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:
Jason Ekstrand 2015-09-11 15:53:53 -07:00
parent 7487371056
commit c3086c54a8
3 changed files with 197 additions and 0 deletions

View file

@ -69,6 +69,7 @@ VULKAN_SOURCES = \
anv_image.c \
anv_intel.c \
anv_meta.c \
anv_nir_apply_dynamic_offsets.c \
anv_pipeline.c \
anv_private.h \
anv_query.c \

46
src/vulkan/anv_nir.h Normal file
View file

@ -0,0 +1,46 @@
/*
* Copyright © 2015 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.
*/
#pragma once
#include "glsl/nir/nir.h"
#include "anv_private.h"
#ifdef __cplusplus
extern "C" {
#endif
static inline VkShaderStage
anv_vk_shader_stage_for_mesa_stage(gl_shader_stage stage)
{
/* The two enums happen to line up. */
return (VkShaderStage)(int)stage;
}
void anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
nir_shader *shader,
struct brw_stage_prog_data *prog_data);
#ifdef __cplusplus
}
#endif

View file

@ -0,0 +1,150 @@
/*
* Copyright © 2015 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 "anv_nir.h"
#include "glsl/nir/nir_builder.h"
struct apply_dynamic_offsets_state {
nir_shader *shader;
nir_builder builder;
VkShaderStage stage;
struct anv_pipeline_layout *layout;
uint32_t indices_start;
};
static bool
apply_dynamic_offsets_block(nir_block *block, void *void_state)
{
struct apply_dynamic_offsets_state *state = void_state;
struct anv_descriptor_set_layout *set_layout;
const struct anv_descriptor_slot *slot;
nir_foreach_instr_safe(block, instr) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
bool has_indirect = false;
uint32_t set, binding;
switch (intrin->intrinsic) {
case nir_intrinsic_load_ubo_indirect:
has_indirect = true;
/* fallthrough */
case nir_intrinsic_load_ubo: {
set = intrin->const_index[0];
nir_const_value *const_binding = nir_src_as_const_value(intrin->src[0]);
if (const_binding) {
binding = const_binding->u[0];
} else {
assert(0 && "need more info from the ir for this.");
}
break;
}
default:
continue; /* the loop */
}
set_layout = state->layout->set[set].layout;
slot = &set_layout->stage[state->stage].surface_start[binding];
if (slot->dynamic_slot < 0)
continue;
uint32_t dynamic_index = state->layout->set[set].dynamic_offset_start +
slot->dynamic_slot;
state->builder.cursor = nir_before_instr(&intrin->instr);
nir_intrinsic_instr *offset_load =
nir_intrinsic_instr_create(state->shader, nir_intrinsic_load_uniform);
offset_load->num_components = 1;
offset_load->const_index[0] = state->indices_start + dynamic_index;
offset_load->const_index[1] = 0;
nir_ssa_dest_init(&offset_load->instr, &offset_load->dest, 1, NULL);
nir_builder_instr_insert(&state->builder, &offset_load->instr);
nir_ssa_def *offset = &offset_load->dest.ssa;
if (has_indirect) {
assert(intrin->src[1].is_ssa);
offset = nir_iadd(&state->builder, intrin->src[1].ssa, offset);
}
assert(intrin->dest.is_ssa);
nir_intrinsic_instr *new_load =
nir_intrinsic_instr_create(state->shader,
nir_intrinsic_load_ubo_indirect);
new_load->num_components = intrin->num_components;
new_load->const_index[0] = intrin->const_index[0];
new_load->const_index[1] = intrin->const_index[1];
nir_src_copy(&new_load->src[0], &intrin->src[0], &new_load->instr);
new_load->src[1] = nir_src_for_ssa(offset);
nir_ssa_dest_init(&new_load->instr, &new_load->dest,
intrin->dest.ssa.num_components,
intrin->dest.ssa.name);
nir_builder_instr_insert(&state->builder, &new_load->instr);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
nir_src_for_ssa(&new_load->dest.ssa),
state->shader);
nir_instr_remove(&intrin->instr);
}
return true;
}
void
anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
nir_shader *shader,
struct brw_stage_prog_data *prog_data)
{
struct apply_dynamic_offsets_state state = {
.shader = shader,
.stage = anv_vk_shader_stage_for_mesa_stage(shader->stage),
.layout = pipeline->layout,
.indices_start = shader->num_uniforms,
};
if (!state.layout || !state.layout->stage[state.stage].has_dynamic_offsets)
return;
nir_foreach_overload(shader, overload) {
if (overload->impl) {
nir_builder_init(&state.builder, overload->impl);
nir_foreach_block(overload->impl, apply_dynamic_offsets_block, &state);
nir_metadata_preserve(overload->impl, nir_metadata_block_index |
nir_metadata_dominance);
}
}
struct anv_push_constants *null_data = NULL;
for (unsigned i = 0; i < MAX_DYNAMIC_BUFFERS; i++)
prog_data->param[i + shader->num_uniforms] =
(const gl_constant_value *)&null_data->dynamic_offsets[i];
shader->num_uniforms += MAX_DYNAMIC_BUFFERS;
}