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New intrinsics are added for global invocation IDs and work group IDs to deal with offsets in both. The only one of these that needs a system value is global invocation offset, for CL's get_global_offset(). Note that CL requires very large work group sizes, so these intrinsics are modified to be able to use 64bit values, for 64bit SPIR-V. Reviewed-by: Karol Herbst <kherbst@redhat.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5891>
331 lines
13 KiB
C
331 lines
13 KiB
C
/*
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* Copyright © 2014 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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* Authors:
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* Connor Abbott (cwabbott0@gmail.com)
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*
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*/
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#include "nir.h"
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#include "nir_builder.h"
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static nir_ssa_def *
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sanitize_32bit_sysval(nir_builder *b, nir_intrinsic_instr *intrin)
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{
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assert(intrin->dest.is_ssa);
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const unsigned bit_size = intrin->dest.ssa.bit_size;
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if (bit_size == 32)
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return NULL;
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intrin->dest.ssa.bit_size = 32;
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return nir_u2u(b, &intrin->dest.ssa, bit_size);
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}
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static nir_ssa_def*
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build_global_group_size(nir_builder *b, unsigned bit_size)
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{
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nir_ssa_def *group_size = nir_load_local_group_size(b);
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nir_ssa_def *num_work_groups = nir_load_num_work_groups(b, bit_size);
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return nir_imul(b, nir_u2u(b, group_size, bit_size),
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num_work_groups);
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}
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static bool
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lower_system_value_filter(const nir_instr *instr, const void *_state)
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{
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return instr->type == nir_instr_type_intrinsic;
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}
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static nir_ssa_def *
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lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
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{
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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/* All the intrinsics we care about are loads */
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if (!nir_intrinsic_infos[intrin->intrinsic].has_dest)
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return NULL;
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assert(intrin->dest.is_ssa);
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const unsigned bit_size = intrin->dest.ssa.bit_size;
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switch (intrin->intrinsic) {
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case nir_intrinsic_load_vertex_id:
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if (b->shader->options->vertex_id_zero_based) {
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return nir_iadd(b, nir_load_vertex_id_zero_base(b),
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nir_load_first_vertex(b));
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} else {
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return NULL;
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}
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case nir_intrinsic_load_base_vertex:
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/**
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* From the OpenGL 4.6 (11.1.3.9 Shader Inputs) specification:
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*
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* "gl_BaseVertex holds the integer value passed to the baseVertex
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* parameter to the command that resulted in the current shader
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* invocation. In the case where the command has no baseVertex
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* parameter, the value of gl_BaseVertex is zero."
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*/
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if (b->shader->options->lower_base_vertex) {
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return nir_iand(b, nir_load_is_indexed_draw(b),
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nir_load_first_vertex(b));
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} else {
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return NULL;
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}
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case nir_intrinsic_load_local_invocation_id:
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/* If lower_cs_local_id_from_index is true, then we derive the local
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* index from the local id.
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*/
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if (b->shader->options->lower_cs_local_id_from_index) {
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/* We lower gl_LocalInvocationID from gl_LocalInvocationIndex based
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* on this formula:
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*
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* gl_LocalInvocationID.x =
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* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
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* gl_LocalInvocationID.y =
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* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
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* gl_WorkGroupSize.y;
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* gl_LocalInvocationID.z =
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* (gl_LocalInvocationIndex /
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* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
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* gl_WorkGroupSize.z;
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*
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* However, the final % gl_WorkGroupSize.z does nothing unless we
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* accidentally end up with a gl_LocalInvocationIndex that is too
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* large so it can safely be omitted.
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*/
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nir_ssa_def *local_index = nir_load_local_invocation_index(b);
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nir_ssa_def *local_size = nir_load_local_group_size(b);
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/* Because no hardware supports a local workgroup size greater than
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* about 1K, this calculation can be done in 32-bit and can save some
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* 64-bit arithmetic.
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*/
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nir_ssa_def *id_x, *id_y, *id_z;
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id_x = nir_umod(b, local_index,
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nir_channel(b, local_size, 0));
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id_y = nir_umod(b, nir_udiv(b, local_index,
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nir_channel(b, local_size, 0)),
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nir_channel(b, local_size, 1));
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id_z = nir_udiv(b, local_index,
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nir_imul(b, nir_channel(b, local_size, 0),
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nir_channel(b, local_size, 1)));
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return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
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} else {
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return sanitize_32bit_sysval(b, intrin);
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}
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case nir_intrinsic_load_local_invocation_index:
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/* If lower_cs_local_index_from_id is true, then we derive the local
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* index from the local id.
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*/
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if (b->shader->options->lower_cs_local_index_from_id) {
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/* From the GLSL man page for gl_LocalInvocationIndex:
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*
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* "The value of gl_LocalInvocationIndex is equal to
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* gl_LocalInvocationID.z * gl_WorkGroupSize.x *
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* gl_WorkGroupSize.y + gl_LocalInvocationID.y *
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* gl_WorkGroupSize.x + gl_LocalInvocationID.x"
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*/
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nir_ssa_def *local_id = nir_load_local_invocation_id(b);
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nir_ssa_def *size_x =
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nir_imm_int(b, b->shader->info.cs.local_size[0]);
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nir_ssa_def *size_y =
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nir_imm_int(b, b->shader->info.cs.local_size[1]);
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/* Because no hardware supports a local workgroup size greater than
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* about 1K, this calculation can be done in 32-bit and can save some
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* 64-bit arithmetic.
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*/
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nir_ssa_def *index;
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index = nir_imul(b, nir_channel(b, local_id, 2),
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nir_imul(b, size_x, size_y));
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index = nir_iadd(b, index,
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nir_imul(b, nir_channel(b, local_id, 1), size_x));
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index = nir_iadd(b, index, nir_channel(b, local_id, 0));
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return nir_u2u(b, index, bit_size);
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} else {
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return sanitize_32bit_sysval(b, intrin);
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}
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case nir_intrinsic_load_local_group_size:
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if (b->shader->info.cs.local_size_variable) {
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/* If the local work group size is variable it can't be lowered at
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* this point. We do, however, have to make sure that the intrinsic
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* is only 32-bit.
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*/
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return sanitize_32bit_sysval(b, intrin);
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} else {
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/* using a 32 bit constant is safe here as no device/driver needs more
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* than 32 bits for the local size */
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nir_const_value local_size_const[3];
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memset(local_size_const, 0, sizeof(local_size_const));
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local_size_const[0].u32 = b->shader->info.cs.local_size[0];
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local_size_const[1].u32 = b->shader->info.cs.local_size[1];
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local_size_const[2].u32 = b->shader->info.cs.local_size[2];
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return nir_u2u(b, nir_build_imm(b, 3, 32, local_size_const), bit_size);
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}
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case nir_intrinsic_load_global_invocation_id: {
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nir_ssa_def *group_size = nir_load_local_group_size(b);
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nir_ssa_def *group_id = nir_load_work_group_id(b, bit_size);
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nir_ssa_def *local_id = nir_load_local_invocation_id(b);
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return nir_iadd(b, nir_imul(b, group_id,
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nir_u2u(b, group_size, bit_size)),
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nir_u2u(b, local_id, bit_size));
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}
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case nir_intrinsic_load_global_invocation_index: {
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nir_ssa_def *global_id = nir_load_global_invocation_id(b, bit_size);
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nir_ssa_def *global_size = build_global_group_size(b, bit_size);
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/* index = id.x + ((id.y + (id.z * size.y)) * size.x) */
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nir_ssa_def *index;
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index = nir_imul(b, nir_channel(b, global_id, 2),
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nir_channel(b, global_size, 1));
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index = nir_iadd(b, nir_channel(b, global_id, 1), index);
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index = nir_imul(b, nir_channel(b, global_size, 0), index);
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index = nir_iadd(b, nir_channel(b, global_id, 0), index);
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return index;
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}
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case nir_intrinsic_load_helper_invocation:
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if (b->shader->options->lower_helper_invocation) {
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nir_ssa_def *tmp;
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tmp = nir_ishl(b, nir_imm_int(b, 1),
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nir_load_sample_id_no_per_sample(b));
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tmp = nir_iand(b, nir_load_sample_mask_in(b), tmp);
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return nir_inot(b, nir_i2b(b, tmp));
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} else {
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return NULL;
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}
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case nir_intrinsic_load_deref: {
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nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
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if (deref->mode != nir_var_system_value)
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return NULL;
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if (deref->deref_type != nir_deref_type_var) {
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/* The only one system value that is an array and that is
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* gl_SampleMask which is always an array of one element.
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*/
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assert(deref->deref_type == nir_deref_type_array);
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deref = nir_deref_instr_parent(deref);
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assert(deref->deref_type == nir_deref_type_var);
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assert(deref->var->data.location == SYSTEM_VALUE_SAMPLE_MASK_IN);
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}
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nir_variable *var = deref->var;
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switch (var->data.location) {
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case SYSTEM_VALUE_INSTANCE_INDEX:
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return nir_iadd(b, nir_load_instance_id(b),
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nir_load_base_instance(b));
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case SYSTEM_VALUE_SUBGROUP_EQ_MASK:
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case SYSTEM_VALUE_SUBGROUP_GE_MASK:
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case SYSTEM_VALUE_SUBGROUP_GT_MASK:
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case SYSTEM_VALUE_SUBGROUP_LE_MASK:
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case SYSTEM_VALUE_SUBGROUP_LT_MASK: {
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nir_intrinsic_op op =
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nir_intrinsic_from_system_value(var->data.location);
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nir_intrinsic_instr *load = nir_intrinsic_instr_create(b->shader, op);
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nir_ssa_dest_init_for_type(&load->instr, &load->dest,
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var->type, NULL);
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load->num_components = load->dest.ssa.num_components;
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nir_builder_instr_insert(b, &load->instr);
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return &load->dest.ssa;
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}
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case SYSTEM_VALUE_DEVICE_INDEX:
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if (b->shader->options->lower_device_index_to_zero)
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return nir_imm_int(b, 0);
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break;
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case SYSTEM_VALUE_GLOBAL_GROUP_SIZE:
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return build_global_group_size(b, bit_size);
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case SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_pixel,
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INTERP_MODE_NOPERSPECTIVE);
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case SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_centroid,
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INTERP_MODE_NOPERSPECTIVE);
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case SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_sample,
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INTERP_MODE_NOPERSPECTIVE);
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case SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_pixel,
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INTERP_MODE_SMOOTH);
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case SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_centroid,
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INTERP_MODE_SMOOTH);
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case SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_sample,
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INTERP_MODE_SMOOTH);
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case SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL:
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return nir_load_barycentric(b, nir_intrinsic_load_barycentric_model,
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INTERP_MODE_NONE);
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default:
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break;
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}
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nir_intrinsic_op sysval_op =
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nir_intrinsic_from_system_value(var->data.location);
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return nir_load_system_value(b, sysval_op, 0,
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intrin->dest.ssa.num_components,
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intrin->dest.ssa.bit_size);
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}
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default:
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return NULL;
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}
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}
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bool
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nir_lower_system_values(nir_shader *shader)
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{
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bool progress = nir_shader_lower_instructions(shader,
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lower_system_value_filter,
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lower_system_value_instr,
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NULL);
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/* We're going to delete the variables so we need to clean up all those
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* derefs we left lying around.
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*/
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if (progress)
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nir_remove_dead_derefs(shader);
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nir_foreach_variable_with_modes_safe(var, shader, nir_var_system_value)
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exec_node_remove(&var->node);
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return progress;
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}
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