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|
/*
* Copyright © 2019 Google LLC
*
* 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 "tu_private.h"
#include "spirv/nir_spirv.h"
#include "util/mesa-sha1.h"
#include "ir3/ir3_nir.h"
static nir_shader *
tu_spirv_to_nir(struct ir3_compiler *compiler,
const uint32_t *words,
size_t word_count,
gl_shader_stage stage,
const char *entry_point_name,
const VkSpecializationInfo *spec_info)
{
/* TODO these are made-up */
const struct spirv_to_nir_options spirv_options = {
.frag_coord_is_sysval = true,
.lower_ubo_ssbo_access_to_offsets = true,
.caps = { false },
};
const nir_shader_compiler_options *nir_options =
ir3_get_compiler_options(compiler);
/* convert VkSpecializationInfo */
struct nir_spirv_specialization *spec = NULL;
uint32_t num_spec = 0;
if (spec_info && spec_info->mapEntryCount) {
spec = malloc(sizeof(*spec) * spec_info->mapEntryCount);
if (!spec)
return NULL;
for (uint32_t i = 0; i < spec_info->mapEntryCount; i++) {
const VkSpecializationMapEntry *entry = &spec_info->pMapEntries[i];
const void *data = spec_info->pData + entry->offset;
assert(data + entry->size <= spec_info->pData + spec_info->dataSize);
spec[i].id = entry->constantID;
if (entry->size == 8)
spec[i].data64 = *(const uint64_t *) data;
else
spec[i].data32 = *(const uint32_t *) data;
spec[i].defined_on_module = false;
}
num_spec = spec_info->mapEntryCount;
}
nir_shader *nir =
spirv_to_nir(words, word_count, spec, num_spec, stage, entry_point_name,
&spirv_options, nir_options);
free(spec);
assert(nir->info.stage == stage);
nir_validate_shader(nir, "after spirv_to_nir");
return nir;
}
static void
tu_sort_variables_by_location(struct exec_list *variables)
{
struct exec_list sorted;
exec_list_make_empty(&sorted);
nir_foreach_variable_safe(var, variables)
{
exec_node_remove(&var->node);
/* insert the variable into the sorted list */
nir_variable *next = NULL;
nir_foreach_variable(tmp, &sorted)
{
if (var->data.location < tmp->data.location) {
next = tmp;
break;
}
}
if (next)
exec_node_insert_node_before(&next->node, &var->node);
else
exec_list_push_tail(&sorted, &var->node);
}
exec_list_move_nodes_to(&sorted, variables);
}
static unsigned
map_add(struct tu_descriptor_map *map, int set, int binding)
{
unsigned index;
for (index = 0; index < map->num; index++) {
if (set == map->set[index] && binding == map->binding[index])
break;
}
assert(index < ARRAY_SIZE(map->set));
map->set[index] = set;
map->binding[index] = binding;
map->num = MAX2(map->num, index + 1);
return index;
}
static void
lower_tex_src_to_offset(nir_builder *b, nir_tex_instr *instr, unsigned src_idx,
struct tu_shader *shader)
{
nir_ssa_def *index = NULL;
unsigned base_index = 0;
unsigned array_elements = 1;
nir_tex_src *src = &instr->src[src_idx];
bool is_sampler = src->src_type == nir_tex_src_sampler_deref;
/* We compute first the offsets */
nir_deref_instr *deref = nir_instr_as_deref(src->src.ssa->parent_instr);
while (deref->deref_type != nir_deref_type_var) {
assert(deref->parent.is_ssa);
nir_deref_instr *parent =
nir_instr_as_deref(deref->parent.ssa->parent_instr);
assert(deref->deref_type == nir_deref_type_array);
if (nir_src_is_const(deref->arr.index) && index == NULL) {
/* We're still building a direct index */
base_index += nir_src_as_uint(deref->arr.index) * array_elements;
} else {
if (index == NULL) {
/* We used to be direct but not anymore */
index = nir_imm_int(b, base_index);
base_index = 0;
}
index = nir_iadd(b, index,
nir_imul(b, nir_imm_int(b, array_elements),
nir_ssa_for_src(b, deref->arr.index, 1)));
}
array_elements *= glsl_get_length(parent->type);
deref = parent;
}
if (index)
index = nir_umin(b, index, nir_imm_int(b, array_elements - 1));
/* We have the offsets, we apply them, rewriting the source or removing
* instr if needed
*/
if (index) {
nir_instr_rewrite_src(&instr->instr, &src->src,
nir_src_for_ssa(index));
src->src_type = is_sampler ?
nir_tex_src_sampler_offset :
nir_tex_src_texture_offset;
instr->texture_array_size = array_elements;
} else {
nir_tex_instr_remove_src(instr, src_idx);
}
if (array_elements > 1)
tu_finishme("texture/sampler array");
if (is_sampler) {
instr->sampler_index = map_add(&shader->sampler_map,
deref->var->data.descriptor_set,
deref->var->data.binding);
instr->sampler_index += base_index;
} else {
instr->texture_index = map_add(&shader->texture_map,
deref->var->data.descriptor_set,
deref->var->data.binding);
instr->texture_index += base_index;
instr->texture_array_size = array_elements;
}
}
static bool
lower_sampler(nir_builder *b, nir_tex_instr *instr, struct tu_shader *shader)
{
int texture_idx =
nir_tex_instr_src_index(instr, nir_tex_src_texture_deref);
if (texture_idx >= 0)
lower_tex_src_to_offset(b, instr, texture_idx, shader);
int sampler_idx =
nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
if (sampler_idx >= 0)
lower_tex_src_to_offset(b, instr, sampler_idx, shader);
if (texture_idx < 0 && sampler_idx < 0)
return false;
return true;
}
static bool
lower_intrinsic(nir_builder *b, nir_intrinsic_instr *instr,
struct tu_shader *shader)
{
/* TODO: remove this when layered rendering is implemented */
if (instr->intrinsic == nir_intrinsic_load_layer_id) {
nir_ssa_def_rewrite_uses(&instr->dest.ssa,
nir_src_for_ssa(nir_imm_int(b, 0)));
nir_instr_remove(&instr->instr);
return true;
}
if (instr->intrinsic == nir_intrinsic_load_push_constant) {
/* note: ir3 wants load_ubo, not load_uniform */
assert(nir_intrinsic_base(instr) == 0);
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(nir_imm_int(b, 0));
load->src[1] = instr->src[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;
}
if (instr->intrinsic != nir_intrinsic_vulkan_resource_index)
return false;
nir_const_value *const_val = nir_src_as_const_value(instr->src[0]);
if (!const_val || const_val->u32 != 0)
tu_finishme("non-zero vulkan_resource_index array index");
unsigned set = nir_intrinsic_desc_set(instr);
unsigned binding = nir_intrinsic_binding(instr);
unsigned index = 0;
switch (nir_intrinsic_desc_type(instr)) {
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
/* skip index 0 which is used for push constants */
index = map_add(&shader->ubo_map, set, binding) + 1;
break;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER:
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
index = map_add(&shader->ssbo_map, set, binding);
break;
default:
tu_finishme("unsupported desc_type for vulkan_resource_index");
break;
}
nir_ssa_def_rewrite_uses(&instr->dest.ssa,
nir_src_for_ssa(nir_imm_int(b, index)));
nir_instr_remove(&instr->instr);
return true;
}
static bool
lower_impl(nir_function_impl *impl, struct tu_shader *shader)
{
nir_builder b;
nir_builder_init(&b, impl);
bool progress = false;
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block) {
b.cursor = nir_before_instr(instr);
switch (instr->type) {
case nir_instr_type_tex:
progress |= lower_sampler(&b, nir_instr_as_tex(instr), shader);
break;
case nir_instr_type_intrinsic:
progress |= lower_intrinsic(&b, nir_instr_as_intrinsic(instr), shader);
break;
default:
break;
}
}
}
return progress;
}
static bool
tu_lower_io(nir_shader *shader, struct tu_shader *tu_shader)
{
bool progress = false;
nir_foreach_function(function, shader) {
if (function->impl)
progress |= lower_impl(function->impl, tu_shader);
}
return progress;
}
struct tu_shader *
tu_shader_create(struct tu_device *dev,
gl_shader_stage stage,
const VkPipelineShaderStageCreateInfo *stage_info,
const VkAllocationCallbacks *alloc)
{
const struct tu_shader_module *module =
tu_shader_module_from_handle(stage_info->module);
struct tu_shader *shader;
const uint32_t max_variant_count = (stage == MESA_SHADER_VERTEX) ? 2 : 1;
shader = vk_zalloc2(
&dev->alloc, alloc,
sizeof(*shader) + sizeof(struct ir3_shader_variant) * max_variant_count,
8, VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!shader)
return NULL;
/* translate SPIR-V to NIR */
assert(module->code_size % 4 == 0);
nir_shader *nir = tu_spirv_to_nir(
dev->compiler, (const uint32_t *) module->code, module->code_size / 4,
stage, stage_info->pName, stage_info->pSpecializationInfo);
if (!nir) {
vk_free2(&dev->alloc, alloc, shader);
return NULL;
}
if (unlikely(dev->physical_device->instance->debug_flags & TU_DEBUG_NIR)) {
fprintf(stderr, "translated nir:\n");
nir_print_shader(nir, stderr);
}
/* multi step inlining procedure */
NIR_PASS_V(nir, nir_lower_constant_initializers, nir_var_function_temp);
NIR_PASS_V(nir, nir_lower_returns);
NIR_PASS_V(nir, nir_inline_functions);
NIR_PASS_V(nir, nir_opt_deref);
foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
if (!func->is_entrypoint)
exec_node_remove(&func->node);
}
assert(exec_list_length(&nir->functions) == 1);
NIR_PASS_V(nir, nir_lower_constant_initializers, ~nir_var_function_temp);
/* Split member structs. We do this before lower_io_to_temporaries so that
* it doesn't lower system values to temporaries by accident.
*/
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_split_per_member_structs);
NIR_PASS_V(nir, nir_remove_dead_variables,
nir_var_shader_in | nir_var_shader_out | nir_var_system_value | nir_var_mem_shared);
NIR_PASS_V(nir, nir_propagate_invariant);
NIR_PASS_V(nir, nir_lower_io_to_temporaries, nir_shader_get_entrypoint(nir), true, true);
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
NIR_PASS_V(nir, nir_opt_copy_prop_vars);
NIR_PASS_V(nir, nir_opt_combine_stores, nir_var_all);
/* ir3 doesn't support indirect input/output */
NIR_PASS_V(nir, nir_lower_indirect_derefs, nir_var_shader_in | nir_var_shader_out);
switch (stage) {
case MESA_SHADER_VERTEX:
tu_sort_variables_by_location(&nir->outputs);
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
tu_sort_variables_by_location(&nir->inputs);
tu_sort_variables_by_location(&nir->outputs);
break;
case MESA_SHADER_FRAGMENT:
tu_sort_variables_by_location(&nir->inputs);
break;
case MESA_SHADER_COMPUTE:
break;
default:
unreachable("invalid gl_shader_stage");
break;
}
nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, stage);
nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, stage);
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_frexp);
NIR_PASS_V(nir, tu_lower_io, shader);
NIR_PASS_V(nir, nir_lower_io, nir_var_all, ir3_glsl_type_size, 0);
if (stage == MESA_SHADER_FRAGMENT) {
/* NOTE: lower load_barycentric_at_sample first, since it
* produces load_barycentric_at_offset:
*/
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_sample);
NIR_PASS_V(nir, ir3_nir_lower_load_barycentric_at_offset);
NIR_PASS_V(nir, ir3_nir_move_varying_inputs);
}
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
/* num_uniforms only used by ir3 for size of ubo 0 (push constants) */
nir->num_uniforms = MAX_PUSH_CONSTANTS_SIZE / 16;
shader->ir3_shader.compiler = dev->compiler;
shader->ir3_shader.type = stage;
shader->ir3_shader.nir = nir;
return shader;
}
void
tu_shader_destroy(struct tu_device *dev,
struct tu_shader *shader,
const VkAllocationCallbacks *alloc)
{
if (shader->ir3_shader.nir)
ralloc_free(shader->ir3_shader.nir);
for (uint32_t i = 0; i < 1 + shader->has_binning_pass; i++) {
if (shader->variants[i].ir)
ir3_destroy(shader->variants[i].ir);
}
if (shader->ir3_shader.const_state.immediates)
free(shader->ir3_shader.const_state.immediates);
if (shader->binary)
free(shader->binary);
if (shader->binning_binary)
free(shader->binning_binary);
vk_free2(&dev->alloc, alloc, shader);
}
void
tu_shader_compile_options_init(
struct tu_shader_compile_options *options,
const VkGraphicsPipelineCreateInfo *pipeline_info)
{
*options = (struct tu_shader_compile_options) {
/* TODO ir3_key */
/* TODO: VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
* some optimizations need to happen otherwise shader might not compile
*/
.optimize = true,
.include_binning_pass = true,
};
}
static uint32_t *
tu_compile_shader_variant(struct ir3_shader *shader,
const struct ir3_shader_key *key,
struct ir3_shader_variant *nonbinning,
struct ir3_shader_variant *variant)
{
variant->shader = shader;
variant->type = shader->type;
variant->key = *key;
variant->binning_pass = !!nonbinning;
variant->nonbinning = nonbinning;
int ret = ir3_compile_shader_nir(shader->compiler, variant);
if (ret)
return NULL;
/* when assemble fails, we rely on tu_shader_destroy to clean up the
* variant
*/
return ir3_shader_assemble(variant, shader->compiler->gpu_id);
}
VkResult
tu_shader_compile(struct tu_device *dev,
struct tu_shader *shader,
const struct tu_shader *next_stage,
const struct tu_shader_compile_options *options,
const VkAllocationCallbacks *alloc)
{
if (options->optimize) {
/* ignore the key for the first pass of optimization */
ir3_optimize_nir(&shader->ir3_shader, shader->ir3_shader.nir, NULL);
if (unlikely(dev->physical_device->instance->debug_flags &
TU_DEBUG_NIR)) {
fprintf(stderr, "optimized nir:\n");
nir_print_shader(shader->ir3_shader.nir, stderr);
}
}
shader->binary = tu_compile_shader_variant(
&shader->ir3_shader, &options->key, NULL, &shader->variants[0]);
if (!shader->binary)
return VK_ERROR_OUT_OF_HOST_MEMORY;
/* compile another variant for the binning pass */
if (options->include_binning_pass &&
shader->ir3_shader.type == MESA_SHADER_VERTEX) {
shader->binning_binary = tu_compile_shader_variant(
&shader->ir3_shader, &options->key, &shader->variants[0],
&shader->variants[1]);
if (!shader->binning_binary)
return VK_ERROR_OUT_OF_HOST_MEMORY;
shader->has_binning_pass = true;
}
if (unlikely(dev->physical_device->instance->debug_flags & TU_DEBUG_IR3)) {
fprintf(stderr, "disassembled ir3:\n");
fprintf(stderr, "shader: %s\n",
gl_shader_stage_name(shader->ir3_shader.type));
ir3_shader_disasm(&shader->variants[0], shader->binary, stderr);
if (shader->has_binning_pass) {
fprintf(stderr, "disassembled ir3:\n");
fprintf(stderr, "shader: %s (binning)\n",
gl_shader_stage_name(shader->ir3_shader.type));
ir3_shader_disasm(&shader->variants[1], shader->binning_binary,
stderr);
}
}
return VK_SUCCESS;
}
VkResult
tu_CreateShaderModule(VkDevice _device,
const VkShaderModuleCreateInfo *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkShaderModule *pShaderModule)
{
TU_FROM_HANDLE(tu_device, device, _device);
struct tu_shader_module *module;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO);
assert(pCreateInfo->flags == 0);
assert(pCreateInfo->codeSize % 4 == 0);
module = vk_alloc2(&device->alloc, pAllocator,
sizeof(*module) + pCreateInfo->codeSize, 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (module == NULL)
return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY);
module->code_size = pCreateInfo->codeSize;
memcpy(module->code, pCreateInfo->pCode, pCreateInfo->codeSize);
_mesa_sha1_compute(module->code, module->code_size, module->sha1);
*pShaderModule = tu_shader_module_to_handle(module);
return VK_SUCCESS;
}
void
tu_DestroyShaderModule(VkDevice _device,
VkShaderModule _module,
const VkAllocationCallbacks *pAllocator)
{
TU_FROM_HANDLE(tu_device, device, _device);
TU_FROM_HANDLE(tu_shader_module, module, _module);
if (!module)
return;
vk_free2(&device->alloc, pAllocator, module);
}
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