/* * Copyright © 2015 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 "anv_nir.h" #include "program/prog_parameter.h" #include "nir/nir_builder.h" struct apply_pipeline_layout_state { nir_shader *shader; nir_builder builder; const struct anv_pipeline_layout *layout; bool progress; }; static uint32_t get_surface_index(unsigned set, unsigned binding, struct apply_pipeline_layout_state *state) { assert(set < state->layout->num_sets); struct anv_descriptor_set_layout *set_layout = state->layout->set[set].layout; gl_shader_stage stage = state->shader->stage; assert(binding < set_layout->binding_count); assert(set_layout->binding[binding].stage[stage].surface_index >= 0); uint32_t surface_index = state->layout->set[set].stage[stage].surface_start + set_layout->binding[binding].stage[stage].surface_index; assert(surface_index < state->layout->stage[stage].surface_count); return surface_index; } static uint32_t get_sampler_index(unsigned set, unsigned binding, nir_texop tex_op, struct apply_pipeline_layout_state *state) { assert(set < state->layout->num_sets); struct anv_descriptor_set_layout *set_layout = state->layout->set[set].layout; assert(binding < set_layout->binding_count); gl_shader_stage stage = state->shader->stage; if (set_layout->binding[binding].stage[stage].sampler_index < 0) { assert(tex_op == nir_texop_txf); return 0; } uint32_t sampler_index = state->layout->set[set].stage[stage].sampler_start + set_layout->binding[binding].stage[stage].sampler_index; assert(sampler_index < state->layout->stage[stage].sampler_count); return sampler_index; } static uint32_t get_image_index(unsigned set, unsigned binding, struct apply_pipeline_layout_state *state) { assert(set < state->layout->num_sets); struct anv_descriptor_set_layout *set_layout = state->layout->set[set].layout; assert(binding < set_layout->binding_count); gl_shader_stage stage = state->shader->stage; assert(set_layout->binding[binding].stage[stage].image_index >= 0); uint32_t image_index = state->layout->set[set].stage[stage].image_start + set_layout->binding[binding].stage[stage].image_index; assert(image_index < state->layout->stage[stage].image_count); return image_index; } static void lower_res_index_intrinsic(nir_intrinsic_instr *intrin, struct apply_pipeline_layout_state *state) { nir_builder *b = &state->builder; b->cursor = nir_before_instr(&intrin->instr); uint32_t set = nir_intrinsic_desc_set(intrin); uint32_t binding = nir_intrinsic_binding(intrin); uint32_t surface_index = get_surface_index(set, binding, state); nir_const_value *const_block_idx = nir_src_as_const_value(intrin->src[0]); nir_ssa_def *block_index; if (const_block_idx) { block_index = nir_imm_int(b, surface_index + const_block_idx->u[0]); } else { block_index = nir_iadd(b, nir_imm_int(b, surface_index), nir_ssa_for_src(b, intrin->src[0], 1)); } assert(intrin->dest.is_ssa); nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(block_index)); nir_instr_remove(&intrin->instr); } static void lower_tex_deref(nir_tex_instr *tex, nir_deref_var *deref, unsigned *const_index, nir_tex_src_type src_type, struct apply_pipeline_layout_state *state) { if (deref->deref.child) { assert(deref->deref.child->deref_type == nir_deref_type_array); nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child); *const_index += deref_array->base_offset; if (deref_array->deref_array_type == nir_deref_array_type_indirect) { nir_tex_src *new_srcs = rzalloc_array(tex, nir_tex_src, tex->num_srcs + 1); for (unsigned i = 0; i < tex->num_srcs; i++) { new_srcs[i].src_type = tex->src[i].src_type; nir_instr_move_src(&tex->instr, &new_srcs[i].src, &tex->src[i].src); } ralloc_free(tex->src); tex->src = new_srcs; /* Now we can go ahead and move the source over to being a * first-class texture source. */ tex->src[tex->num_srcs].src_type = src_type; tex->num_srcs++; assert(deref_array->indirect.is_ssa); nir_instr_rewrite_src(&tex->instr, &tex->src[tex->num_srcs - 1].src, deref_array->indirect); } } } static void cleanup_tex_deref(nir_tex_instr *tex, nir_deref_var *deref) { if (deref->deref.child == NULL) return; nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child); if (deref_array->deref_array_type != nir_deref_array_type_indirect) return; nir_instr_rewrite_src(&tex->instr, &deref_array->indirect, NIR_SRC_INIT); } static void lower_tex(nir_tex_instr *tex, struct apply_pipeline_layout_state *state) { /* No one should have come by and lowered it already */ assert(tex->sampler); nir_deref_var *tex_deref = tex->texture ? tex->texture : tex->sampler; tex->texture_index = get_surface_index(tex_deref->var->data.descriptor_set, tex_deref->var->data.binding, state); lower_tex_deref(tex, tex_deref, &tex->texture_index, nir_tex_src_texture_offset, state); tex->sampler_index = get_sampler_index(tex->sampler->var->data.descriptor_set, tex->sampler->var->data.binding, tex->op, state); lower_tex_deref(tex, tex->sampler, &tex->sampler_index, nir_tex_src_sampler_offset, state); /* The backend only ever uses this to mark used surfaces. We don't care * about that little optimization so it just needs to be non-zero. */ tex->texture_array_size = 1; if (tex->texture) cleanup_tex_deref(tex, tex->texture); cleanup_tex_deref(tex, tex->sampler); tex->texture = NULL; tex->sampler = NULL; } static bool apply_pipeline_layout_block(nir_block *block, void *void_state) { struct apply_pipeline_layout_state *state = void_state; nir_foreach_instr_safe(block, instr) { switch (instr->type) { case nir_instr_type_intrinsic: { nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); if (intrin->intrinsic == nir_intrinsic_vulkan_resource_index) { lower_res_index_intrinsic(intrin, state); state->progress = true; } break; } case nir_instr_type_tex: lower_tex(nir_instr_as_tex(instr), state); /* All texture instructions need lowering */ state->progress = true; break; default: continue; } } return true; } static void setup_vec4_uniform_value(const union gl_constant_value **params, const union gl_constant_value *values, unsigned n) { static const gl_constant_value zero = { 0 }; for (unsigned i = 0; i < n; ++i) params[i] = &values[i]; for (unsigned i = n; i < 4; ++i) params[i] = &zero; } bool anv_nir_apply_pipeline_layout(nir_shader *shader, struct brw_stage_prog_data *prog_data, const struct anv_pipeline_layout *layout) { struct apply_pipeline_layout_state state = { .shader = shader, .layout = layout, }; nir_foreach_function(shader, function) { if (function->impl) { nir_builder_init(&state.builder, function->impl); nir_foreach_block(function->impl, apply_pipeline_layout_block, &state); nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } } if (layout->stage[shader->stage].image_count > 0) { nir_foreach_variable(var, &shader->uniforms) { if (glsl_type_is_image(var->type) || (glsl_type_is_array(var->type) && glsl_type_is_image(glsl_get_array_element(var->type)))) { /* Images are represented as uniform push constants and the actual * information required for reading/writing to/from the image is * storred in the uniform. */ unsigned image_index = get_image_index(var->data.descriptor_set, var->data.binding, &state); var->data.driver_location = shader->num_uniforms + image_index * BRW_IMAGE_PARAM_SIZE * 4; } } struct anv_push_constants *null_data = NULL; const gl_constant_value **param = prog_data->param + shader->num_uniforms; const struct brw_image_param *image_param = null_data->images; for (uint32_t i = 0; i < layout->stage[shader->stage].image_count; i++) { setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET, (const union gl_constant_value *)&image_param->surface_idx, 1); setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_OFFSET_OFFSET, (const union gl_constant_value *)image_param->offset, 2); setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SIZE_OFFSET, (const union gl_constant_value *)image_param->size, 3); setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_STRIDE_OFFSET, (const union gl_constant_value *)image_param->stride, 4); setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_TILING_OFFSET, (const union gl_constant_value *)image_param->tiling, 3); setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET, (const union gl_constant_value *)image_param->swizzling, 2); param += BRW_IMAGE_PARAM_SIZE; image_param ++; } shader->num_uniforms += layout->stage[shader->stage].image_count * BRW_IMAGE_PARAM_SIZE * 4; } return state.progress; }