mesa/src/compiler/nir/nir_lower_system_values.c
Jesse Natalie 41e4eb9948 nir: Add new system values and intrinsics for dealing with CL work offsets
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>
2020-08-21 22:07:05 +00:00

331 lines
13 KiB
C

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