We're going to have multiple functions, so nir_shader_get_entrypoint()
needs to do something a little smarter.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
the naming is a bit confusing no matter how you look at it. Within SPIR-V
"global" memory is memory accessible from all threads. glsl "global" memory
normally refers to shader thread private memory declared at global scope. As
we already use "shared" for memory shared across all thrads of a work group
the solution where everybody could be happy with is to rename "global" to
"private" and use "global" later for memory usually stored within system
accessible memory (be it VRAM or system RAM if keeping SVM in mind).
glsl "local" memory is memory only accessible within a function, while SPIR-V
"local" memory is memory accessible within the same workgroup.
v2: rename local to function as well
v3: rename vtn_variable_mode_local as well
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
These correspond directly to SPIR-V's OpPtrAccessChain. As such, they
treat whatever their parent gives them as if it's the first element in
some array and dereferences that array. If the parent is, itself, an
array deref, then the two indices can just be added together to get the
final array deref. However, it can also be used in cases where what you
have is a dereference to some random vec2 value somewhere. In this
case, we require a cast before the ptr_as_array and use the ptr_stride
field in the cast to provide a stride for the ptr_as_array derefs.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Previously, NIR had a single nir_var_uniform mode used for atomic
counters, UBOs, samplers, images, and normal uniforms. This commit
splits this into nir_var_uniform and nir_var_ubo where nir_var_uniform
is still a bit of a catch-all but the nir_var_ubo is specific to UBOs.
While we're at it, we also rename shader_storage to ssbo to follow the
convention.
We need this so that we can distinguish between normal uniforms and UBO
access at the deref level without going all the way back variable and
seeing if it has an interface type.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This commit adds support for 1-bit Booleans and integers. Booleans
obviously take a value of true or false. Because we have to define the
semantics of 1-bit signed and unsigned integers, we define uint1_t to
take values of 0 and 1 and int1_t to take values of 0 and -1. 1-bit
arithmetic is then well-defined in the usual way, just with fewer bits.
The definition of int1_t and uint1_t doesn't usually matter but we do
need something for purposes of constant folding.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
and _mesa_bitcount_64 with util_bitcount_64. This fixes a build problem
in nir for platforms that don't have popcount or popcountll, such as
32bit msvc.
v2: - Fix additional uses of _mesa_bitcount added after this was
originally written
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v1)
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It was very inconsistently handled; the only things that made use of it
were glsl_to_nir, glspirv, and nir_gather_info. In particular,
nir_lower_io completely ignored it so anyone using nir_lower_io on
64-bit vertex attributes was going to be in for a shock. Also, as of
the previous commit, it's set by every driver that supports 64-bit
vertex attributes. There's no longer any reason to have it be an option
so let's just delete it.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Previously, we had two field in shader_info: double_inputs_read and
double_inputs. Presumably, the one was for all double inputs that are
read and the other is all that exist. However, because nir_gather_info
regenerates these two values, there is a possibility, if a variable gets
deleted, that the value of double_inputs could change over time. This
is a problem because double_inputs is used to remap the input locations
to a two-slot-per-dvec3/4 scheme for i965. If that mapping were to
change between glsl_to_nir and back-end state setup, we would fall over
when trying to map the NIR outputs back onto the GL location space.
This commit changes the way slot re-mapping works. Instead of the
double_inputs field in shader_info, it adds a DualSlotInputs bitfield to
gl_program. By having it in gl_program, we more easily guarantee that
NIR passes won't touch it after it's been set. It also makes more sense
to put it in a GL data structure since it's really a mapping from GL
slots to back-end and/or NIR slots and not really a NIR shader thing.
Tested-by: Alejandro Piñeiro <apinheiro@igalia.com> (ARB_gl_spirv tests)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Since there's no particular reason for the index to be 0, choose an
index that is not used by other block. This is convenient when we
store "per-block" data in an array AND look for the successors
data (e.g. any kind of backwards data-flow analysis).
v2: Add a note about end_block's index. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Equivalent to the already existing how_declared at GLSL IR. The only
difference is that we are not adding all the declaration_type
available on GLSL, only the one that we will use on the short term. We
would add more mode if needed on the future.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
OpenCL knows vector of size 8 and 16.
v2: rebased on master (nir_swizzle rework)
rework more declarations with nir_component_mask_t
adjust print_var_decl
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
This commit completely reworks function calls in NIR. Instead of having
a set of variables for the parameters and return value, nir_call_instr
now has simply has a number of sources which get mapped to load_param
intrinsics inside the functions. It's up to the client API to build an
ABI on top of that. In SPIR-V, out parameters are handled by passing
the result of a deref through as an SSA value and storing to it.
This virtue of this approach can be seen by how much it allows us to
delete from core NIR. In particular, nir_inline_functions gets halved
and goes from a fairly difficult pass to understand in detail to almost
trivial. It also simplifies spirv_to_nir somewhat because NIR functions
never were a good fit for SPIR-V.
Unfortunately, there is no good way to do this without a mega-commit.
Core NIR and SPIR-V have to be changed at the same time. This also
requires changes to anv and radv because nir_inline_functions couldn't
handle deref instructions before this change and can't work without them
after this change.
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be removed at the end of the transition, but add some tracking
plus asserts to help ensure that lowering passes are called at the
correct point (pre or post deref instruction lowering) as passes are
converted and the point where lower_deref_instrs() is called is moved.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit adds a new instruction type to NIR for handling derefs.
Nothing uses it yet but this adds the data structure as well as all of
the code to validate, print, clone, and [de]serialize them.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This VS system value contains if the draw command used to start the
rendering was an indexed draw command or a non-indexed one
(~0/0 respectively). Useful to calculate the gl_BaseVertex as:
(SYSTEM_VALUE_IS_INDEXED_DRAW & SYSTEM_VALUE_FIRST_VERTEX).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This VS system value will contain the value passed as <basevertex> for
indexed draw calls or the value passed as <first> for non-indexed draw
calls. It can be used to calculate the gl_VertexID as
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX.
From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays":
- Page 352:
"The index of any element transferred to the GL by DrawArraysOneInstance
is referred to as its vertex ID, and may be read by a vertex shader as
gl_VertexID. The vertex ID of the ith element transferred is first +
i."
- Page 355:
"The index of any element transferred to the GL by
DrawElementsOneInstance is referred to as its vertex ID, and may be read
by a vertex shader as gl_VertexID. The vertex ID of the ith element
transferred is the sum of basevertex and the value stored in the
currently bound element array buffer at offset indices + i."
Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but
this will have to change when the value of gl_BaseVertex is
fixed. Currently its value is broken for non-indexed draw calls because
it must be zero but we are setting it to <first>.
v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of
SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth).
v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be
generated. Reformat commit message to 72 columns.
Reviewed-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
So it is more clear about when to use nir_instr_rewrite_src()
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Because nir_instr_remove is an inline wrapper around nir_instr_remove_v,
the compiler should be able to tell that the return value is unused and
not emit the extra code in most cases.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously bitset.h would include u_math.h to get bitscan.h. u_math.h
lives in src/gallium/auxiliary/util while both bitset.h and bitscan.h
live in src/util. Having the one file directly include another file
that lives in the same directory makes much more sense.
As a side-effect, several files need to directly include standard header
files that were previously indirectly included.
v2: Fix build break in src/amd/common/ac_nir_to_llvm.c.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
To avoid compilation warnings and because this helper
shouldn't update anything.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
v2: Renamed glsl_half_float_type() to glsl_float16_t_type().
(Jason Ekstrand)
Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Signed-off-by: Eduardo Lima <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Some drivers prefer to treat gl_FragCoord as a system value rather than
a fragment shader input, see Const.GLSLFragCoordIsSysVal.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We already had a channel_num system value, which I'm renaming to
subgroup_invocation to match the rest of the new system values.
Note that while ballotARB(true) will return zeros in the high 32-bits on
systems where gl_SubGroupSizeARB <= 32, the gl_SubGroup??MaskARB
variables do not consider whether channels are enabled. See issue (1) of
ARB_shader_ballot.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The NIR story on conversion opcodes is a mess. We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random. This commit re-organizes things and makes them all
consistent:
- All non-bool conversion opcodes now have the explicit size in the
destination and are named <src_type>2<dst_type><size>.
- Integer <-> integer conversion opcodes now only come in i2i and u2u
forms (i2u and u2i have been removed) since the only difference
between the different integer conversions is whether or not they
sign-extend when up-converting.
- Boolean conversion opcodes all have the explicit size on the bool and
are named <src_type>2<dst_type>.
Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako. This will make adding
int8, int16, and float16 versions much easier when the time comes.
Reviewed-by: Eric Anholt <eric@anholt.net>
The original version was very convoluted and tried way too hard to not
just have the nested switch statement that it needs. Let's just write
the obvious code and then we know it's correct. This fixes a bunch of
missing cases particularly with int64.
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
These are enough for the spir-v generator to handle UConvert
and SConvert operations, and fix the 4 tests in CTS.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
this is to avoid following compilation error on Android:
error: control may reach end of non-void function [-Werror,-Wreturn-type]
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
This function returns the nir_op corresponding to the conversion between
the given nir_alu_type arguments.
This function lacks support for integer-based types with bit_size != 32
and for float16 conversion ops.
v2:
- Improve readiness of the code and delete cases that don't happen now (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>