tu: ir3: Emit push constants directly

Carve out some space at the beginning for push constants, and push them
directly, rather than remapping them to a UBO and then relying on the
UBO pushing code. Remapping to a UBO is easy now, where there's a single
table of UBO's, but with the bindless model it'll be a lot harder. I
haven't removed all the code to move the remaining UBO's over by 1,
though, because it's going to all get rewritten with bindless anyways.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4358>
This commit is contained in:
Connor Abbott 2020-03-18 13:12:31 +01:00 committed by Marge Bot
parent 63c2e8137d
commit d3b7681df2
6 changed files with 86 additions and 26 deletions

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@ -235,7 +235,7 @@ ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader *shader)
* first.
*/
const uint32_t max_upload = 16 * 1024;
uint32_t offset = 0;
uint32_t offset = shader->const_state.num_reserved_user_consts * 16;
for (uint32_t i = 0; i < ARRAY_SIZE(state->range); i++) {
uint32_t range_size = state->range[i].end - state->range[i].start;

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@ -75,7 +75,7 @@ enum ir3_driver_param {
/**
* Describes the layout of shader consts. This includes:
* + Driver lowered UBO ranges
* + User consts + driver lowered UBO ranges
* + SSBO sizes
* + Image sizes/dimensions
* + Driver params (ie. IR3_DP_*)
@ -114,6 +114,7 @@ enum ir3_driver_param {
*/
struct ir3_const_state {
unsigned num_ubos;
unsigned num_reserved_user_consts;
unsigned num_driver_params; /* scalar */
struct {

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@ -2676,6 +2676,21 @@ tu6_emit_user_consts(struct tu_cs *cs, const struct tu_pipeline *pipeline,
&pipeline->program.link[type];
const struct ir3_ubo_analysis_state *state = &link->ubo_state;
if (link->push_consts.count > 0) {
unsigned num_units = link->push_consts.count;
unsigned offset = link->push_consts.lo;
tu_cs_emit_pkt7(cs, tu6_stage2opcode(type), 3 + num_units * 4);
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(offset) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_CONSTANTS) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_DIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(tu6_stage2shadersb(type)) |
CP_LOAD_STATE6_0_NUM_UNIT(num_units));
tu_cs_emit(cs, 0);
tu_cs_emit(cs, 0);
for (unsigned i = 0; i < num_units * 4; i++)
tu_cs_emit(cs, push_constants[i + offset * 4]);
}
for (uint32_t i = 0; i < ARRAY_SIZE(state->range); i++) {
if (state->range[i].start < state->range[i].end) {
uint32_t size = state->range[i].end - state->range[i].start;
@ -2694,21 +2709,6 @@ tu6_emit_user_consts(struct tu_cs *cs, const struct tu_pipeline *pipeline,
debug_assert((size % 16) == 0);
debug_assert((offset % 16) == 0);
if (i == 0) {
/* push constants */
tu_cs_emit_pkt7(cs, tu6_stage2opcode(type), 3 + (size / 4));
tu_cs_emit(cs, CP_LOAD_STATE6_0_DST_OFF(state->range[i].offset / 16) |
CP_LOAD_STATE6_0_STATE_TYPE(ST6_CONSTANTS) |
CP_LOAD_STATE6_0_STATE_SRC(SS6_DIRECT) |
CP_LOAD_STATE6_0_STATE_BLOCK(tu6_stage2shadersb(type)) |
CP_LOAD_STATE6_0_NUM_UNIT(size / 16));
tu_cs_emit(cs, 0);
tu_cs_emit(cs, 0);
for (unsigned i = 0; i < size / 4; i++)
tu_cs_emit(cs, push_constants[i + offset / 4]);
continue;
}
/* Look through the UBO map to find our UBO index, and get the VA for
* that UBO.
*/

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@ -1948,6 +1948,7 @@ tu_pipeline_set_linkage(struct tu_program_descriptor_linkage *link,
link->ubo_state = v->shader->ubo_state;
link->const_state = v->shader->const_state;
link->constlen = v->constlen;
link->push_consts = shader->push_consts;
link->texture_map = shader->texture_map;
link->sampler_map = shader->sampler_map;
link->ubo_map = shader->ubo_map;

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@ -1129,10 +1129,17 @@ struct tu_descriptor_map
int array_size[128];
};
struct tu_push_constant_range
{
uint32_t lo;
uint32_t count;
};
struct tu_shader
{
struct ir3_shader ir3_shader;
struct tu_push_constant_range push_consts;
struct tu_descriptor_map texture_map;
struct tu_descriptor_map sampler_map;
struct tu_descriptor_map ubo_map;
@ -1181,6 +1188,7 @@ struct tu_program_descriptor_linkage
uint32_t constlen;
struct tu_push_constant_range push_consts;
struct tu_descriptor_map texture_map;
struct tu_descriptor_map sampler_map;
struct tu_descriptor_map ubo_map;

View File

@ -210,17 +210,16 @@ static void
lower_load_push_constant(nir_builder *b, nir_intrinsic_instr *instr,
struct tu_shader *shader)
{
/* note: ir3 wants load_ubo, not load_uniform */
assert(nir_intrinsic_base(instr) == 0);
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo);
nir_intrinsic_set_align(load, 4, 0);
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_uniform);
load->num_components = instr->num_components;
load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
load->src[1] = instr->src[0];
uint32_t base = nir_intrinsic_base(instr);
assert(base % 4 == 0);
assert(base >= shader->push_consts.lo * 16);
base -= shader->push_consts.lo * 16;
nir_intrinsic_set_base(load, base / 4);
load->src[0] =
nir_src_for_ssa(nir_ushr(b, instr->src[0].ssa, nir_imm_int(b, 2)));
nir_ssa_dest_init(&load->instr, &load->dest,
load->num_components, instr->dest.ssa.bit_size,
instr->dest.ssa.name);
@ -343,6 +342,55 @@ lower_intrinsic(nir_builder *b, nir_intrinsic_instr *instr,
}
}
/* Figure out the range of push constants that we're actually going to push to
* the shader, and tell the backend to reserve this range when pushing UBO
* constants.
*/
static void
gather_push_constants(nir_shader *shader, struct tu_shader *tu_shader)
{
uint32_t min = UINT32_MAX, max = 0;
nir_foreach_function(function, shader) {
if (!function->impl)
continue;
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_load_push_constant)
continue;
uint32_t base = nir_intrinsic_base(intrin);
uint32_t range = nir_intrinsic_range(intrin);
min = MIN2(min, base);
max = MAX2(max, base + range);
break;
}
}
}
if (min >= max) {
tu_shader->push_consts.lo = 0;
tu_shader->push_consts.count = 0;
tu_shader->ir3_shader.const_state.num_reserved_user_consts = 0;
return;
}
/* CP_LOAD_STATE OFFSET and NUM_UNIT are in units of vec4 (4 dwords),
* however there's an alignment requirement of 4 on OFFSET. Expand the
* range and change units accordingly.
*/
tu_shader->push_consts.lo = (min / 16) / 4 * 4;
tu_shader->push_consts.count =
align(max, 16) / 16 - tu_shader->push_consts.lo;
tu_shader->ir3_shader.const_state.num_reserved_user_consts =
align(tu_shader->push_consts.count, 4);
}
static bool
lower_impl(nir_function_impl *impl, struct tu_shader *shader,
const struct tu_pipeline_layout *layout)
@ -376,6 +424,8 @@ tu_lower_io(nir_shader *shader, struct tu_shader *tu_shader,
{
bool progress = false;
gather_push_constants(shader, tu_shader);
nir_foreach_function(function, shader) {
if (function->impl)
progress |= lower_impl(function->impl, tu_shader, layout);