mesa/src/intel/vulkan/anv_nir_lower_resource_intel.c
Lionel Landwerlin 1de44b1951 anv: add pipeline/shader support for descriptor buffers
Lowering/layout is pretty much the same as direct descriptors. The
caveats is that since the descriptor buffers are not visible from the
binding tables we can't promote anything to the binding table (except
push descriptors).

The reason for this is that there is nothing that prevents an
application to use both types of descriptors and because descriptor
buffers have visible address + capture replay, we can't merge the 2
types in the same virtual address space location (limited to 4Gb max,
limited 2Gb with binding tables).

If we had the guarantee that both are not going to be used at the same
time, we could consider a 2Gb VA for descriptor buffers.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22151>
2024-02-29 07:05:06 +00:00

170 lines
6.6 KiB
C

/*
* Copyright © 2022 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 "nir_builder.h"
/* This pass updates the block index in the resource_intel intrinsics if the
* array index is constant.
*
* This pass must be run before anv_nir_compute_push_layout().
*/
static bool
update_resource_intel_block(nir_builder *b, nir_intrinsic_instr *intrin,
UNUSED void *data)
{
if (intrin->intrinsic != nir_intrinsic_resource_intel)
return false;
/* If the array index in the descriptor binding is not const, we won't be
* able to turn this load_ubo into a push constant.
*
* Also if not pushable, set the block to 0xffffffff.
*
* Otherwise we need to update the block index by adding the array index so
* that when anv_nir_compute_push_layout() uses the block value it uses the
* right surface in the array of the binding.
*/
if (!nir_src_is_const(intrin->src[2]) ||
!(nir_intrinsic_resource_access_intel(intrin) &
nir_resource_intel_pushable)) {
nir_intrinsic_set_resource_block_intel(intrin, 0xffffffff);
nir_intrinsic_set_resource_access_intel(
intrin,
nir_intrinsic_resource_access_intel(intrin) &
~nir_resource_intel_pushable);
} else {
nir_intrinsic_set_resource_block_intel(
intrin,
nir_intrinsic_resource_block_intel(intrin) +
nir_src_as_uint(intrin->src[2]));
}
return true;
}
bool
anv_nir_update_resource_intel_block(nir_shader *shader)
{
return nir_shader_intrinsics_pass(shader, update_resource_intel_block,
nir_metadata_all,
NULL);
}
struct lower_resource_state {
enum anv_descriptor_set_layout_type desc_type;
const struct anv_physical_device *device;
};
/* This pass lower resource_intel surface_index source, combining the
* descriptor set offset with the surface offset in the descriptor set.
*
* This pass must be run after anv_nir_compute_push_layout() because we want
* the push constant selection to tell if the surface offset is constant. Once
* combined the constant detection does not work anymore.
*/
static bool
lower_resource_intel(nir_builder *b, nir_intrinsic_instr *intrin, void *data)
{
if (intrin->intrinsic != nir_intrinsic_resource_intel)
return false;
const bool is_bindless =
(nir_intrinsic_resource_access_intel(intrin) &
nir_resource_intel_bindless) != 0;
const bool is_sampler =
(nir_intrinsic_resource_access_intel(intrin) &
nir_resource_intel_sampler) != 0;
const bool is_embedded_sampler =
(nir_intrinsic_resource_access_intel(intrin) &
nir_resource_intel_sampler_embedded) != 0;
const struct lower_resource_state *state = data;
/* Ignore binding table accesses & embedded samplers */
if (is_embedded_sampler) {
assert(state->desc_type == ANV_PIPELINE_DESCRIPTOR_SET_LAYOUT_TYPE_BUFFER);
return false;
}
if (!is_bindless)
return true;
b->cursor = nir_before_instr(&intrin->instr);
nir_def *set_offset = intrin->src[0].ssa;
nir_def *binding_offset = intrin->src[1].ssa;
/* When using indirect descriptor, the surface handles are loaded from the
* descriptor buffer and do not need any offset.
*/
if (state->desc_type == ANV_PIPELINE_DESCRIPTOR_SET_LAYOUT_TYPE_DIRECT ||
state->desc_type == ANV_PIPELINE_DESCRIPTOR_SET_LAYOUT_TYPE_BUFFER) {
if (!state->device->uses_ex_bso) {
/* We're trying to reduce the number of instructions in the shaders
* to compute surface handles. The assumption is that we're using
* more surface handles than sampler handles (UBO, SSBO, images,
* etc...) so it's worth optimizing that case.
*
* Surface handles in the extended descriptor message have to be
* shifted left by 6 prior to ex_bso (bits 31:12 in extended
* descriptor, match bits 25:6 of the surface handle). We have to
* combine 2 parts in the shader to build the final surface handle,
* base offset of the descriptor set (in the push constant, located
* in resource_intel::src[0]) and the relative descriptor offset
* (resource_intel::src[1]).
*
* For convenience, up to here, resource_intel::src[1] is in bytes.
* We now have to shift it left by 6 to match the shifted left by 6
* done for the push constant value provided in
* resource_intel::src[0]. That way the shader can just do a single
* ADD and get the surface handle.
*/
if (!is_sampler)
binding_offset = nir_ishl_imm(b, binding_offset, 6);
}
nir_src_rewrite(&intrin->src[1],
nir_iadd(b, set_offset, binding_offset));
}
/* Now unused values : set offset, array index */
nir_src_rewrite(&intrin->src[0], nir_imm_int(b, 0xdeaddeed));
nir_src_rewrite(&intrin->src[2], nir_imm_int(b, 0xdeaddeed));
return true;
}
bool
anv_nir_lower_resource_intel(nir_shader *shader,
const struct anv_physical_device *device,
enum anv_descriptor_set_layout_type desc_type)
{
struct lower_resource_state state = {
.desc_type = desc_type,
.device = device,
};
return nir_shader_intrinsics_pass(shader, lower_resource_intel,
nir_metadata_block_index |
nir_metadata_dominance,
&state);
}