nir: add nir_lower_uniforms_to_ubo pass
This is a further lowering of default-block uniform loads that transforms load_uniform intrinsics into load_ubo intrinsics. This simplifies the rest of the backend. v2: transform from load_uniform instead of straight from variables Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -238,6 +238,7 @@ NIR_FILES = \
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nir/nir_lower_tex.c \
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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_to_source_mods.c \
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nir/nir_lower_two_sided_color.c \
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nir/nir_lower_two_sided_color.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_vars_to_ssa.c \
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nir/nir_lower_var_copies.c \
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nir/nir_lower_var_copies.c \
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nir/nir_lower_vec_to_movs.c \
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nir/nir_lower_vec_to_movs.c \
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@@ -2581,6 +2581,7 @@ void nir_lower_bitmap(nir_shader *shader, const nir_lower_bitmap_options *option
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bool nir_lower_atomics(nir_shader *shader,
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bool nir_lower_atomics(nir_shader *shader,
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const struct gl_shader_program *shader_program);
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const struct gl_shader_program *shader_program);
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bool nir_lower_atomics_to_ssbo(nir_shader *shader, unsigned ssbo_offset);
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bool nir_lower_atomics_to_ssbo(nir_shader *shader, unsigned ssbo_offset);
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bool nir_lower_uniforms_to_ubo(nir_shader *shader);
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bool nir_lower_to_source_mods(nir_shader *shader);
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bool nir_lower_to_source_mods(nir_shader *shader);
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bool nir_lower_gs_intrinsics(nir_shader *shader);
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bool nir_lower_gs_intrinsics(nir_shader *shader);
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97
src/compiler/nir/nir_lower_uniforms_to_ubo.c
Normal file
97
src/compiler/nir/nir_lower_uniforms_to_ubo.c
Normal file
@@ -0,0 +1,97 @@
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/*
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* Copyright 2017 Advanced Micro Devices, Inc.
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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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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the 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 NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Remap load_uniform intrinsics to UBO accesses of UBO binding point 0. Both
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* the base and the offset are interpreted as 16-byte units.
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*
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* Simultaneously, remap existing UBO accesses by increasing their binding
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* point by 1.
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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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lower_instr(nir_intrinsic_instr *instr, nir_builder *b)
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{
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b->cursor = nir_before_instr(&instr->instr);
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if (instr->intrinsic == nir_intrinsic_load_ubo) {
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nir_ssa_def *old_idx = nir_ssa_for_src(b, instr->src[0], 1);
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nir_ssa_def *new_idx = nir_iadd(b, old_idx, nir_imm_int(b, 1));
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nir_instr_rewrite_src(&instr->instr, &instr->src[0],
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nir_src_for_ssa(new_idx));
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return true;
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}
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if (instr->intrinsic == nir_intrinsic_load_uniform) {
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nir_ssa_def *ubo_idx = nir_imm_int(b, 0);
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nir_ssa_def *ubo_offset =
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nir_imul(b, nir_imm_int(b, 16),
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nir_iadd(b, nir_imm_int(b, nir_intrinsic_base(instr)),
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nir_ssa_for_src(b, instr->src[0], 1)));
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nir_intrinsic_instr *load =
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nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo);
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load->num_components = instr->num_components;
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load->src[0] = nir_src_for_ssa(ubo_idx);
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load->src[1] = nir_src_for_ssa(ubo_offset);
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nir_ssa_dest_init(&load->instr, &load->dest,
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load->num_components, instr->dest.ssa.bit_size,
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instr->dest.ssa.name);
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nir_builder_instr_insert(b, &load->instr);
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nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(&load->dest.ssa));
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nir_instr_remove(&instr->instr);
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return true;
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}
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return false;
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}
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bool
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nir_lower_uniforms_to_ubo(nir_shader *shader)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (function->impl) {
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nir_builder builder;
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nir_builder_init(&builder, function->impl);
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type == nir_instr_type_intrinsic)
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progress |= lower_instr(nir_instr_as_intrinsic(instr),
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&builder);
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}
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}
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nir_metadata_preserve(function->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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return progress;
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}
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