Skip resource space 2 after computing the ID it would've used.
Fixes: e5f353f2 ("microsoft/compiler: Emit statically-indexed resource handles and scratch later")
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
The input attachment lowering pass turns input attachment loads into
texel fetch operation, and insert an image -> texture deref cast along
the way. In this situation, we can end up with a texture deref chain
pointing to an image variable, which is not a combined sampler+texture
object. Bail out when an image type is found, like we do for bare
textures.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13993>
Those need to be declared as sampler/SRV arrays, as we do for UAVs and
CBVs.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13993>
Replace the bitwise operation with a more explicit do-while
loop. This fixes a warning with clang, and ensures that
nir_opt_dead_cf and nir_opt_dce are called in the right
order.
Suggested-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14742>
In order to get the semantics right, we need to know how many of the clip/
cull fields are designated for which purpose. In the case of a shader that
can receive these fields as both input and output, the shader_info property
is reserved to store the output info. We could add a dedicated input field
to shader_info, but since it'd probably only be useful for us, just send
it through a side channel during shader linking.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Docs say that its presence in signatures as a "shadow" element (meaning it's not
accessed via load/store, but with a dedicated opcode) is legacy. It seems it
wasn't carried forward when HS/DS were added in D3D11.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
In HS, store_per_vertex_output maps to storeOutput in DXIL. The data
that isn't per-vertex is patch constants.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
DXIL validation will complain if the tess factor signature entries have the
wrong number of components for the shader's domain. Make sure that both
hull and domain shaders have the right number, and drop loads and stores
from the removed components.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
This way, patch varyings come before the patch sysvals (tess levels).
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Also add tess factors to the list of sysvals that can cause vars to be sorted last.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
- Skip patch variables, those go into a separate patch constant signature
- Use nir_is_arrayed_io and only strip one level of array when it's true
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Note that this requires the shader info "tess" data to be correct.
For GLSL tess control shaders, only the output primitive count is
automatically available. The rest will need to be either guessed
or filled in from a matching tess eval (domain) shader. This is handled
by the d3d12 driver in a later patch.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Once we start writing multiple functions, we can't keep calling all
of them "main"
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
The instruction and block lists are moved into a new "function definition"
struct, and the DXIL module tracks one at a time for adding instructions
into. The NIR side still only emits the main function here though.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
The resource declarations are module-wide, but the resource handles
are function-local. A future change will add multi-function support,
but requires these handles to be potentially emitted multiple times.
The alloca used for scratch is also function-local.
This is the same pattern that the DXBC to DXIL converter uses.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
In the case of two vars being packed into the same register / location,
they'll still get unique driver_location, which is what we need.
This does require some tweaks to stream output handling, which also needs to
produce the varying index.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
DXIL adds this in SM6.6, so when we get around to being able to
emit SM6.6, we can conditionally turn this off and support emitting
the new intrinsic. Until then, this is easy.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
This *almost* matches what GLSL wants, except for the handling of
large widths. You can see this in the lowering algorithm:
(('bitfield_insert', 'base', 'insert', 'offset', 'bits'),
('bcsel', ('ult', 31, 'bits'), 'insert',
('bfi', ('bfm', 'bits', 'offset'), 'insert', 'base')),
'options->lower_bitfield_insert'),
DXIL's 'bfi' instruction is an inseparable pairing of NIR's 'bfi(bfm(...), ...)',
so we just apply the additional bcsel in the backend.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
Note that GL requires input coverage for sample execution mode to
be only the single bit corresponding to the executing sample, so
rearrange things to understand during shader emitting if we're
executing per-sample to emit the right coverage value.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
DXIL validation will fail if there's no stream that has a valid
primitive topology, which is what happens in the case of no
active streams.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
This creates an internal shader_prim enum, I've fixed up most
users to use it instead of GL types.
don't store the enum in shader_info as it changes size, and confuses
other things.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14605>
It doesn't depend on the clc data being provided externally, so no
need to tie it there, we can re-use it for GL and Vulkan compute.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14367>
In a future change, the bindings for images and SSBOs will start to
overlap in GL (using a separate space to disambiguate them)
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
There are currently 3 different "environments" supported by this backend,
and they have slightly different semantics for how resources are accessed,
which is only going to get a little weirder when GL images start getting
supported. To try to make things less confusing, use an explicit enum
with heavy documentation on what's different between them.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
The CI changes are because WARP fails really hard at gather,
with crashes when doing it on a 1x1 or Nx1 texture, and incorrectly
applying swizzling to the result vector instead of the actual texture
accesses.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14161>
Previously, the lowering was for 8/16/64-bit values, or 8/16-component
vectors. Now, it also handles write masks on 32-bit 1/2/3/4-component
vectors.
DXIL looks like it supports putting an interesting write mask in the
buffer store intrinsic, but DXC never generates stores with write
masks, and multiple drivers completely ignore the write mask.
Also, set the write mask properly on the output intrinsic.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14294>
dxil_nir_opt_alu_deref_srcs will always return false because
the progress variable is declared both for the function and also
inside the loop.
Spotted by a unused-but-set-variable warning from clang
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14290>
_mesa_hash_table_u64_search() returns the data directly, not an
hash_entry object. We also need to take the descriptor set into account
for this pass to work properly on Vulkan shaders.
Fixes: 46bc7cf678 ("microsoft/compiler: Rewrite sampler splitting pass to be smarter and handle derefs")
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13912>
After running the (renamed) dxil_nir_split_typed_samplers pass, the
shader will have either:
* Textures, which map to D3D SRVs
* Bare samplers, which map to D3D bare samplers
* Images, which map to D3D UAVs
There shouldn't be any remaining samplers with type information
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13390>
The only big change is that lower_vars_to_explicit no longer assigns
a driver_location for images. That means that the storage for the
format/order loads is no longer implicitly "allocated" in the middle
of the kernel args. Instead, manually add the storage for that to the end
of the input args buffer.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4743>
We do not want to set an interpolation method for vertex shader inputs.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12513>
This doesn't seems to make a practical difference, but it seems better
to do it the same way as we do for outputs, as well as what DXC does.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12197>
Rather surprisingly, the value stored in the NumVectors field of the
DXIL PSV header isn't the number of vectors, but rather the *maximum*
vector used.
This makes a difference when we're not writing to the first element of
an array, where we would previously generate a validation error.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12197>
We say that they're for debug only but we don't really have a good
policy around when to set them and when not to. In particular,
nir_lower_system_values and nir_lower_vars_to_ssa which are the chief
producers of SSA values which might reasonably have a name do not bother
to set one. We have some names set from things like BLORP and RADV's
meta shaders but AFAICT, they're setting a name more because it's there
than because they actually care.
Also, most things other than nir_clone and nir_serialize don't bother to
try and preserve them. You can see in the diffstat of this commit
exactly what passes attempt to preserve names. Notably missing from the
list is opt_algebraic which is the single largest source of SSA def
churn and it happily throws names away.
These observations lead me to question whether or not names are actually
useful at all or if they're just taking up space (8B per instruction)
and wasting CPU cycles (to ralloc_strdup on the off chance we do have
one). I don't think I can think of a single time in recent history
where I've been debugging a shader issue and a SSA value name has been
there and been useful. If anything, the few times they are there, they
just throw me off because they mess up the indentation in nir_print.
iris shader-db on my system gets runtime -2.07734% +/- 1.26933% (n=5)
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5439>
If the barrier tries to apply to memory that we can't express, just
don't apply the memory portion of the barrier. Similarly, if it tries
to apply a global memory barrier at invocation level, upgrade it to
thread-group.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11670>
Since DXC doesn't perform de-duplication for arbitrary semantic names,
and the DXIL validator checks against this behavior. We need to remove
the de-duplication.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10989>
Be consistent with other usages in Vulkan and SPIR-V, and the recently
added workgroup_size field.
Acked-by: Emma Anholt <emma@anholt.net>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11190>
This change moves the SRVs associated with read-only SSBOs to be emitted
before any other UAV. We do this because the validator expects resources
to be emitted in a specific order, as noted by `emit_module`.
Previously, we emitted SSBOs as SRVs (read-only) or UAVs (read-write)
after other UAVs.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10514>
For non 64bit devices the key stored in hash_table_u64 is wrapped in
hash_key_u64 structure, which is never free.
This commit fixes this issue by just removing the user-defined
`delete_function` parameter in hash_table_u64_{destroy,clear} (which
nobody is using) and using instead a delete function to free this
structure.
Fixes: 608257cf82 ("i965: Fix INTEL_DEBUG=bat")
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10480>
Note that it's no longer sufficient to check for >=1 sampler/image
in a potential array, because unbounded arrays have 0 of them.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10298>
For GL, we've previously mostly ignored the binding property for sampler variables
during the shader compilation step. For CL, our image bindings were always 0-based as well.
Now, for Vulkan, we are going to be getting explicit bindings and need to emit DXIL that
respects those bindings. Since Vulkan can also have both split and combined images and samplers,
we now need to be smarter about recognizing when NIR is trying to use a "sampler" as *both* an
image and sampler (in deref mode, the same variable will be deref'd as both image and sampler).
That "being smarter" bit comes next, but first, let's prep GL for building correct root
signatures and binding the resources correctly.
Reviewed-By: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10298>
Creating resource handles upfront works well while we have fixed-size resource
counts, but once we start talking about bindless, having arrays or even sets
of handles becomes prohibitive. It also precludes dynamic indexing for textures.
Instead, rely on the load_vulkan_descriptor instruction for UBO/SSBO, and undo
nir_lower_samplers so we continue to have deref chains for image/sampler accesses.
Then, emit handles at the end of a deref chain - the chain should only have
array offsets, so once we get to a type that's not an array anymore, we can
emit the handle.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10288>
Previously UBOs only supported static indices, and SSBOs only
supported dynamic indices. UBO support for descriptors was added
as an alternative to static indices, but the logic for detecting
descriptors to SSBOs couldn't just differentiate on constants vs not.
Add a helper which can differentiate cleanly across the board and
handle pre-created handles from descriptors, or static/dynamic raw
indices.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10149>
Instead of doing all of the handle logic in the descriptor load, split
it so that the resource index is actually computed during resource_index
processing, and it's converted to a handle during the load_descriptor.
At the same time, add SSBO handling and dynamic indexing handling.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10149>
The resources need to be emitted in a particular order, so CBVs
have to be emitted first and can't be emitted as we iterate through
instructions.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10149>
MakeDouble is pretty straightforward, but SplitDouble is interesting
since it returns a unique 2-element struct.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Reviewed-by: Michael Tang <tangm@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10063>
Whenever we have an ALU op that's operating on a double, we'll unpack
it as an integer, then repack it as a float. When we have an ALU op that
returns a double, we'll unpack it as a double, then repack it as an integer.
Then, simple algebraic opts will remove any redundant unpack/repack ops,
so we should be left with constructing and deconstructing doubles using
the right operations.
Reviewed-by: Enrico Galli <enrico.galli@intel.com>
Reviewed-by: Michael Tang <tangm@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10063>