blob: 616d0b0e9d1c219460b5930916670227dcf7dab4 [file] [log] [blame]
/*
* Copyright 2023 Valve Corporation
* Copyright 2021 Alyssa Rosenzweig
* Copyright 2020 Collabora Ltd.
* Copyright 2016 Broadcom
* SPDX-License-Identifier: MIT
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
#include "agx_nir.h"
#include "agx_nir_texture.h"
#include "glsl_types.h"
#include "libagx.h"
#include "nir_builder_opcodes.h"
#include "nir_builtin_builder.h"
#include "nir_intrinsics.h"
#include "nir_intrinsics_indices.h"
#include "shader_enums.h"
/* Residency flags are inverted from NIR */
#define AGX_RESIDENT (0)
static bool
fence_image(struct nir_builder *b, nir_intrinsic_instr *intr, void *data)
{
b->cursor = nir_after_instr(&intr->instr);
/* If the image is write-only, there is no fencing needed */
if (nir_intrinsic_has_access(intr) &&
(nir_intrinsic_access(intr) & ACCESS_NON_READABLE)) {
return false;
}
switch (intr->intrinsic) {
case nir_intrinsic_image_store:
case nir_intrinsic_bindless_image_store:
nir_fence_pbe_to_tex_agx(b);
return true;
case nir_intrinsic_image_atomic:
case nir_intrinsic_bindless_image_atomic:
case nir_intrinsic_image_atomic_swap:
case nir_intrinsic_bindless_image_atomic_swap:
nir_fence_mem_to_tex_agx(b);
return true;
default:
return false;
}
}
static nir_def *
texture_descriptor_ptr(nir_builder *b, nir_tex_instr *tex)
{
int handle_idx = nir_tex_instr_src_index(tex, nir_tex_src_texture_handle);
assert(handle_idx >= 0 && "must be bindless");
return nir_load_from_texture_handle_agx(b, tex->src[handle_idx].src.ssa);
}
static bool
has_nonzero_lod(nir_tex_instr *tex)
{
int idx = nir_tex_instr_src_index(tex, nir_tex_src_lod);
if (idx < 0)
return false;
nir_src src = tex->src[idx].src;
return !(nir_src_is_const(src) && nir_src_as_uint(src) == 0);
}
static bool
lower_tex_crawl(nir_builder *b, nir_instr *instr, UNUSED void *data)
{
if (instr->type != nir_instr_type_tex)
return false;
nir_tex_instr *tex = nir_instr_as_tex(instr);
b->cursor = nir_before_instr(instr);
if (tex->op != nir_texop_txs && tex->op != nir_texop_texture_samples &&
tex->op != nir_texop_query_levels)
return false;
nir_def *ptr = texture_descriptor_ptr(b, tex);
unsigned nr_comps = tex->def.num_components;
assert(nr_comps <= 3);
int lod_idx = nir_tex_instr_src_index(tex, nir_tex_src_lod);
nir_def *lod = lod_idx >= 0 ? nir_u2u16(b, tex->src[lod_idx].src.ssa)
: nir_imm_intN_t(b, 0, 16);
nir_def *res;
if (tex->op == nir_texop_txs) {
res =
libagx_txs(b, ptr, lod, nir_imm_int(b, nr_comps),
nir_imm_bool(b, tex->sampler_dim == GLSL_SAMPLER_DIM_BUF),
nir_imm_bool(b, tex->sampler_dim == GLSL_SAMPLER_DIM_1D),
nir_imm_bool(b, tex->sampler_dim == GLSL_SAMPLER_DIM_2D),
nir_imm_bool(b, tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE),
nir_imm_bool(b, tex->is_array));
} else if (tex->op == nir_texop_query_levels) {
res = libagx_texture_levels(b, ptr);
} else {
res = libagx_texture_samples(b, ptr);
}
nir_def_rewrite_uses(&tex->def, nir_trim_vector(b, res, nr_comps));
nir_instr_remove(instr);
return true;
}
/*
* Given a 1D buffer texture coordinate, calculate the 2D coordinate vector that
* will be used to access the linear 2D texture bound to the buffer.
*/
static nir_def *
coords_for_buffer_texture(nir_builder *b, nir_def *coord)
{
return nir_vec2(b, nir_umod_imm(b, coord, AGX_TEXTURE_BUFFER_WIDTH),
nir_udiv_imm(b, coord, AGX_TEXTURE_BUFFER_WIDTH));
}
/*
* Buffer textures are lowered to 2D (1024xN) textures in the driver to access
* more storage. When lowering, we need to fix up the coordinate accordingly.
*
* Furthermore, RGB32 formats are emulated by lowering to global memory access,
* so to read a buffer texture we generate code that looks like:
*
* if (descriptor->format == RGB32)
* return ((uint32_t *) descriptor->address)[x];
* else
* return txf(texture_as_2d, vec2(x % 1024, x / 1024));
*/
static bool
lower_buffer_texture(nir_builder *b, nir_tex_instr *tex)
{
nir_def *coord = nir_steal_tex_src(tex, nir_tex_src_coord);
nir_def *size = nir_get_texture_size(b, tex);
nir_def *oob = nir_uge(b, coord, size);
/* Apply the buffer offset after calculating oob but before remapping */
nir_def *desc = texture_descriptor_ptr(b, tex);
coord = libagx_buffer_texture_offset(b, desc, coord);
/* Map out-of-bounds indices to out-of-bounds coordinates for robustness2
* semantics from the hardware.
*/
coord = nir_bcsel(b, oob, nir_imm_int(b, -1), coord);
bool is_float = nir_alu_type_get_base_type(tex->dest_type) == nir_type_float;
/* Lower RGB32 reads if the format requires. If we are out-of-bounds, we use
* the hardware path so we get a zero texel.
*/
nir_if *nif = nir_push_if(
b, nir_iand(b, libagx_texture_is_rgb32(b, desc), nir_inot(b, oob)));
nir_def *rgb32 = nir_trim_vector(
b, libagx_texture_load_rgb32(b, desc, coord, nir_imm_bool(b, is_float)),
nir_tex_instr_result_size(tex));
/* Raw loads do not return residency information, but residency queries are
* supported on buffer textures. Fortunately, we do not need to support
* sparse RGB32 buffers, so we simply claim all RGB32 loads were resident.
* Nothing should hit this in practice, but if we don't do *something* here
* we'll get vector size mismatches which blow up in vkd3d-proton.
*/
if (tex->is_sparse) {
rgb32 = nir_pad_vector_imm_int(b, rgb32, AGX_RESIDENT,
rgb32->num_components + 1);
}
nir_push_else(b, nif);
/* Otherwise, lower the texture instruction to read from 2D */
assert(coord->num_components == 1 && "buffer textures are 1D");
tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
nir_def *coord2d = coords_for_buffer_texture(b, coord);
nir_instr_remove(&tex->instr);
nir_builder_instr_insert(b, &tex->instr);
nir_tex_instr_add_src(tex, nir_tex_src_backend1, coord2d);
nir_steal_tex_src(tex, nir_tex_src_sampler_handle);
nir_steal_tex_src(tex, nir_tex_src_sampler_offset);
nir_block *else_block = nir_cursor_current_block(b->cursor);
nir_pop_if(b, nif);
/* Put it together with a phi */
nir_def *phi = nir_if_phi(b, rgb32, &tex->def);
nir_def_rewrite_uses(&tex->def, phi);
nir_phi_instr *phi_instr = nir_def_as_phi(phi);
nir_phi_src *else_src = nir_phi_get_src_from_block(phi_instr, else_block);
nir_src_rewrite(&else_src->src, &tex->def);
return true;
}
/*
* NIR indexes into array textures with unclamped floats (integer for txf). AGX
* requires the index to be a clamped integer. Lower tex_src_coord into
* tex_src_backend1 for array textures by type-converting and clamping.
*/
static bool
lower_regular_texture(nir_builder *b, nir_instr *instr, UNUSED void *data)
{
if (instr->type != nir_instr_type_tex)
return false;
nir_tex_instr *tex = nir_instr_as_tex(instr);
b->cursor = nir_before_instr(instr);
if (nir_tex_instr_is_query(tex) && tex->op != nir_texop_lod)
return false;
if (tex->sampler_dim == GLSL_SAMPLER_DIM_BUF)
return lower_buffer_texture(b, tex);
/* Don't lower twice */
if (nir_tex_instr_src_index(tex, nir_tex_src_backend1) >= 0)
return false;
/* Get the coordinates */
nir_def *coord = nir_steal_tex_src(tex, nir_tex_src_coord);
nir_def *ms_idx = nir_steal_tex_src(tex, nir_tex_src_ms_index);
/* Apply txf workaround, see libagx_lower_txf_robustness */
bool is_txf = ((tex->op == nir_texop_txf) || (tex->op == nir_texop_txf_ms));
if (is_txf &&
(has_nonzero_lod(tex) || tex->is_array ||
nir_tex_instr_src_index(tex, nir_tex_src_min_lod) >= 0) &&
!(tex->backend_flags & AGX_TEXTURE_FLAG_NO_CLAMP)) {
int lod_idx = nir_tex_instr_src_index(tex, nir_tex_src_lod);
nir_def *lod =
lod_idx >= 0 ? tex->src[lod_idx].src.ssa : nir_undef(b, 1, 16);
nir_def *min_lod = nir_steal_tex_src(tex, nir_tex_src_min_lod);
unsigned lidx = coord->num_components - 1;
nir_def *layer = nir_channel(b, coord, lidx);
nir_def *replaced = libagx_lower_txf_robustness(
b, texture_descriptor_ptr(b, tex),
nir_imm_bool(b, has_nonzero_lod(tex)), lod,
nir_imm_bool(b, min_lod != NULL), min_lod ?: nir_undef(b, 1, 16),
nir_imm_bool(b, tex->is_array), layer, nir_channel(b, coord, 0));
coord = nir_vector_insert_imm(b, coord, replaced, 0);
}
/* The layer is always the last component of the NIR coordinate, split it off
* because we'll need to swizzle.
*/
nir_def *layer = NULL;
if (tex->is_array && tex->op != nir_texop_lod) {
unsigned lidx = coord->num_components - 1;
nir_def *unclamped_layer = nir_channel(b, coord, lidx);
coord = nir_trim_vector(b, coord, lidx);
/* Round layer to nearest even */
if (!is_txf) {
unclamped_layer = nir_fround_even(b, unclamped_layer);
/* Explicitly round negative to avoid undefined behaviour when constant
* folding. This is load bearing on x86 builds.
*/
unclamped_layer =
nir_f2u32(b, nir_fmax(b, unclamped_layer, nir_imm_float(b, 0.0f)));
}
/* For a cube array, the layer is zero-indexed component 3 of the
* coordinate but the number of layers is component 2 of the txs result.
*/
if (tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE) {
assert(lidx == 3 && "4 components");
lidx = 2;
}
/* Clamp to max layer = (# of layers - 1) for out-of-bounds handling.
* Layer must be 16-bits for the hardware, drop top bits after clamping.
*
* For txf, we drop out-of-bounds components rather than clamp, see the
* above txf robustness workaround.
*/
if (!(tex->backend_flags & AGX_TEXTURE_FLAG_NO_CLAMP) && !is_txf) {
nir_def *txs = nir_get_texture_size(b, tex);
nir_def *nr_layers = nir_channel(b, txs, lidx);
nir_def *max_layer = nir_iadd_imm(b, nr_layers, -1);
layer = nir_umin(b, unclamped_layer, max_layer);
} else {
layer = unclamped_layer;
}
layer = nir_u2u16(b, layer);
}
/* Combine layer and multisample index into 32-bit so we don't need a vec5 or
* vec6 16-bit coordinate tuple, which would be inconvenient in NIR for
* little benefit (a minor optimization, I guess).
*/
nir_def *sample_array = (ms_idx && layer)
? nir_pack_32_2x16_split(b, ms_idx, layer)
: ms_idx ? nir_u2u32(b, ms_idx)
: layer ? nir_u2u32(b, layer)
: NULL;
/* Combine into the final 32-bit tuple */
if (sample_array != NULL) {
unsigned end = coord->num_components;
coord = nir_pad_vector(b, coord, end + 1);
coord = nir_vector_insert_imm(b, coord, sample_array, end);
}
nir_tex_instr_add_src(tex, nir_tex_src_backend1, coord);
/* Furthermore, if there is an offset vector, it must be packed */
nir_def *offset = nir_steal_tex_src(tex, nir_tex_src_offset);
if (offset != NULL) {
nir_def *packed = NULL;
for (unsigned c = 0; c < offset->num_components; ++c) {
nir_def *nibble = nir_iand_imm(b, nir_channel(b, offset, c), 0xF);
nir_def *shifted = nir_ishl_imm(b, nibble, 4 * c);
/* We pack with iadd instead of ior to let us fuse in the shift with an
* iadd-lsl instruction.
*/
if (packed != NULL)
packed = nir_iadd(b, packed, shifted);
else
packed = shifted;
}
nir_tex_instr_add_src(tex, nir_tex_src_backend2, packed);
}
if (nir_tex_instr_src_index(tex, nir_tex_src_bias) >= 0 &&
nir_tex_instr_src_index(tex, nir_tex_src_min_lod) >= 0) {
nir_def *bias = nir_steal_tex_src(tex, nir_tex_src_bias);
nir_def *min_lod = nir_steal_tex_src(tex, nir_tex_src_min_lod);
nir_def *packed = nir_pack_32_2x16_split(b, bias, min_lod);
nir_tex_instr_add_src(tex, nir_tex_src_lod_bias_min_agx, packed);
}
/* We reserve bound sampler #0, so we offset bound samplers by 1 and
* otherwise map bound samplers as-is.
*/
nir_def *sampler = nir_steal_tex_src(tex, nir_tex_src_sampler_offset);
if (!sampler)
sampler = nir_imm_intN_t(b, tex->sampler_index, 16);
if (!is_txf &&
nir_tex_instr_src_index(tex, nir_tex_src_sampler_handle) < 0) {
nir_tex_instr_add_src(tex, nir_tex_src_sampler_handle,
nir_iadd_imm(b, nir_u2u16(b, sampler), 1));
}
return true;
}
static bool
legalize_image_lod(nir_builder *b, nir_intrinsic_instr *intr, UNUSED void *data)
{
nir_src *src;
#define CASE(op, idx) \
case nir_intrinsic_##op: \
case nir_intrinsic_bindless_##op: \
src = &intr->src[idx]; \
break;
switch (intr->intrinsic) {
CASE(image_load, 3)
CASE(image_sparse_load, 3)
CASE(image_store, 4)
CASE(image_size, 1)
default:
return false;
}
#undef CASE
if (src->ssa->bit_size == 16)
return false;
b->cursor = nir_before_instr(&intr->instr);
nir_src_rewrite(src, nir_i2i16(b, src->ssa));
return true;
}
static nir_def *
txs_for_image(nir_builder *b, nir_intrinsic_instr *intr,
unsigned num_components, unsigned bit_size, bool query_samples)
{
enum glsl_sampler_dim dim = nir_intrinsic_image_dim(intr);
nir_def *lod = query_samples ? NULL : intr->src[1].ssa;
nir_texop op = query_samples ? nir_texop_texture_samples : nir_texop_txs;
nir_def *res =
nir_build_tex(b, op, .texture_handle = intr->src[0].ssa, .lod = lod,
.dim = dim, .is_array = nir_intrinsic_image_array(intr),
.can_speculate = nir_instr_can_speculate(&intr->instr));
/* Cube images are implemented as 2D arrays, so we need to divide here. */
if (dim == GLSL_SAMPLER_DIM_CUBE && res->num_components > 2 &&
!query_samples) {
nir_def *divided = nir_udiv_imm(b, nir_channel(b, res, 2), 6);
res = nir_vector_insert_imm(b, res, divided, 2);
}
return res;
}
static nir_def *
image_texel_address(nir_builder *b, nir_intrinsic_instr *intr,
bool return_index)
{
/* First, calculate the address of the PBE descriptor */
nir_def *desc_address =
nir_load_from_texture_handle_agx(b, intr->src[0].ssa);
nir_def *coord = intr->src[1].ssa;
/* For atomics, we always infer the format. We only go down this path with
* formatless intrinsics when lowering multisampled image stores, but that
* uses the return_index path that ignores the block size.
*/
enum pipe_format format = nir_intrinsic_format(intr);
assert(return_index || format != PIPE_FORMAT_NONE);
nir_def *blocksize_B = nir_imm_int(b, util_format_get_blocksize(format));
enum glsl_sampler_dim dim = nir_intrinsic_image_dim(intr);
bool layered = nir_intrinsic_image_array(intr) ||
(dim == GLSL_SAMPLER_DIM_CUBE) ||
(dim == GLSL_SAMPLER_DIM_3D);
if (dim == GLSL_SAMPLER_DIM_BUF && return_index) {
return nir_channel(b, coord, 0);
} else if (dim == GLSL_SAMPLER_DIM_BUF) {
return libagx_buffer_texel_address(b, desc_address, coord, blocksize_B);
} else {
return libagx_image_texel_address(
b, desc_address, coord, nir_u2u32(b, intr->src[2].ssa), blocksize_B,
nir_imm_bool(b, dim == GLSL_SAMPLER_DIM_1D),
nir_imm_bool(b, dim == GLSL_SAMPLER_DIM_MS), nir_imm_bool(b, layered),
nir_imm_bool(b, return_index));
}
}
static void
lower_buffer_image(nir_builder *b, nir_intrinsic_instr *intr)
{
nir_def *coord_vector = intr->src[1].ssa;
nir_def *coord = nir_channel(b, coord_vector, 0);
/* If we're not bindless, assume we don't need an offset (GL driver) */
if (intr->intrinsic == nir_intrinsic_bindless_image_load ||
intr->intrinsic == nir_intrinsic_bindless_image_sparse_load) {
nir_def *desc = nir_load_from_texture_handle_agx(b, intr->src[0].ssa);
coord = libagx_buffer_texture_offset(b, desc, coord);
} else if (intr->intrinsic == nir_intrinsic_bindless_image_store) {
nir_def *desc = nir_load_from_texture_handle_agx(b, intr->src[0].ssa);
coord = libagx_buffer_image_offset(b, desc, coord);
}
/* Lower the buffer load/store to a 2D image load/store, matching the 2D
* texture/PBE descriptor the driver supplies for buffer images.
*/
nir_def *coord2d = coords_for_buffer_texture(b, coord);
nir_src_rewrite(&intr->src[1], nir_pad_vector(b, coord2d, 4));
nir_intrinsic_set_image_dim(intr, GLSL_SAMPLER_DIM_2D);
}
static void
lower_1d_image(nir_builder *b, nir_intrinsic_instr *intr)
{
nir_def *coord = intr->src[1].ssa;
bool is_array = nir_intrinsic_image_array(intr);
nir_def *zero = nir_imm_intN_t(b, 0, coord->bit_size);
if (is_array) {
assert(coord->num_components >= 2);
coord =
nir_vec3(b, nir_channel(b, coord, 0), zero, nir_channel(b, coord, 1));
} else {
assert(coord->num_components >= 1);
coord = nir_vec2(b, coord, zero);
}
nir_src_rewrite(&intr->src[1], nir_pad_vector(b, coord, 4));
nir_intrinsic_set_image_dim(intr, GLSL_SAMPLER_DIM_2D);
}
/*
* Just like for txf, we need special handling around layers (and LODs, but we
* don't support mipmapped images yet) for robust image_loads. See
* libagx_lower_txf_robustness for more info.
*/
static bool
lower_image_load_robustness(nir_builder *b, nir_intrinsic_instr *intr)
{
if (nir_intrinsic_access(intr) & ACCESS_IN_BOUNDS)
return false;
/* We only need to worry about array-like loads */
enum glsl_sampler_dim dim = nir_intrinsic_image_dim(intr);
if (!nir_intrinsic_image_array(intr) && dim != GLSL_SAMPLER_DIM_CUBE)
return false;
/* Determine the coordinate component of the layer. Cubes and cube arrays
* keep their array in their last non-array coordinate component, other
* arrays are immediately after.
*/
unsigned lidx = glsl_get_sampler_dim_coordinate_components(dim);
if (dim == GLSL_SAMPLER_DIM_CUBE)
lidx--;
nir_def *coord = intr->src[1].ssa;
nir_def *lod = nir_undef(b, 1, 16);
nir_def *layer = nir_channel(b, coord, lidx);
/* image_load is effectively the same as txf, reuse the txf lower */
nir_def *replaced = libagx_lower_txf_robustness(
b, nir_load_from_texture_handle_agx(b, intr->src[0].ssa),
nir_imm_bool(b, false /* lower LOD */), lod,
nir_imm_bool(b, false /* lower min LOD */), lod,
nir_imm_bool(b, true /* lower layer */), layer, nir_channel(b, coord, 0));
nir_src_rewrite(&intr->src[1], nir_vector_insert_imm(b, coord, replaced, 0));
return true;
}
static bool
lower_images(nir_builder *b, nir_intrinsic_instr *intr, UNUSED void *data)
{
b->cursor = nir_before_instr(&intr->instr);
switch (intr->intrinsic) {
case nir_intrinsic_image_load:
case nir_intrinsic_image_store:
case nir_intrinsic_bindless_image_load:
case nir_intrinsic_bindless_image_sparse_load:
case nir_intrinsic_bindless_image_store: {
/* Legalize MSAA index */
nir_src_rewrite(&intr->src[2], nir_u2u16(b, intr->src[2].ssa));
if (intr->intrinsic == nir_intrinsic_image_load ||
intr->intrinsic == nir_intrinsic_bindless_image_load ||
intr->intrinsic == nir_intrinsic_bindless_image_sparse_load) {
lower_image_load_robustness(b, intr);
}
switch (nir_intrinsic_image_dim(intr)) {
case GLSL_SAMPLER_DIM_1D:
lower_1d_image(b, intr);
return true;
case GLSL_SAMPLER_DIM_BUF:
lower_buffer_image(b, intr);
return true;
default:
return true;
}
}
case nir_intrinsic_bindless_image_size:
case nir_intrinsic_bindless_image_samples:
nir_def_rewrite_uses(
&intr->def,
txs_for_image(
b, intr, intr->def.num_components, intr->def.bit_size,
intr->intrinsic == nir_intrinsic_bindless_image_samples));
return true;
case nir_intrinsic_bindless_image_texel_address:
nir_def_rewrite_uses(&intr->def, image_texel_address(b, intr, false));
return true;
case nir_intrinsic_is_sparse_texels_resident:
/* Residency information is in bit 0, so we need to mask. Unclear what's
* in the upper bits. For now, let's match the blob.
*/
nir_def_replace(
&intr->def,
nir_ieq_imm(b, nir_iand_imm(b, intr->src[0].ssa, 1), AGX_RESIDENT));
return true;
case nir_intrinsic_sparse_residency_code_and:
/* ior because residency codes are inverted from NIR */
nir_def_replace(&intr->def,
nir_ior(b, intr->src[0].ssa, intr->src[1].ssa));
return true;
case nir_intrinsic_image_size:
case nir_intrinsic_image_texel_address:
UNREACHABLE("should've been lowered");
default:
return false;
}
}
/*
* Map out-of-bounds storage texel buffer accesses and multisampled image stores
* to -1 indices, which will become an out-of-bounds hardware access. This gives
* cheap robustness2.
*/
static bool
lower_robustness(nir_builder *b, nir_intrinsic_instr *intr, UNUSED void *data)
{
b->cursor = nir_before_instr(&intr->instr);
switch (intr->intrinsic) {
case nir_intrinsic_image_deref_load:
case nir_intrinsic_image_deref_sparse_load:
case nir_intrinsic_image_deref_store:
break;
default:
return false;
}
enum glsl_sampler_dim dim = nir_intrinsic_image_dim(intr);
bool array = nir_intrinsic_image_array(intr);
unsigned size_components = nir_image_intrinsic_coord_components(intr);
nir_def *deref = intr->src[0].ssa;
nir_def *coord = intr->src[1].ssa;
if (dim != GLSL_SAMPLER_DIM_BUF &&
!(dim == GLSL_SAMPLER_DIM_MS &&
intr->intrinsic == nir_intrinsic_image_deref_store))
return false;
/* Bounds check the coordinate */
nir_def *size =
nir_image_deref_size(b, size_components, 32, deref, nir_imm_int(b, 0),
.image_dim = dim, .image_array = array);
nir_def *oob = nir_bany(b, nir_uge(b, coord, size));
/* Bounds check the sample */
if (dim == GLSL_SAMPLER_DIM_MS) {
nir_def *samples = nir_image_deref_samples(b, 32, deref, .image_dim = dim,
.image_array = array);
oob = nir_ior(b, oob, nir_uge(b, intr->src[2].ssa, samples));
}
/* Replace the last coordinate component with a large coordinate for
* out-of-bounds. We pick 0xFFF0 as it fits in 16-bit, and it is not signed
* as 32-bit so we won't get in-bounds coordinates for arrays due to two's
* complement wraparound. Additionally it still meets this requirement after
* adding 0xF, the maximum tail offset.
*
* This ensures the resulting hardware coordinate is definitely
* out-of-bounds, giving hardware-level robustness2 behaviour.
*/
unsigned c = size_components - 1;
nir_def *r =
nir_bcsel(b, oob, nir_imm_int(b, 0xFFF0), nir_channel(b, coord, c));
nir_src_rewrite(&intr->src[1], nir_vector_insert_imm(b, coord, r, c));
return true;
}
/*
* Early texture lowering passes, called by the driver before lowering
* descriptor bindings. That means these passes operate on texture derefs. The
* purpose is to make descriptor crawls explicit in the NIR, so that the driver
* can accurately lower descriptors after this pass but before calling
* the full agx_nir_lower_texture.
*/
bool
agx_nir_lower_texture_early(nir_shader *s, bool support_lod_bias)
{
bool progress = false;
NIR_PASS(progress, s, nir_shader_intrinsics_pass, lower_robustness,
nir_metadata_control_flow, NULL);
nir_lower_tex_options lower_tex_options = {
.lower_txp = ~0,
.lower_invalid_implicit_lod = true,
.lower_tg4_offsets = true,
.lower_index_to_offset = true,
.lower_sampler_lod_bias = support_lod_bias,
/* Unclear if/how mipmapped 1D textures work in the hardware. */
.lower_1d = true,
/* XXX: Metal seems to handle just like 3D txd, so why doesn't it work?
* TODO: Stop using this lowering
*/
.lower_txd_cube_map = true,
};
NIR_PASS(progress, s, nir_lower_tex, &lower_tex_options);
return progress;
}
bool
agx_nir_lower_texture(nir_shader *s)
{
bool progress = false;
nir_tex_src_type_constraints tex_constraints = {
[nir_tex_src_lod] = {true, 16},
[nir_tex_src_bias] = {true, 16},
[nir_tex_src_ms_index] = {true, 16},
[nir_tex_src_min_lod] = {true, 16},
[nir_tex_src_texture_offset] = {true, 16},
[nir_tex_src_sampler_offset] = {true, 16},
};
/* Insert fences before lowering image atomics, since image atomics need
* different fencing than other image operations.
*/
NIR_PASS(progress, s, nir_shader_intrinsics_pass, fence_image,
nir_metadata_control_flow, NULL);
NIR_PASS(progress, s, nir_lower_image_atomics_to_global, NULL, NULL);
NIR_PASS(progress, s, nir_shader_intrinsics_pass, legalize_image_lod,
nir_metadata_control_flow, NULL);
NIR_PASS(progress, s, nir_shader_intrinsics_pass, lower_images,
nir_metadata_control_flow, NULL);
NIR_PASS(progress, s, nir_legalize_16bit_sampler_srcs, tex_constraints);
/* Fold constants after nir_legalize_16bit_sampler_srcs so we can detect 0 in
* lower_regular_texture. This is required for correctness.
*/
NIR_PASS(progress, s, nir_opt_constant_folding);
/* Lower texture sources after legalizing types (as the lowering depends on
* 16-bit multisample indices) but before lowering queries (as the lowering
* generates txs for array textures).
*/
NIR_PASS(progress, s, nir_shader_instructions_pass, lower_regular_texture,
nir_metadata_none, NULL);
NIR_PASS(progress, s, nir_shader_instructions_pass, lower_tex_crawl,
nir_metadata_control_flow, NULL);
return progress;
}
static bool
lower_multisampled_store(nir_builder *b, nir_intrinsic_instr *intr,
UNUSED void *data)
{
b->cursor = nir_before_instr(&intr->instr);
if (intr->intrinsic != nir_intrinsic_bindless_image_store)
return false;
if (nir_intrinsic_image_dim(intr) != GLSL_SAMPLER_DIM_MS)
return false;
nir_def *index_px = nir_u2u32(b, image_texel_address(b, intr, true));
nir_def *coord2d = coords_for_buffer_texture(b, index_px);
nir_src_rewrite(&intr->src[1], nir_pad_vector(b, coord2d, 4));
nir_src_rewrite(&intr->src[2], nir_imm_int(b, 0));
nir_intrinsic_set_image_dim(intr, GLSL_SAMPLER_DIM_2D);
nir_intrinsic_set_image_array(intr, false);
return true;
}
bool
agx_nir_lower_multisampled_image_store(nir_shader *s)
{
return nir_shader_intrinsics_pass(s, lower_multisampled_store,
nir_metadata_control_flow, NULL);
}
/*
* Given a non-bindless instruction, return whether agx_nir_lower_texture will
* lower it to something involving a descriptor crawl. This requires the driver
* to lower the instruction to bindless before calling agx_nir_lower_texture.
* The implementation just enumerates the cases handled in this file.
*/
bool
agx_nir_needs_texture_crawl(nir_instr *instr)
{
if (instr->type == nir_instr_type_intrinsic) {
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
/* Queries, atomics always become a crawl */
case nir_intrinsic_image_size:
case nir_intrinsic_image_deref_size:
case nir_intrinsic_image_samples:
case nir_intrinsic_image_deref_samples:
case nir_intrinsic_image_atomic:
case nir_intrinsic_image_deref_atomic:
case nir_intrinsic_image_atomic_swap:
case nir_intrinsic_image_deref_atomic_swap:
return true;
/* Multisampled stores need a crawl, others do not */
case nir_intrinsic_image_store:
case nir_intrinsic_image_deref_store:
return nir_intrinsic_image_dim(intr) == GLSL_SAMPLER_DIM_MS;
/* Array loads need a crawl, other load do not */
case nir_intrinsic_image_load:
return nir_intrinsic_image_array(intr) ||
nir_intrinsic_image_dim(intr) == GLSL_SAMPLER_DIM_CUBE;
default:
return false;
}
} else if (instr->type == nir_instr_type_tex) {
nir_tex_instr *tex = nir_instr_as_tex(instr);
/* Array textures get clamped to their size via txs */
if (tex->is_array && !(tex->backend_flags & AGX_TEXTURE_FLAG_NO_CLAMP))
return true;
switch (tex->op) {
/* Queries always become a crawl */
case nir_texop_txs:
case nir_texop_texture_samples:
case nir_texop_query_levels:
return true;
/* Buffer textures need their format read and txf needs its LOD/layer
* clamped. Buffer textures are only read through txf.
*/
case nir_texop_txf:
case nir_texop_txf_ms:
return has_nonzero_lod(tex) || tex->is_array ||
tex->sampler_dim == GLSL_SAMPLER_DIM_BUF;
default:
return false;
}
}
return false;
}