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/*
* 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.
*
* Both the base and the offset are interpreted as 16-byte units.
*
* Note that locations can be set in different units, and the multiplier
* argument caters to supporting these different units.
* For example:
* - st_glsl_to_nir uses dwords (4 bytes) so the multiplier should be 4
* - tgsi_to_nir uses bytes, 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);
nir_intrinsic_set_align(load, 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, nir_src_for_ssa(&load->dest.ssa));
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(var, &shader->uniforms) {
if (var->data.mode == nir_var_mem_ubo)
var->data.binding++;
}
}
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;
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;
}
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