
This just adds the structure with a name and its update function. strlen and others will be added in the following commits. The idea is to parse and analyze the name in advance to make glGetUniformLocation faster. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13507>
362 lines
14 KiB
C
362 lines
14 KiB
C
/*
|
|
* Copyright © 2019 Intel Corporation
|
|
*
|
|
* 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 "compiler/nir/nir.h"
|
|
#include "compiler/nir/nir_builder.h"
|
|
#include "gl_nir.h"
|
|
#include "ir_uniform.h"
|
|
|
|
#include "util/compiler.h"
|
|
#include "main/mtypes.h"
|
|
|
|
static nir_ssa_def *
|
|
get_block_array_index(nir_builder *b, nir_deref_instr *deref,
|
|
const struct gl_shader_program *shader_program)
|
|
{
|
|
unsigned array_elements = 1;
|
|
|
|
/* Build a block name such as "block[2][0]" for finding in the list of
|
|
* blocks later on as well as an optional dynamic index which gets added
|
|
* to the block index later.
|
|
*/
|
|
int const_array_offset = 0;
|
|
const char *block_name = "";
|
|
nir_ssa_def *nonconst_index = NULL;
|
|
while (deref->deref_type == nir_deref_type_array) {
|
|
nir_deref_instr *parent = nir_deref_instr_parent(deref);
|
|
assert(parent && glsl_type_is_array(parent->type));
|
|
unsigned arr_size = glsl_get_length(parent->type);
|
|
|
|
if (nir_src_is_const(deref->arr.index)) {
|
|
unsigned arr_index = nir_src_as_uint(deref->arr.index);
|
|
|
|
/* We're walking the deref from the tail so prepend the array index */
|
|
block_name = ralloc_asprintf(b->shader, "[%u]%s", arr_index,
|
|
block_name);
|
|
|
|
const_array_offset += arr_index * array_elements;
|
|
} else {
|
|
nir_ssa_def *arr_index = nir_ssa_for_src(b, deref->arr.index, 1);
|
|
arr_index = nir_umin(b, arr_index, nir_imm_int(b, arr_size - 1));
|
|
nir_ssa_def *arr_offset = nir_amul_imm(b, arr_index, array_elements);
|
|
if (nonconst_index)
|
|
nonconst_index = nir_iadd(b, nonconst_index, arr_offset);
|
|
else
|
|
nonconst_index = arr_offset;
|
|
|
|
/* We're walking the deref from the tail so prepend the array index */
|
|
block_name = ralloc_asprintf(b->shader, "[0]%s", block_name);
|
|
}
|
|
|
|
array_elements *= arr_size;
|
|
deref = parent;
|
|
}
|
|
|
|
assert(deref->deref_type == nir_deref_type_var);
|
|
int binding = const_array_offset + deref->var->data.binding;
|
|
block_name = ralloc_asprintf(b->shader, "%s%s",
|
|
glsl_get_type_name(deref->var->interface_type),
|
|
block_name);
|
|
|
|
struct gl_linked_shader *linked_shader =
|
|
shader_program->_LinkedShaders[b->shader->info.stage];
|
|
|
|
unsigned num_blocks;
|
|
struct gl_uniform_block **blocks;
|
|
if (nir_deref_mode_is(deref, nir_var_mem_ubo)) {
|
|
num_blocks = linked_shader->Program->info.num_ubos;
|
|
blocks = linked_shader->Program->sh.UniformBlocks;
|
|
} else {
|
|
assert(nir_deref_mode_is(deref, nir_var_mem_ssbo));
|
|
num_blocks = linked_shader->Program->info.num_ssbos;
|
|
blocks = linked_shader->Program->sh.ShaderStorageBlocks;
|
|
}
|
|
|
|
/* Block names are optional with ARB_gl_spirv so use the binding instead. */
|
|
bool use_bindings = shader_program->data->spirv;
|
|
|
|
for (unsigned i = 0; i < num_blocks; i++) {
|
|
if (( use_bindings && binding == blocks[i]->Binding) ||
|
|
(!use_bindings && strcmp(block_name, blocks[i]->name.string) == 0)) {
|
|
deref->var->data.driver_location = i - const_array_offset;
|
|
if (nonconst_index)
|
|
return nir_iadd_imm(b, nonconst_index, i);
|
|
else
|
|
return nir_imm_int(b, i);
|
|
}
|
|
}
|
|
|
|
/* TODO: Investigate if we could change the code to assign Bindings to the
|
|
* blocks that were not explicitly assigned, so we can always compare
|
|
* bindings.
|
|
*/
|
|
|
|
if (use_bindings)
|
|
unreachable("Failed to find the block by binding");
|
|
else
|
|
unreachable("Failed to find the block by name");
|
|
}
|
|
|
|
static void
|
|
get_block_index_offset(nir_variable *var,
|
|
const struct gl_shader_program *shader_program,
|
|
gl_shader_stage stage,
|
|
unsigned *index, unsigned *offset)
|
|
{
|
|
|
|
struct gl_linked_shader *linked_shader =
|
|
shader_program->_LinkedShaders[stage];
|
|
|
|
unsigned num_blocks;
|
|
struct gl_uniform_block **blocks;
|
|
if (var->data.mode == nir_var_mem_ubo) {
|
|
num_blocks = linked_shader->Program->info.num_ubos;
|
|
blocks = linked_shader->Program->sh.UniformBlocks;
|
|
} else {
|
|
assert(var->data.mode == nir_var_mem_ssbo);
|
|
num_blocks = linked_shader->Program->info.num_ssbos;
|
|
blocks = linked_shader->Program->sh.ShaderStorageBlocks;
|
|
}
|
|
|
|
/* Block names are optional with ARB_gl_spirv so use the binding instead. */
|
|
bool use_bindings = shader_program->data->spirv;
|
|
|
|
for (unsigned i = 0; i < num_blocks; i++) {
|
|
const char *block_name = glsl_get_type_name(var->interface_type);
|
|
if (( use_bindings && blocks[i]->Binding == var->data.binding) ||
|
|
(!use_bindings && strcmp(block_name, blocks[i]->name.string) == 0)) {
|
|
var->data.driver_location = i;
|
|
*index = i;
|
|
*offset = blocks[i]->Uniforms[var->data.location].Offset;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (use_bindings)
|
|
unreachable("Failed to find the block by binding");
|
|
else
|
|
unreachable("Failed to find the block by name");
|
|
}
|
|
|
|
static bool
|
|
lower_buffer_interface_derefs_impl(nir_function_impl *impl,
|
|
const struct gl_shader_program *shader_program)
|
|
{
|
|
bool progress = false;
|
|
|
|
nir_builder b;
|
|
nir_builder_init(&b, impl);
|
|
|
|
/* this must be a separate loop before the main pass in order to ensure that
|
|
* access info is fully propagated prior to the info being lost during rewrites
|
|
*/
|
|
nir_foreach_block(block, impl) {
|
|
nir_foreach_instr(instr, block) {
|
|
if (instr->type != nir_instr_type_intrinsic)
|
|
continue;
|
|
|
|
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
|
|
if (intrin->intrinsic == nir_intrinsic_load_deref ||
|
|
intrin->intrinsic == nir_intrinsic_store_deref) {
|
|
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
|
|
assert(var);
|
|
nir_intrinsic_set_access(intrin, nir_intrinsic_access(intrin) | var->data.access);
|
|
}
|
|
}
|
|
}
|
|
|
|
nir_foreach_block(block, impl) {
|
|
nir_foreach_instr_safe(instr, block) {
|
|
switch (instr->type) {
|
|
case nir_instr_type_deref: {
|
|
nir_deref_instr *deref = nir_instr_as_deref(instr);
|
|
if (!nir_deref_mode_is_one_of(deref, nir_var_mem_ubo |
|
|
nir_var_mem_ssbo))
|
|
break;
|
|
|
|
/* We use nir_address_format_32bit_index_offset */
|
|
assert(deref->dest.is_ssa);
|
|
assert(deref->dest.ssa.bit_size == 32);
|
|
deref->dest.ssa.num_components = 2;
|
|
|
|
progress = true;
|
|
|
|
b.cursor = nir_before_instr(&deref->instr);
|
|
|
|
unsigned offset = 0;
|
|
nir_ssa_def *ptr;
|
|
if (deref->deref_type == nir_deref_type_var &&
|
|
!glsl_type_is_interface(glsl_without_array(deref->var->type))) {
|
|
/* This variable is contained in an interface block rather than
|
|
* containing one. We need the block index and its offset
|
|
* inside that block
|
|
*/
|
|
unsigned index;
|
|
get_block_index_offset(deref->var, shader_program,
|
|
b.shader->info.stage,
|
|
&index, &offset);
|
|
ptr = nir_imm_ivec2(&b, index, offset);
|
|
} else if (glsl_type_is_interface(deref->type)) {
|
|
/* This is the last deref before the block boundary.
|
|
* Everything after this point is a byte offset and will be
|
|
* handled by nir_lower_explicit_io().
|
|
*/
|
|
nir_ssa_def *index = get_block_array_index(&b, deref,
|
|
shader_program);
|
|
ptr = nir_vec2(&b, index, nir_imm_int(&b, offset));
|
|
} else {
|
|
/* This will get handled by nir_lower_explicit_io(). */
|
|
break;
|
|
}
|
|
|
|
nir_deref_instr *cast = nir_build_deref_cast(&b, ptr, deref->modes,
|
|
deref->type, 0);
|
|
/* Set the alignment on the cast so that we get good alignment out
|
|
* of nir_lower_explicit_io. Our offset to the start of the UBO
|
|
* variable is always a constant, so we can use the maximum
|
|
* align_mul.
|
|
*/
|
|
cast->cast.align_mul = NIR_ALIGN_MUL_MAX;
|
|
cast->cast.align_offset = offset % NIR_ALIGN_MUL_MAX;
|
|
|
|
nir_ssa_def_rewrite_uses(&deref->dest.ssa,
|
|
&cast->dest.ssa);
|
|
nir_deref_instr_remove_if_unused(deref);
|
|
break;
|
|
}
|
|
|
|
case nir_instr_type_intrinsic: {
|
|
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
|
|
switch (intrin->intrinsic) {
|
|
case nir_intrinsic_load_deref: {
|
|
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
|
|
if (!nir_deref_mode_is_one_of(deref, nir_var_mem_ubo |
|
|
nir_var_mem_ssbo))
|
|
break;
|
|
|
|
/* UBO and SSBO Booleans are 32-bit integers where any non-zero
|
|
* value is considered true. NIR Booleans, on the other hand
|
|
* are 1-bit values until you get to a very late stage of the
|
|
* compilation process. We need to turn those 1-bit loads into
|
|
* a 32-bit load wrapped in an i2b to get a proper NIR boolean
|
|
* from the SSBO.
|
|
*/
|
|
if (glsl_type_is_boolean(deref->type)) {
|
|
assert(intrin->dest.is_ssa);
|
|
b.cursor = nir_after_instr(&intrin->instr);
|
|
intrin->dest.ssa.bit_size = 32;
|
|
nir_ssa_def *bval = nir_i2b(&b, &intrin->dest.ssa);
|
|
nir_ssa_def_rewrite_uses_after(&intrin->dest.ssa,
|
|
bval,
|
|
bval->parent_instr);
|
|
progress = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case nir_intrinsic_store_deref: {
|
|
nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
|
|
if (!nir_deref_mode_is_one_of(deref, nir_var_mem_ubo |
|
|
nir_var_mem_ssbo))
|
|
break;
|
|
|
|
/* SSBO Booleans are 32-bit integers where any non-zero value
|
|
* is considered true. NIR Booleans, on the other hand are
|
|
* 1-bit values until you get to a very late stage of the
|
|
* compilation process. We need to turn those 1-bit stores
|
|
* into a b2i32 followed by a 32-bit store. Technically the
|
|
* value we write doesn't have to be 0/1 so once Booleans are
|
|
* lowered to 32-bit values, we have an unneeded sanitation
|
|
* step but in practice it doesn't cost much.
|
|
*/
|
|
if (glsl_type_is_boolean(deref->type)) {
|
|
assert(intrin->src[1].is_ssa);
|
|
b.cursor = nir_before_instr(&intrin->instr);
|
|
nir_ssa_def *ival = nir_b2i32(&b, intrin->src[1].ssa);
|
|
nir_instr_rewrite_src(&intrin->instr, &intrin->src[1],
|
|
nir_src_for_ssa(ival));
|
|
progress = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case nir_intrinsic_copy_deref:
|
|
unreachable("copy_deref should be lowered by now");
|
|
break;
|
|
|
|
default:
|
|
/* Nothing to do */
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break; /* Nothing to do */
|
|
}
|
|
}
|
|
}
|
|
|
|
if (progress) {
|
|
nir_metadata_preserve(impl, nir_metadata_block_index |
|
|
nir_metadata_dominance);
|
|
} else {
|
|
nir_metadata_preserve(impl, nir_metadata_all);
|
|
}
|
|
|
|
return progress;
|
|
}
|
|
|
|
bool
|
|
gl_nir_lower_buffers(nir_shader *shader,
|
|
const struct gl_shader_program *shader_program)
|
|
{
|
|
bool progress = false;
|
|
|
|
nir_foreach_variable_with_modes(var, shader, nir_var_mem_ubo | nir_var_mem_ssbo) {
|
|
var->data.driver_location = -1;
|
|
progress = true;
|
|
}
|
|
|
|
/* First, we lower the derefs to turn block variable and array derefs into
|
|
* a nir_address_format_32bit_index_offset pointer. From there forward,
|
|
* we leave the derefs in place and let nir_lower_explicit_io handle them.
|
|
*/
|
|
nir_foreach_function(function, shader) {
|
|
if (function->impl &&
|
|
lower_buffer_interface_derefs_impl(function->impl, shader_program))
|
|
progress = true;
|
|
}
|
|
|
|
/* If that did something, we validate and then call nir_lower_explicit_io
|
|
* to finish the process.
|
|
*/
|
|
if (progress) {
|
|
nir_validate_shader(shader, "Lowering buffer interface derefs");
|
|
nir_lower_explicit_io(shader, nir_var_mem_ubo | nir_var_mem_ssbo,
|
|
nir_address_format_32bit_index_offset);
|
|
}
|
|
|
|
return progress;
|
|
}
|