nir: Add a lowering pass for backends wanting load_ubo with vec4 offsets.
This is very common for backends -- r600, freedreno, and nir_to_tgsi all needed versions of it. Make a common intrinsic to use for it with a shared, slightly-tuned-from-ir3 lowering pass. Reviewed-by: Gert Wollny <gert.wollny@collabora.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Reviewed-by: Connor Abbott <cwabbott0@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6378>
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@@ -292,6 +292,7 @@ NIR_FILES = \
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nir/nir_lower_tex.c \
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nir/nir_lower_to_source_mods.c \
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nir/nir_lower_two_sided_color.c \
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nir/nir_lower_ubo_vec4.c \
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nir/nir_lower_uniforms_to_ubo.c \
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nir/nir_lower_vars_to_ssa.c \
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nir/nir_lower_var_copies.c \
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@@ -180,6 +180,7 @@ files_libnir = files(
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'nir_lower_wpos_ytransform.c',
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'nir_lower_wrmasks.c',
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'nir_lower_bit_size.c',
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'nir_lower_ubo_vec4.c',
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'nir_lower_uniforms_to_ubo.c',
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'nir_metadata.c',
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'nir_move_vec_src_uses_to_dest.c',
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@@ -4051,6 +4051,8 @@ bool nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer);
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bool nir_lower_amul(nir_shader *shader,
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int (*type_size)(const struct glsl_type *, bool));
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bool nir_lower_ubo_vec4(nir_shader *shader);
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void nir_assign_io_var_locations(nir_shader *shader,
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nir_variable_mode mode,
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unsigned *size,
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@@ -735,6 +735,8 @@ def load(name, src_comp, indices=[], flags=[]):
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load("uniform", [1], [BASE, RANGE, TYPE], [CAN_ELIMINATE, CAN_REORDER])
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# src[] = { buffer_index, offset }.
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load("ubo", [-1, 1], [ACCESS, ALIGN_MUL, ALIGN_OFFSET], flags=[CAN_ELIMINATE, CAN_REORDER])
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# src[] = { buffer_index, offset in vec4 units }
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load("ubo_vec4", [-1, 1], [ACCESS, COMPONENT], flags=[CAN_ELIMINATE, CAN_REORDER])
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# src[] = { offset }.
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load("input", [1], [BASE, COMPONENT, TYPE], [CAN_ELIMINATE, CAN_REORDER])
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# src[] = { vertex_id, offset }.
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168
src/compiler/nir/nir_lower_ubo_vec4.c
Normal file
168
src/compiler/nir/nir_lower_ubo_vec4.c
Normal file
@@ -0,0 +1,168 @@
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/*
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* Copyright © 2020 Google LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/* Lowers nir_intrinsic_load_ubo() to nir_intrinsic_load_ubo_vec4() taking an
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* offset in vec4 units. This is a fairly common mode of UBO addressing for
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* hardware to have, and it gives NIR a chance to optimize the addressing math
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* and CSE the loads.
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*
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* We assume that the UBO loads do not cross a vec4 boundary. This is true
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* for:
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* - std140 (GLSL 1.40, GLSL ES)
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* - Vulkan "Extended Layout" (the baseline for UBOs)
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*
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* but not:
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*
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* - GLSL 4.30's new packed mode (enabled by PIPE_CAP_LOAD_CONSTBUF) where
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* vec3 arrays are packed tightly.
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*
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* - Vulkan's scalarBlockLayout optional feature:
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*
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* "A member is defined to improperly straddle if either of the following are
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* true:
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*
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* • It is a vector with total size less than or equal to 16 bytes, and has
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* Offset decorations placing its first byte at F and its last byte at L
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* where floor(F / 16) != floor(L / 16).
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* • It is a vector with total size greater than 16 bytes and has its Offset
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* decorations placing its first byte at a non-integer multiple of 16.
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*
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* [...]
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*
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* Unless the scalarBlockLayout feature is enabled on the device:
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*
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* • Vectors must not improperly straddle, as defined above."
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*/
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#include "nir.h"
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#include "nir_builder.h"
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static bool
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nir_lower_ubo_vec4_filter(const nir_instr *instr, const void *data)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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return nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_ubo;
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}
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static nir_ssa_def *
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nir_lower_ubo_vec4_lower(nir_builder *b, nir_instr *instr, void *data)
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{
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b->cursor = nir_before_instr(instr);
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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nir_ssa_def *byte_offset = nir_ssa_for_src(b, intr->src[1], 1);
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nir_intrinsic_instr *load =
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nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo_vec4);
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nir_src_copy(&load->src[0], &intr->src[0], &load->instr);
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load->src[1] = nir_src_for_ssa(nir_ushr_imm(b, byte_offset, 4));
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unsigned align_mul = nir_intrinsic_align_mul(intr);
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unsigned align_offset = nir_intrinsic_align_offset(intr);
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int chan_size_bytes = intr->dest.ssa.bit_size / 8;
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int chans_per_vec4 = 16 / chan_size_bytes;
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/* We don't care if someone figured out that things are aligned beyond
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* vec4.
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*/
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align_mul = MIN2(align_mul, 16);
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align_offset &= 15;
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assert(align_offset % chan_size_bytes == 0);
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/* We assume that loads don't cross vec4 boundaries, just that we need
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* to extract from within the vec4 when we don't have a good alignment.
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*/
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if (intr->num_components == chans_per_vec4) {
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align_mul = 16;
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align_offset = 0;
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}
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unsigned num_components = intr->num_components;
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bool aligned_mul = align_mul % 16 == 0;
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if (!aligned_mul)
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num_components = chans_per_vec4;
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nir_ssa_dest_init(&load->instr, &load->dest,
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num_components, intr->dest.ssa.bit_size,
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intr->dest.ssa.name);
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load->num_components = num_components;
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nir_builder_instr_insert(b, &load->instr);
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nir_ssa_def *result = &load->dest.ssa;
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int align_chan_offset = align_offset / chan_size_bytes;
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if (aligned_mul) {
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/* For an aligned load, just ask the backend to load from the known
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* offset's component.
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*/
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nir_intrinsic_set_component(load, align_chan_offset);
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} else {
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if (align_mul == 8) {
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/* Special case: Loading small vectors from offset % 8 == 0 can be
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* done with just one bcsel.
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*/
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nir_component_mask_t low_channels =
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BITSET_MASK(intr->num_components) << (align_chan_offset);
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nir_component_mask_t high_channels =
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low_channels << (8 / chan_size_bytes);
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result = nir_bcsel(b,
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nir_i2b(b, nir_iand_imm(b, byte_offset, 8)),
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nir_channels(b, result, high_channels),
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nir_channels(b, result, low_channels));
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} else {
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/* General fallback case: Per-result-channel bcsel-based extraction
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* from the load.
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*/
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assert(align_mul == 4);
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assert(align_chan_offset == 0);
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nir_ssa_def *component =
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nir_iand_imm(b,
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nir_udiv_imm(b, byte_offset, chan_size_bytes),
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chans_per_vec4 - 1);
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nir_ssa_def *channels[NIR_MAX_VEC_COMPONENTS];
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for (unsigned i = 0; i < intr->num_components; i++) {
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channels[i] = nir_vector_extract(b, result,
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nir_iadd_imm(b, component, i));
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}
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result = nir_vec(b, channels, intr->num_components);
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}
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}
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return result;
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}
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bool
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nir_lower_ubo_vec4(nir_shader *shader)
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{
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return nir_shader_lower_instructions(shader,
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nir_lower_ubo_vec4_filter,
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nir_lower_ubo_vec4_lower,
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NULL);
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}
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@@ -585,6 +585,14 @@ validate_intrinsic_instr(nir_intrinsic_instr *instr, validate_state *state)
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break;
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}
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case nir_intrinsic_load_ubo_vec4: {
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int bit_size = nir_dest_bit_size(instr->dest);
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validate_assert(state, bit_size >= 8);
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validate_assert(state, (nir_intrinsic_component(instr) +
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instr->num_components) * (bit_size / 8) <= 16);
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break;
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}
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case nir_intrinsic_load_ubo:
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case nir_intrinsic_load_ssbo:
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case nir_intrinsic_load_shared:
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