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/*
* Copyright © 2020 Google LLC
*
* 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.
*/
/* Lowers nir_intrinsic_load_ubo() to nir_intrinsic_load_ubo_vec4() taking an
* offset in vec4 units. This is a fairly common mode of UBO addressing for
* hardware to have, and it gives NIR a chance to optimize the addressing math
* and CSE the loads.
*
* We assume that the UBO loads do not cross a vec4 boundary. This is true
* for:
* - std140 (GLSL 1.40, GLSL ES)
* - Vulkan "Extended Layout" (the baseline for UBOs)
*
* but not:
*
* - GLSL 4.30's new packed mode (enabled by PIPE_CAP_LOAD_CONSTBUF) where
* vec3 arrays are packed tightly.
*
* - Vulkan's scalarBlockLayout optional feature:
*
* "A member is defined to improperly straddle if either of the following are
* true:
*
* • It is a vector with total size less than or equal to 16 bytes, and has
* Offset decorations placing its first byte at F and its last byte at L
* where floor(F / 16) != floor(L / 16).
* • It is a vector with total size greater than 16 bytes and has its Offset
* decorations placing its first byte at a non-integer multiple of 16.
*
* [...]
*
* Unless the scalarBlockLayout feature is enabled on the device:
*
* • Vectors must not improperly straddle, as defined above."
*/
#include "nir.h"
#include "nir_builder.h"
static bool
nir_lower_ubo_vec4_filter(const nir_instr *instr, const void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
return nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_ubo;
}
static nir_ssa_def *
nir_lower_ubo_vec4_lower(nir_builder *b, nir_instr *instr, void *data)
{
b->cursor = nir_before_instr(instr);
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
nir_ssa_def *byte_offset = nir_ssa_for_src(b, intr->src[1], 1);
nir_intrinsic_instr *load =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo_vec4);
nir_src_copy(&load->src[0], &intr->src[0], &load->instr);
load->src[1] = nir_src_for_ssa(nir_ushr_imm(b, byte_offset, 4));
unsigned align_mul = nir_intrinsic_align_mul(intr);
unsigned align_offset = nir_intrinsic_align_offset(intr);
int chan_size_bytes = intr->dest.ssa.bit_size / 8;
int chans_per_vec4 = 16 / chan_size_bytes;
/* We don't care if someone figured out that things are aligned beyond
* vec4.
*/
align_mul = MIN2(align_mul, 16);
align_offset &= 15;
assert(align_offset % chan_size_bytes == 0);
/* We assume that loads don't cross vec4 boundaries, just that we need
* to extract from within the vec4 when we don't have a good alignment.
*/
if (intr->num_components == chans_per_vec4) {
align_mul = 16;
align_offset = 0;
}
unsigned num_components = intr->num_components;
bool aligned_mul = align_mul % 16 == 0;
if (!aligned_mul)
num_components = chans_per_vec4;
nir_ssa_dest_init(&load->instr, &load->dest,
num_components, intr->dest.ssa.bit_size,
intr->dest.ssa.name);
load->num_components = num_components;
nir_builder_instr_insert(b, &load->instr);
nir_ssa_def *result = &load->dest.ssa;
int align_chan_offset = align_offset / chan_size_bytes;
if (aligned_mul) {
/* For an aligned load, just ask the backend to load from the known
* offset's component.
*/
nir_intrinsic_set_component(load, align_chan_offset);
} else {
if (align_mul == 8) {
/* Special case: Loading small vectors from offset % 8 == 0 can be
* done with just one bcsel.
*/
nir_component_mask_t low_channels =
BITSET_MASK(intr->num_components) << (align_chan_offset);
nir_component_mask_t high_channels =
low_channels << (8 / chan_size_bytes);
result = nir_bcsel(b,
nir_i2b(b, nir_iand_imm(b, byte_offset, 8)),
nir_channels(b, result, high_channels),
nir_channels(b, result, low_channels));
} else {
/* General fallback case: Per-result-channel bcsel-based extraction
* from the load.
*/
assert(align_mul == 4);
assert(align_chan_offset == 0);
nir_ssa_def *component =
nir_iand_imm(b,
nir_udiv_imm(b, byte_offset, chan_size_bytes),
chans_per_vec4 - 1);
nir_ssa_def *channels[NIR_MAX_VEC_COMPONENTS];
for (unsigned i = 0; i < intr->num_components; i++) {
channels[i] = nir_vector_extract(b, result,
nir_iadd_imm(b, component, i));
}
result = nir_vec(b, channels, intr->num_components);
}
}
return result;
}
bool
nir_lower_ubo_vec4(nir_shader *shader)
{
return nir_shader_lower_instructions(shader,
nir_lower_ubo_vec4_filter,
nir_lower_ubo_vec4_lower,
NULL);
}