_is_image(glsl_get_array_element(var->type)))) {
/* Images are represented as uniform push constants and the actual
* information required for reading/writing to/from the image is
* storred in the uniform.
*/
unsigned image_index = get_image_index(var->data.descriptor_set,
var->data.binding, &state);
var->data.driver_location = shader->num_uniforms +
image_index * BRW_IMAGE_PARAM_SIZE * 4;
}
}
struct anv_push_constants *null_data = NULL;
const gl_constant_value **param = prog_data->param + shader->num_uniforms;
const struct brw_image_param *image_param = null_data->images;
for (uint32_t i = 0; i < layout->stage[shader->stage].image_count; i++) {
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET,
(const union gl_constant_value *)&image_param->surface_idx, 1);
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_OFFSET_OFFSET,
(const union gl_constant_value *)image_param->offset, 2);
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SIZE_OFFSET,
(const union gl_constant_value *)image_param->size, 3);
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_STRIDE_OFFSET,
(const union gl_constant_value *)image_param->stride, 4);
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_TILING_OFFSET,
(const union gl_constant_value *)image_param->tiling, 3);
setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET,
(const union gl_constant_value *)image_param->swizzling, 2);
param += BRW_IMAGE_PARAM_SIZE;
image_param ++;
}
shader->num_uniforms += layout->stage[shader->stage].image_count *
BRW_IMAGE_PARAM_SIZE * 4;
}
return state.progress;
}