nir: Add some notes about const/uniform array access rules in GL.

I was doing some RE on freedreno and we had some questions about when the
hardware might need non-uniform or non-constant array access for various
descriptor types, so let's leave some notes for the next person.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13621>
This commit is contained in:
Emma Anholt
2021-11-01 09:32:03 -07:00
committed by Marge Bot
parent ca1ec72726
commit 3f4bfecee6
3 changed files with 56 additions and 8 deletions

View File

@@ -1981,7 +1981,10 @@ typedef enum {
*
* This is added to nir_tex_instr::sampler_index. Unless
* nir_tex_instr::sampler_non_uniform is set, this is guaranteed to be
* dynamically uniform.
* dynamically uniform. This should not be present until GLSL ES 3.20, GLSL
* 4.00, or ARB_gpu_shader5, because in ES 3.10 and GL 3.30 samplers said
* "When aggregated into arrays within a shader, samplers can only be indexed
* with a constant integral expression."
*/
nir_tex_src_sampler_offset,
@@ -2144,7 +2147,18 @@ typedef struct {
/** True if the texture index or handle is not dynamically uniform */
bool texture_non_uniform;
/** True if the sampler index or handle is not dynamically uniform */
/** True if the sampler index or handle is not dynamically uniform.
*
* This may be set when VK_EXT_descriptor_indexing is supported and the
* appropriate capability is enabled.
*
* This should always be false in GLSL (GLSL ES 3.20 says "When aggregated
* into arrays within a shader, opaque types can only be indexed with a
* dynamically uniform integral expression", and GLSL 4.60 says "When
* aggregated into arrays within a shader, [texture, sampler, and
* samplerShadow] types can only be indexed with a dynamically uniform
* expression, or texture lookup will result in undefined values.").
*/
bool sampler_non_uniform;
/** The texture index

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@@ -540,9 +540,15 @@ intrinsic("rt_trace_ray", src_comp=[-1, 1, 1, 1, 1, 1, 3, 1, 3, 1, -1],
# Atomic counters
#
# The *_var variants take an atomic_uint nir_variable, while the other,
# lowered, variants take a constant buffer index and register offset.
# The *_deref variants take an atomic_uint nir_variable, while the other,
# lowered, variants take a buffer index and register offset. The buffer index
# is always constant, as there's no way to declare an array of atomic counter
# buffers.
#
# The register offset may be non-constant but must by dynamically uniform
# ("Atomic counters aggregated into arrays within a shader can only be indexed
# with dynamically uniform integral expressions, otherwise results are
# undefined.")
def atomic(name, flags=[]):
intrinsic(name + "_deref", src_comp=[-1], dest_comp=1, flags=flags)
intrinsic(name, src_comp=[1], dest_comp=1, indices=[BASE], flags=flags)
@@ -576,7 +582,9 @@ atomic3("atomic_counter_comp_swap")
# In the first version, the image variable contains the memory and layout
# qualifiers that influence the semantics of the intrinsic. In the second and
# third, the image format and access qualifiers are provided as constant
# indices.
# indices. Up through GLSL ES 3.10, the image index source may only be a
# constant array access. GLSL ES 3.20 and GLSL 4.00 allow dynamically uniform
# indexing.
#
# All image intrinsics take a four-coordinate vector and a sample index as
# 2nd and 3rd sources, determining the location within the image that will be
@@ -661,7 +669,8 @@ intrinsic("load_vulkan_descriptor", src_comp=[-1], dest_comp=0,
# All SSBO operations take 3 sources except CompSwap that takes 4. These
# sources represent:
#
# 0: The SSBO buffer index.
# 0: The SSBO buffer index (dynamically uniform in GLSL, possibly non-uniform
# with VK_EXT_descriptor_indexing).
# 1: The offset into the SSBO buffer of the variable that the atomic
# operation will operate on.
# 2: The data parameter to the atomic function (i.e. the value to add

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@@ -944,7 +944,32 @@ enum gl_access_qualifier
/* The memory used by the access/variable is not written. */
ACCESS_NON_WRITEABLE = (1 << 4),
/** The access may use a non-uniform buffer or image index */
/**
* The access may use a non-uniform buffer or image index.
*
* This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
* VK_EXT_descriptor_indexing is supported and the appropriate capability is
* enabled.
*
* Some GL spec archaeology justifying this:
*
* Up through at least GLSL ES 3.20 and GLSL 4.50, "Opaque Types" says "When
* aggregated into arrays within a shader, opaque types can only be indexed
* with a dynamically uniform integral expression (see section 3.9.3) unless
* otherwise noted; otherwise, results are undefined."
*
* The original GL_AB_shader_image_load_store specification for desktop GL
* didn't have this restriction ("Images may be aggregated into arrays within
* a shader (using square brackets [ ]) and can be indexed with general
* integer expressions.") At the same time,
* GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
* ("A uniform or shader storage block array can only be indexed with a
* dynamically uniform integral expression, otherwise results are
* undefined"), just like ARB_gpu_shader5 did when it first introduced a
* non-constant indexing of an opaque type with samplers. So, we assume that
* this was an oversight in the original image_load_store spec, and was
* considered a correction in the merge to core.
*/
ACCESS_NON_UNIFORM = (1 << 5),
/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be