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-rw-r--r--src/compiler/glsl/gl_nir_link_atomics.c282
1 files changed, 282 insertions, 0 deletions
diff --git a/src/compiler/glsl/gl_nir_link_atomics.c b/src/compiler/glsl/gl_nir_link_atomics.c
new file mode 100644
index 00000000000..da6f5107c9a
--- /dev/null
+++ b/src/compiler/glsl/gl_nir_link_atomics.c
@@ -0,0 +1,282 @@
+/*
+ * Copyright © 2018 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 "nir.h"
+#include "linker_util.h"
+#include "gl_nir_linker.h"
+#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
+#include "main/context.h"
+
+/* This file do the common link for GLSL atomic counter uniforms, using NIR,
+ * instead of IR as the counter-part glsl/link_uniforms.cpp
+ *
+ * Also note that this is tailored for ARB_gl_spirv needs and particularities
+ */
+
+struct active_atomic_counter_uniform {
+ unsigned loc;
+ nir_variable *var;
+};
+
+struct active_atomic_buffer {
+ struct active_atomic_counter_uniform *uniforms;
+ unsigned num_uniforms;
+ unsigned uniform_buffer_size;
+ unsigned stage_counter_references[MESA_SHADER_STAGES];
+ unsigned size;
+};
+
+static void
+add_atomic_counter(const void *ctx,
+ struct active_atomic_buffer *buffer,
+ unsigned uniform_loc,
+ nir_variable *var)
+{
+ if (buffer->num_uniforms >= buffer->uniform_buffer_size) {
+ if (buffer->uniform_buffer_size == 0)
+ buffer->uniform_buffer_size = 1;
+ else
+ buffer->uniform_buffer_size *= 2;
+ buffer->uniforms = reralloc(ctx,
+ buffer->uniforms,
+ struct active_atomic_counter_uniform,
+ buffer->uniform_buffer_size);
+ }
+
+ struct active_atomic_counter_uniform *uniform =
+ buffer->uniforms + buffer->num_uniforms;
+ uniform->loc = uniform_loc;
+ uniform->var = var;
+ buffer->num_uniforms++;
+}
+
+static void
+process_atomic_variable(const struct glsl_type *t,
+ struct gl_shader_program *prog,
+ unsigned *uniform_loc,
+ nir_variable *var,
+ struct active_atomic_buffer *buffers,
+ unsigned *num_buffers,
+ int *offset,
+ unsigned shader_stage)
+{
+ /* FIXME: Arrays of arrays get counted separately. For example:
+ * x1[3][3][2] = 9 uniforms, 18 atomic counters
+ * x2[3][2] = 3 uniforms, 6 atomic counters
+ * x3[2] = 1 uniform, 2 atomic counters
+ *
+ * However this code marks all the counters as active even when they
+ * might not be used.
+ */
+ if (glsl_type_is_array(t) &&
+ glsl_type_is_array(glsl_get_array_element(t))) {
+ for (unsigned i = 0; i < glsl_get_length(t); i++) {
+ process_atomic_variable(glsl_get_array_element(t),
+ prog,
+ uniform_loc,
+ var,
+ buffers, num_buffers,
+ offset,
+ shader_stage);
+ }
+ } else {
+ struct active_atomic_buffer *buf = buffers + var->data.binding;
+ struct gl_uniform_storage *const storage =
+ &prog->data->UniformStorage[*uniform_loc];
+
+ /* If this is the first time the buffer is used, increment
+ * the counter of buffers used.
+ */
+ if (buf->size == 0)
+ (*num_buffers)++;
+
+ add_atomic_counter(buffers, /* ctx */
+ buf,
+ *uniform_loc,
+ var);
+
+ /* When checking for atomic counters we should count every member in
+ * an array as an atomic counter reference.
+ */
+ if (glsl_type_is_array(t))
+ buf->stage_counter_references[shader_stage] += glsl_get_length(t);
+ else
+ buf->stage_counter_references[shader_stage]++;
+ buf->size = MAX2(buf->size, *offset + glsl_atomic_size(t));
+
+ storage->offset = *offset;
+ *offset += glsl_atomic_size(t);
+
+ (*uniform_loc)++;
+ }
+}
+
+static struct active_atomic_buffer *
+find_active_atomic_counters(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ unsigned *num_buffers)
+{
+ struct active_atomic_buffer *buffers =
+ rzalloc_array(NULL, /* ctx */
+ struct active_atomic_buffer,
+ ctx->Const.MaxAtomicBufferBindings);
+ *num_buffers = 0;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (sh == NULL)
+ continue;
+
+ nir_shader *nir = sh->Program->nir;
+
+ nir_foreach_variable(var, &nir->uniforms) {
+ if (!glsl_contains_atomic(var->type))
+ continue;
+
+ int offset = var->data.offset;
+ unsigned uniform_loc = var->data.location;
+
+ process_atomic_variable(var->type,
+ prog,
+ &uniform_loc,
+ var,
+ buffers,
+ num_buffers,
+ &offset,
+ i);
+ }
+ }
+
+ return buffers;
+}
+
+void
+gl_nir_link_assign_atomic_counter_resources(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ unsigned num_buffers;
+ unsigned num_atomic_buffers[MESA_SHADER_STAGES] = { };
+ struct active_atomic_buffer *abs =
+ find_active_atomic_counters(ctx, prog, &num_buffers);
+
+ prog->data->AtomicBuffers =
+ rzalloc_array(prog->data, struct gl_active_atomic_buffer, num_buffers);
+ prog->data->NumAtomicBuffers = num_buffers;
+
+ unsigned buffer_idx = 0;
+ for (unsigned binding = 0;
+ binding < ctx->Const.MaxAtomicBufferBindings;
+ binding++) {
+
+ /* If the binding was not used, skip.
+ */
+ if (abs[binding].size == 0)
+ continue;
+
+ struct active_atomic_buffer *ab = abs + binding;
+ struct gl_active_atomic_buffer *mab =
+ prog->data->AtomicBuffers + buffer_idx;
+
+ /* Assign buffer-specific fields. */
+ mab->Binding = binding;
+ mab->MinimumSize = ab->size;
+ mab->Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
+ ab->num_uniforms);
+ mab->NumUniforms = ab->num_uniforms;
+
+ /* Assign counter-specific fields. */
+ for (unsigned j = 0; j < ab->num_uniforms; j++) {
+ nir_variable *var = ab->uniforms[j].var;
+ struct gl_uniform_storage *storage =
+ &prog->data->UniformStorage[ab->uniforms[j].loc];
+
+ mab->Uniforms[j] = ab->uniforms[j].loc;
+
+ storage->atomic_buffer_index = buffer_idx;
+ storage->offset = var->data.offset;
+ if (glsl_type_is_array(var->type)) {
+ const struct glsl_type *without_array =
+ glsl_without_array(var->type);
+ storage->array_stride = glsl_atomic_size(without_array);
+ } else {
+ storage->array_stride = 0;
+ }
+ if (!glsl_type_is_matrix(var->type))
+ storage->matrix_stride = 0;
+ }
+
+ /* Assign stage-specific fields. */
+ for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
+ if (ab->stage_counter_references[stage]) {
+ mab->StageReferences[stage] = GL_TRUE;
+ num_atomic_buffers[stage]++;
+ } else {
+ mab->StageReferences[stage] = GL_FALSE;
+ }
+ }
+
+ buffer_idx++;
+ }
+
+ /* Store a list pointers to atomic buffers per stage and store the index
+ * to the intra-stage buffer list in uniform storage.
+ */
+ for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
+ if (prog->_LinkedShaders[stage] == NULL ||
+ num_atomic_buffers[stage] <= 0)
+ continue;
+
+ struct gl_program *gl_prog = prog->_LinkedShaders[stage]->Program;
+ gl_prog->info.num_abos = num_atomic_buffers[stage];
+ gl_prog->sh.AtomicBuffers =
+ rzalloc_array(gl_prog,
+ struct gl_active_atomic_buffer *,
+ num_atomic_buffers[stage]);
+
+ gl_prog->nir->info.num_abos = num_atomic_buffers[stage];
+
+ unsigned intra_stage_idx = 0;
+ for (unsigned i = 0; i < num_buffers; i++) {
+ struct gl_active_atomic_buffer *atomic_buffer =
+ &prog->data->AtomicBuffers[i];
+ if (!atomic_buffer->StageReferences[stage])
+ continue;
+
+ gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
+
+ for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
+ GLuint uniform_loc = atomic_buffer->Uniforms[u];
+ struct gl_opaque_uniform_index *opaque =
+ prog->data->UniformStorage[uniform_loc].opaque + stage;
+ opaque->index = intra_stage_idx;
+ opaque->active = true;
+ }
+
+ intra_stage_idx++;
+ }
+ }
+
+ assert(buffer_idx == num_buffers);
+
+ ralloc_free(abs);
+}