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/*
* 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 binding = 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);
binding += 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);
binding += 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 (deref->mode == nir_var_mem_ubo) {
num_blocks = linked_shader->Program->info.num_ubos;
blocks = linked_shader->Program->sh.UniformBlocks;
} else {
assert(deref->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++) {
if (( use_bindings && binding == blocks[i]->Binding) ||
(!use_bindings && strcmp(block_name, blocks[i]->Name) == 0)) {
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) == 0)) {
*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);
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 (!(deref->mode & (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);
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, offset;
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, 0));
} else {
/* This will get handled by nir_lower_explicit_io(). */
break;
}
nir_deref_instr *cast = nir_build_deref_cast(&b, ptr, deref->mode,
deref->type, 0);
nir_ssa_def_rewrite_uses(&deref->dest.ssa,
nir_src_for_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 (!(deref->mode & (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,
nir_src_for_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 (!(deref->mode & (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);
}
return progress;
}
bool
gl_nir_lower_buffers(nir_shader *shader,
const struct gl_shader_program *shader_program)
{
bool progress = false;
/* 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;
}