turnip: lower samplers and uniform buffer indices
Lower these to something compatible with ir3, and save the descriptor set and binding information. Signed-off-by: Jonathan Marek <jonathan@marek.ca> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Acked-by: Eric Anholt <eric@anholt.net>
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@ -1023,10 +1023,21 @@ struct tu_shader_compile_options
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bool include_binning_pass;
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};
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struct tu_descriptor_map
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{
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unsigned num;
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int set[32];
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int binding[32];
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};
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struct tu_shader
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{
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struct ir3_shader ir3_shader;
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struct tu_descriptor_map texture_map;
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struct tu_descriptor_map sampler_map;
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struct tu_descriptor_map ubo_map;
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/* This may be true for vertex shaders. When true, variants[1] is the
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* binning variant and binning_binary is non-NULL.
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*/
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@ -107,6 +107,139 @@ tu_sort_variables_by_location(struct exec_list *variables)
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exec_list_move_nodes_to(&sorted, variables);
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}
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static unsigned
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map_add(struct tu_descriptor_map *map, int set, int binding)
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{
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unsigned index;
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for (index = 0; index < map->num; index++) {
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if (set == map->set[index] && binding == map->binding[index])
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break;
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}
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assert(index < ARRAY_SIZE(map->set));
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map->set[index] = set;
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map->binding[index] = binding;
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map->num = MAX2(map->num, index + 1);
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return index;
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}
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static void
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lower_tex_src_to_offset(nir_tex_instr *instr, unsigned src_idx,
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struct tu_shader *shader, bool is_sampler)
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{
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nir_deref_instr *deref =
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nir_instr_as_deref(instr->src[src_idx].src.ssa->parent_instr);
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if (deref->deref_type != nir_deref_type_var) {
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tu_finishme("sampler array");
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return;
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}
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if (is_sampler) {
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instr->sampler_index = map_add(&shader->sampler_map,
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deref->var->data.descriptor_set,
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deref->var->data.binding);
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} else {
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instr->texture_index = map_add(&shader->texture_map,
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deref->var->data.descriptor_set,
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deref->var->data.binding);
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instr->texture_array_size = 1;
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}
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nir_tex_instr_remove_src(instr, src_idx);
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}
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static bool
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lower_sampler(nir_tex_instr *instr, struct tu_shader *shader)
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{
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int texture_idx =
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nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
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if (texture_idx >= 0)
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lower_tex_src_to_offset(instr, texture_idx, shader, false);
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int sampler_idx =
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nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
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if (sampler_idx >= 0)
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lower_tex_src_to_offset(instr, sampler_idx, shader, true);
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if (texture_idx < 0 && sampler_idx < 0)
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return false;
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return true;
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}
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static bool
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lower_intrinsic(nir_builder *b, nir_intrinsic_instr *instr,
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struct tu_shader *shader)
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{
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if (instr->intrinsic != nir_intrinsic_vulkan_resource_index)
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return false;
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nir_const_value *const_val = nir_src_as_const_value(instr->src[0]);
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if (!const_val || const_val->u32 != 0) {
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tu_finishme("non-zero vulkan_resource_index array index");
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return false;
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}
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if (nir_intrinsic_desc_type(instr) != VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
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tu_finishme("non-ubo vulkan_resource_index");
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return false;
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}
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unsigned index = map_add(&shader->ubo_map,
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nir_intrinsic_desc_set(instr),
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nir_intrinsic_binding(instr));
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b->cursor = nir_before_instr(&instr->instr);
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/* skip index 0 because ir3 treats it differently */
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nir_ssa_def_rewrite_uses(&instr->dest.ssa,
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nir_src_for_ssa(nir_imm_int(b, index + 1)));
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nir_instr_remove(&instr->instr);
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return true;
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}
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static bool
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lower_impl(nir_function_impl *impl, struct tu_shader *shader)
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{
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nir_builder b;
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nir_builder_init(&b, impl);
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bool progress = false;
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nir_foreach_block(block, impl) {
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nir_foreach_instr_safe(instr, block) {
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switch (instr->type) {
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case nir_instr_type_tex:
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progress |= lower_sampler(nir_instr_as_tex(instr), shader);
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break;
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case nir_instr_type_intrinsic:
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progress |= lower_intrinsic(&b, nir_instr_as_intrinsic(instr), shader);
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break;
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default:
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break;
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}
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}
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}
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return progress;
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}
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static bool
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tu_lower_io(nir_shader *shader, struct tu_shader *tu_shader)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (function->impl)
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progress |= lower_impl(function->impl, tu_shader);
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}
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return progress;
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}
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struct tu_shader *
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tu_shader_create(struct tu_device *dev,
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gl_shader_stage stage,
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@ -171,6 +304,9 @@ tu_shader_create(struct tu_device *dev,
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NIR_PASS_V(nir, nir_lower_system_values);
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NIR_PASS_V(nir, nir_lower_frexp);
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NIR_PASS_V(nir, tu_lower_io, shader);
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NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, 0);
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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