mesa/src/intel/vulkan/anv_nir_lower_resource_intel.c
Lionel Landwerlin 7c76125db2 anv: use 2 different buffers for surfaces/samplers in descriptor sets
We had the unfortunate finding on a recent platform to learn that the
bindless sampler heap is not functioning as expected.

Nowhere in the documentation is the size of the heap written down. So
most people assumed that's the max number that we can program (4Gb).

The reality is that it's only 64Mb.

Though it is appearing like it's working properly for the whole 4Gb
range for most apps, this is only because the HW bounds checking
applied is broken. Instead of clamping anything beyong 64Mb, it's only
clamping the last 4Kb of each 64Mb region.

So this heap is useless for us to make a 4Gb region of both sampler &
surface states...

This change essentially turns off the bindless sampler heap on DG2+.

The only location where we can put SAMPLER_STATE elements is the
dynamic state heap. Unfortunately we cannot align the dynamic state
heap with the bindless surface state heap. So the solution is to
allocate sampler & surface states separately, each from the own heap
in the descriptor pool.

We now have to provide 2 sets of offsets for surfaces & samplers.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25897>
2023-12-04 23:06:05 +00:00

166 lines
6.5 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 struct lower_resource_state *state = data;
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) {
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.
*
* Samplers have a 4Gb heap and in the message they're in bits 31:6
* of the component 3 of the sampler message header. But since we
* push only a single offset for the base offset of the descriptor
* set, resource_intel::src[0] has to be shifted right by 6 (bringing
* it back in bytes).
*/
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);
}