/* * Copyright © 2019 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 "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "gl_nir.h" #include "ir_uniform.h" #include "main/compiler.h" #include "main/mtypes.h" static nir_ssa_def * get_block_array_index(nir_builder *b, nir_deref_instr *deref, const struct gl_shader_program *shader_program) { unsigned array_elements = 1; /* Build a block name such as "block[2][0]" for finding in the list of * blocks later on as well as an optional dynamic index which gets added * to the block index later. */ int binding = 0; const char *block_name = ""; nir_ssa_def *nonconst_index = NULL; while (deref->deref_type == nir_deref_type_array) { nir_deref_instr *parent = nir_deref_instr_parent(deref); assert(parent && glsl_type_is_array(parent->type)); unsigned arr_size = glsl_get_length(parent->type); if (nir_src_is_const(deref->arr.index)) { unsigned arr_index = nir_src_as_uint(deref->arr.index); arr_index = MIN2(arr_index, arr_size - 1); /* We're walking the deref from the tail so prepend the array index */ block_name = ralloc_asprintf(b->shader, "[%u]%s", arr_index, block_name); binding += arr_index * array_elements; } else { nir_ssa_def *arr_index = nir_ssa_for_src(b, deref->arr.index, 1); arr_index = nir_umin(b, arr_index, nir_imm_int(b, arr_size - 1)); nir_ssa_def *arr_offset = nir_imul_imm(b, arr_index, array_elements); if (nonconst_index) nonconst_index = nir_iadd(b, nonconst_index, arr_offset); else nonconst_index = arr_offset; /* We're walking the deref from the tail so prepend the array index */ block_name = ralloc_asprintf(b->shader, "[0]%s", block_name); } array_elements *= arr_size; deref = parent; } assert(deref->deref_type == nir_deref_type_var); binding += deref->var->data.binding; block_name = ralloc_asprintf(b->shader, "%s%s", glsl_get_type_name(deref->var->interface_type), block_name); struct gl_linked_shader *linked_shader = shader_program->_LinkedShaders[b->shader->info.stage]; unsigned num_blocks; struct gl_uniform_block **blocks; if (deref->mode == nir_var_mem_ubo) { num_blocks = linked_shader->Program->info.num_ubos; blocks = linked_shader->Program->sh.UniformBlocks; } else { assert(deref->mode == nir_var_mem_ssbo); num_blocks = linked_shader->Program->info.num_ssbos; blocks = linked_shader->Program->sh.ShaderStorageBlocks; } /* Block names are optional with ARB_gl_spirv so use the binding instead. */ bool use_bindings = shader_program->data->spirv; for (unsigned i = 0; i < num_blocks; i++) { if (( use_bindings && binding == blocks[i]->Binding) || (!use_bindings && strcmp(block_name, blocks[i]->Name) == 0)) { if (nonconst_index) return nir_iadd_imm(b, nonconst_index, i); else return nir_imm_int(b, i); } } /* TODO: Investigate if we could change the code to assign Bindings to the * blocks that were not explicitly assigned, so we can always compare * bindings. */ if (use_bindings) unreachable("Failed to find the block by binding"); else unreachable("Failed to find the block by name"); } static void get_block_index_offset(nir_variable *var, const struct gl_shader_program *shader_program, gl_shader_stage stage, unsigned *index, unsigned *offset) { struct gl_linked_shader *linked_shader = shader_program->_LinkedShaders[stage]; unsigned num_blocks; struct gl_uniform_block **blocks; if (var->data.mode == nir_var_mem_ubo) { num_blocks = linked_shader->Program->info.num_ubos; blocks = linked_shader->Program->sh.UniformBlocks; } else { assert(var->data.mode == nir_var_mem_ssbo); num_blocks = linked_shader->Program->info.num_ssbos; blocks = linked_shader->Program->sh.ShaderStorageBlocks; } /* Block names are optional with ARB_gl_spirv so use the binding instead. */ bool use_bindings = shader_program->data->spirv; for (unsigned i = 0; i < num_blocks; i++) { const char *block_name = glsl_get_type_name(var->interface_type); if (( use_bindings && blocks[i]->Binding == var->data.binding) || (!use_bindings && strcmp(block_name, blocks[i]->Name) == 0)) { *index = i; *offset = blocks[i]->Uniforms[var->data.location].Offset; return; } } if (use_bindings) unreachable("Failed to find the block by binding"); else unreachable("Failed to find the block by name"); } static bool lower_buffer_interface_derefs_impl(nir_function_impl *impl, const struct gl_shader_program *shader_program) { bool progress = false; nir_builder b; nir_builder_init(&b, impl); nir_foreach_block(block, impl) { nir_foreach_instr_safe(instr, block) { switch (instr->type) { case nir_instr_type_deref: { nir_deref_instr *deref = nir_instr_as_deref(instr); if (!(deref->mode & (nir_var_mem_ubo | nir_var_mem_ssbo))) break; /* We use nir_address_format_32bit_index_offset */ assert(deref->dest.is_ssa); assert(deref->dest.ssa.bit_size == 32); deref->dest.ssa.num_components = 2; progress = true; b.cursor = nir_before_instr(&deref->instr); nir_ssa_def *ptr; if (deref->deref_type == nir_deref_type_var && !glsl_type_is_interface(glsl_without_array(deref->var->type))) { /* This variable is contained in an interface block rather than * containing one. We need the block index and its offset * inside that block */ unsigned index, offset; get_block_index_offset(deref->var, shader_program, b.shader->info.stage, &index, &offset); ptr = nir_imm_ivec2(&b, index, offset); } else if (glsl_type_is_interface(deref->type)) { /* This is the last deref before the block boundary. * Everything after this point is a byte offset and will be * handled by nir_lower_explicit_io(). */ nir_ssa_def *index = get_block_array_index(&b, deref, shader_program); ptr = nir_vec2(&b, index, nir_imm_int(&b, 0)); } else { /* This will get handled by nir_lower_explicit_io(). */ break; } nir_deref_instr *cast = nir_build_deref_cast(&b, ptr, deref->mode, deref->type, 0); nir_ssa_def_rewrite_uses(&deref->dest.ssa, nir_src_for_ssa(&cast->dest.ssa)); nir_deref_instr_remove_if_unused(deref); break; } case nir_instr_type_intrinsic: { nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); switch (intrin->intrinsic) { case nir_intrinsic_load_deref: { nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!(deref->mode & (nir_var_mem_ubo | nir_var_mem_ssbo))) break; /* UBO and SSBO Booleans are 32-bit integers where any non-zero * value is considered true. NIR Booleans, on the other hand * are 1-bit values until you get to a very late stage of the * compilation process. We need to turn those 1-bit loads into * a 32-bit load wrapped in an i2b to get a proper NIR boolean * from the SSBO. */ if (glsl_type_is_boolean(deref->type)) { assert(intrin->dest.is_ssa); b.cursor = nir_after_instr(&intrin->instr); intrin->dest.ssa.bit_size = 32; nir_ssa_def *bval = nir_i2b(&b, &intrin->dest.ssa); nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa, nir_src_for_ssa(bval), bval->parent_instr); progress = true; } break; } case nir_intrinsic_store_deref: { nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]); if (!(deref->mode & (nir_var_mem_ubo | nir_var_mem_ssbo))) break; /* SSBO Booleans are 32-bit integers where any non-zero value * is considered true. NIR Booleans, on the other hand are * 1-bit values until you get to a very late stage of the * compilation process. We need to turn those 1-bit stores * into a b2i32 followed by a 32-bit store. Technically the * value we write doesn't have to be 0/1 so once Booleans are * lowered to 32-bit values, we have an unneeded sanitation * step but in practice it doesn't cost much. */ if (glsl_type_is_boolean(deref->type)) { assert(intrin->src[1].is_ssa); b.cursor = nir_before_instr(&intrin->instr); nir_ssa_def *ival = nir_b2i32(&b, intrin->src[1].ssa); nir_instr_rewrite_src(&intrin->instr, &intrin->src[1], nir_src_for_ssa(ival)); progress = true; } break; } case nir_intrinsic_copy_deref: unreachable("copy_deref should be lowered by now"); break; default: /* Nothing to do */ break; } break; } default: break; /* Nothing to do */ } } } if (progress) { nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance); } return progress; } bool gl_nir_lower_buffers(nir_shader *shader, const struct gl_shader_program *shader_program) { bool progress = false; /* First, we lower the derefs to turn block variable and array derefs into * a nir_address_format_32bit_index_offset pointer. From there forward, * we leave the derefs in place and let nir_lower_explicit_io handle them. */ nir_foreach_function(function, shader) { if (function->impl && lower_buffer_interface_derefs_impl(function->impl, shader_program)) progress = true; } /* If that did something, we validate and then call nir_lower_explicit_io * to finish the process. */ if (progress) { nir_validate_shader(shader, "Lowering buffer interface derefs"); nir_lower_explicit_io(shader, nir_var_mem_ubo | nir_var_mem_ssbo, nir_address_format_32bit_index_offset); } return progress; }