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https://gitlab.freedesktop.org/mesa/mesa.git
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vk/compiler: Add a NIR pass for pushing dynamic buffer offset
This commit just adds the NIR pass but does none of the uniform setup
This commit is contained in:
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7487371056
commit
c3086c54a8
3 changed files with 197 additions and 0 deletions
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@ -69,6 +69,7 @@ VULKAN_SOURCES = \
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anv_image.c \
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anv_intel.c \
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anv_meta.c \
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anv_nir_apply_dynamic_offsets.c \
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anv_pipeline.c \
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anv_private.h \
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anv_query.c \
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46
src/vulkan/anv_nir.h
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46
src/vulkan/anv_nir.h
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@ -0,0 +1,46 @@
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/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#pragma once
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#include "glsl/nir/nir.h"
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#include "anv_private.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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static inline VkShaderStage
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anv_vk_shader_stage_for_mesa_stage(gl_shader_stage stage)
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{
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/* The two enums happen to line up. */
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return (VkShaderStage)(int)stage;
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}
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void anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
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nir_shader *shader,
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struct brw_stage_prog_data *prog_data);
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#ifdef __cplusplus
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}
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#endif
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150
src/vulkan/anv_nir_apply_dynamic_offsets.c
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150
src/vulkan/anv_nir_apply_dynamic_offsets.c
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@ -0,0 +1,150 @@
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/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "anv_nir.h"
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#include "glsl/nir/nir_builder.h"
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struct apply_dynamic_offsets_state {
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nir_shader *shader;
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nir_builder builder;
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VkShaderStage stage;
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struct anv_pipeline_layout *layout;
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uint32_t indices_start;
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};
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static bool
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apply_dynamic_offsets_block(nir_block *block, void *void_state)
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{
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struct apply_dynamic_offsets_state *state = void_state;
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struct anv_descriptor_set_layout *set_layout;
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const struct anv_descriptor_slot *slot;
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nir_foreach_instr_safe(block, instr) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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bool has_indirect = false;
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uint32_t set, binding;
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switch (intrin->intrinsic) {
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case nir_intrinsic_load_ubo_indirect:
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has_indirect = true;
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/* fallthrough */
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case nir_intrinsic_load_ubo: {
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set = intrin->const_index[0];
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nir_const_value *const_binding = nir_src_as_const_value(intrin->src[0]);
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if (const_binding) {
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binding = const_binding->u[0];
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} else {
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assert(0 && "need more info from the ir for this.");
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}
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break;
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}
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default:
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continue; /* the loop */
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}
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set_layout = state->layout->set[set].layout;
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slot = &set_layout->stage[state->stage].surface_start[binding];
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if (slot->dynamic_slot < 0)
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continue;
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uint32_t dynamic_index = state->layout->set[set].dynamic_offset_start +
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slot->dynamic_slot;
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state->builder.cursor = nir_before_instr(&intrin->instr);
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nir_intrinsic_instr *offset_load =
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nir_intrinsic_instr_create(state->shader, nir_intrinsic_load_uniform);
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offset_load->num_components = 1;
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offset_load->const_index[0] = state->indices_start + dynamic_index;
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offset_load->const_index[1] = 0;
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nir_ssa_dest_init(&offset_load->instr, &offset_load->dest, 1, NULL);
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nir_builder_instr_insert(&state->builder, &offset_load->instr);
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nir_ssa_def *offset = &offset_load->dest.ssa;
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if (has_indirect) {
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assert(intrin->src[1].is_ssa);
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offset = nir_iadd(&state->builder, intrin->src[1].ssa, offset);
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}
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assert(intrin->dest.is_ssa);
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nir_intrinsic_instr *new_load =
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nir_intrinsic_instr_create(state->shader,
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nir_intrinsic_load_ubo_indirect);
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new_load->num_components = intrin->num_components;
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new_load->const_index[0] = intrin->const_index[0];
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new_load->const_index[1] = intrin->const_index[1];
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nir_src_copy(&new_load->src[0], &intrin->src[0], &new_load->instr);
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new_load->src[1] = nir_src_for_ssa(offset);
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nir_ssa_dest_init(&new_load->instr, &new_load->dest,
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intrin->dest.ssa.num_components,
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intrin->dest.ssa.name);
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nir_builder_instr_insert(&state->builder, &new_load->instr);
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nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
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nir_src_for_ssa(&new_load->dest.ssa),
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state->shader);
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nir_instr_remove(&intrin->instr);
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}
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return true;
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}
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void
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anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
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nir_shader *shader,
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struct brw_stage_prog_data *prog_data)
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{
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struct apply_dynamic_offsets_state state = {
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.shader = shader,
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.stage = anv_vk_shader_stage_for_mesa_stage(shader->stage),
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.layout = pipeline->layout,
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.indices_start = shader->num_uniforms,
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};
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if (!state.layout || !state.layout->stage[state.stage].has_dynamic_offsets)
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return;
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nir_foreach_overload(shader, overload) {
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if (overload->impl) {
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nir_builder_init(&state.builder, overload->impl);
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nir_foreach_block(overload->impl, apply_dynamic_offsets_block, &state);
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nir_metadata_preserve(overload->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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struct anv_push_constants *null_data = NULL;
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for (unsigned i = 0; i < MAX_DYNAMIC_BUFFERS; i++)
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prog_data->param[i + shader->num_uniforms] =
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(const gl_constant_value *)&null_data->dynamic_offsets[i];
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shader->num_uniforms += MAX_DYNAMIC_BUFFERS;
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}
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