/* * Copyright 2017 Advanced Micro Devices, Inc. * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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. */ /* * Remap load_uniform intrinsics to UBO accesses of UBO binding point 0. * Simultaneously, remap existing UBO accesses by increasing their binding * point by 1. * * Note that nir_intrinsic_load_uniform base/ranges can be set in different * units, and the multiplier argument caters to supporting these different * units. * * For example: * - st_glsl_to_nir for PIPE_CAP_PACKED_UNIFORMS uses dwords (4 bytes) so the * multiplier should be 4 * - st_glsl_to_nir for !PIPE_CAP_PACKED_UNIFORMS uses vec4s so the * multiplier should be 16 * - tgsi_to_nir uses vec4s, so the multiplier should be 16 */ #include "nir.h" #include "nir_builder.h" static bool lower_instr(nir_intrinsic_instr *instr, nir_builder *b, int multiplier) { b->cursor = nir_before_instr(&instr->instr); /* Increase all UBO binding points by 1. */ if (instr->intrinsic == nir_intrinsic_load_ubo && !b->shader->info.first_ubo_is_default_ubo) { nir_ssa_def *old_idx = nir_ssa_for_src(b, instr->src[0], 1); nir_ssa_def *new_idx = nir_iadd(b, old_idx, nir_imm_int(b, 1)); nir_instr_rewrite_src(&instr->instr, &instr->src[0], nir_src_for_ssa(new_idx)); return true; } if (instr->intrinsic == nir_intrinsic_load_uniform) { nir_ssa_def *ubo_idx = nir_imm_int(b, 0); nir_ssa_def *ubo_offset = nir_iadd(b, nir_imm_int(b, multiplier * nir_intrinsic_base(instr)), nir_imul(b, nir_imm_int(b, multiplier), nir_ssa_for_src(b, instr->src[0], 1))); nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo); load->num_components = instr->num_components; load->src[0] = nir_src_for_ssa(ubo_idx); load->src[1] = nir_src_for_ssa(ubo_offset); assert(instr->dest.ssa.bit_size >= 8); /* If it's const, set the alignment to our known constant offset. If * not, set it to a pessimistic value based on the multiplier (or the * scalar size, for qword loads). * * We could potentially set up stricter alignments for indirects by * knowing what features are enabled in the APIs (see comment in * nir_lower_ubo_vec4.c) */ if (nir_src_is_const(instr->src[0])) { nir_intrinsic_set_align(load, NIR_ALIGN_MUL_MAX, (nir_src_as_uint(instr->src[0]) + nir_intrinsic_base(instr) * multiplier) % NIR_ALIGN_MUL_MAX); } else { nir_intrinsic_set_align(load, MAX2(multiplier, instr->dest.ssa.bit_size / 8), 0); } nir_ssa_dest_init(&load->instr, &load->dest, load->num_components, instr->dest.ssa.bit_size, instr->dest.ssa.name); nir_builder_instr_insert(b, &load->instr); nir_ssa_def_rewrite_uses(&instr->dest.ssa, &load->dest.ssa); nir_intrinsic_set_range_base(load, nir_intrinsic_base(instr) * multiplier); nir_intrinsic_set_range(load, nir_intrinsic_range(instr) * multiplier); nir_instr_remove(&instr->instr); return true; } return false; } bool nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier) { bool progress = false; nir_foreach_function(function, shader) { if (function->impl) { nir_builder builder; nir_builder_init(&builder, function->impl); nir_foreach_block(block, function->impl) { nir_foreach_instr_safe(instr, block) { if (instr->type == nir_instr_type_intrinsic) progress |= lower_instr(nir_instr_as_intrinsic(instr), &builder, multiplier); } } nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } } if (progress) { if (!shader->info.first_ubo_is_default_ubo) { nir_foreach_variable_with_modes(var, shader, nir_var_mem_ubo) { var->data.binding++; /* only increment location for ubo arrays */ if (glsl_without_array(var->type) == var->interface_type && glsl_type_is_array(var->type)) var->data.location++; } } shader->info.num_ubos++; if (shader->num_uniforms > 0) { const struct glsl_type *type = glsl_array_type(glsl_vec4_type(), shader->num_uniforms, 0); nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type, "uniform_0"); ubo->data.binding = 0; ubo->data.explicit_binding = 1; struct glsl_struct_field field = { .type = type, .name = "data", .location = -1, }; ubo->interface_type = glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430, false, "__ubo0_interface"); } } shader->info.first_ubo_is_default_ubo = true; return progress; }