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-rw-r--r--src/vulkan/anv_nir_apply_pipeline_layout.c322
1 files changed, 322 insertions, 0 deletions
diff --git a/src/vulkan/anv_nir_apply_pipeline_layout.c b/src/vulkan/anv_nir_apply_pipeline_layout.c
new file mode 100644
index 0000000..b7b8bd1
--- /dev/null
+++ b/src/vulkan/anv_nir_apply_pipeline_layout.c
@@ -0,0 +1,322 @@
+/*
+ * 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 "program/prog_parameter.h"
+#include "glsl/nir/nir_builder.h"
+
+struct apply_pipeline_layout_state {
+ nir_shader *shader;
+ nir_builder builder;
+
+ const struct anv_pipeline_layout *layout;
+
+ bool progress;
+};
+
+static uint32_t
+get_surface_index(unsigned set, unsigned binding,
+ struct apply_pipeline_layout_state *state)
+{
+ assert(set < state->layout->num_sets);
+ struct anv_descriptor_set_layout *set_layout =
+ state->layout->set[set].layout;
+
+ gl_shader_stage stage = state->shader->stage;
+
+ assert(binding < set_layout->binding_count);
+
+ assert(set_layout->binding[binding].stage[stage].surface_index >= 0);
+
+ uint32_t surface_index =
+ state->layout->set[set].stage[stage].surface_start +
+ set_layout->binding[binding].stage[stage].surface_index;
+
+ assert(surface_index < state->layout->stage[stage].surface_count);
+
+ return surface_index;
+}
+
+static uint32_t
+get_sampler_index(unsigned set, unsigned binding, nir_texop tex_op,
+ struct apply_pipeline_layout_state *state)
+{
+ assert(set < state->layout->num_sets);
+ struct anv_descriptor_set_layout *set_layout =
+ state->layout->set[set].layout;
+
+ assert(binding < set_layout->binding_count);
+
+ gl_shader_stage stage = state->shader->stage;
+
+ if (set_layout->binding[binding].stage[stage].sampler_index < 0) {
+ assert(tex_op == nir_texop_txf);
+ return 0;
+ }
+
+ uint32_t sampler_index =
+ state->layout->set[set].stage[stage].sampler_start +
+ set_layout->binding[binding].stage[stage].sampler_index;
+
+ assert(sampler_index < state->layout->stage[stage].sampler_count);
+
+ return sampler_index;
+}
+
+static uint32_t
+get_image_index(unsigned set, unsigned binding,
+ struct apply_pipeline_layout_state *state)
+{
+ assert(set < state->layout->num_sets);
+ struct anv_descriptor_set_layout *set_layout =
+ state->layout->set[set].layout;
+
+ assert(binding < set_layout->binding_count);
+
+ gl_shader_stage stage = state->shader->stage;
+
+ assert(set_layout->binding[binding].stage[stage].image_index >= 0);
+
+ uint32_t image_index =
+ state->layout->set[set].stage[stage].image_start +
+ set_layout->binding[binding].stage[stage].image_index;
+
+ assert(image_index < state->layout->stage[stage].image_count);
+
+ return image_index;
+}
+
+static void
+lower_res_index_intrinsic(nir_intrinsic_instr *intrin,
+ struct apply_pipeline_layout_state *state)
+{
+ nir_builder *b = &state->builder;
+
+ b->cursor = nir_before_instr(&intrin->instr);
+
+ uint32_t set = intrin->const_index[0];
+ uint32_t binding = intrin->const_index[1];
+
+ uint32_t surface_index = get_surface_index(set, binding, state);
+
+ nir_const_value *const_block_idx =
+ nir_src_as_const_value(intrin->src[0]);
+
+ nir_ssa_def *block_index;
+ if (const_block_idx) {
+ block_index = nir_imm_int(b, surface_index + const_block_idx->u[0]);
+ } else {
+ block_index = nir_iadd(b, nir_imm_int(b, surface_index),
+ nir_ssa_for_src(b, intrin->src[0], 1));
+ }
+
+ assert(intrin->dest.is_ssa);
+ nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(block_index));
+ nir_instr_remove(&intrin->instr);
+}
+
+static void
+lower_tex_deref(nir_tex_instr *tex, nir_deref_var *deref,
+ unsigned *const_index, nir_tex_src_type src_type,
+ struct apply_pipeline_layout_state *state)
+{
+ if (deref->deref.child) {
+ assert(deref->deref.child->deref_type == nir_deref_type_array);
+ nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child);
+
+ *const_index += deref_array->base_offset;
+
+ if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
+ nir_tex_src *new_srcs = rzalloc_array(tex, nir_tex_src,
+ tex->num_srcs + 1);
+
+ for (unsigned i = 0; i < tex->num_srcs; i++) {
+ new_srcs[i].src_type = tex->src[i].src_type;
+ nir_instr_move_src(&tex->instr, &new_srcs[i].src, &tex->src[i].src);
+ }
+
+ ralloc_free(tex->src);
+ tex->src = new_srcs;
+
+ /* Now we can go ahead and move the source over to being a
+ * first-class texture source.
+ */
+ tex->src[tex->num_srcs].src_type = src_type;
+ tex->num_srcs++;
+ assert(deref_array->indirect.is_ssa);
+ nir_instr_rewrite_src(&tex->instr, &tex->src[tex->num_srcs - 1].src,
+ deref_array->indirect);
+ }
+ }
+}
+
+static void
+cleanup_tex_deref(nir_tex_instr *tex, nir_deref_var *deref)
+{
+ if (deref->deref.child == NULL)
+ return;
+
+ nir_deref_array *deref_array = nir_deref_as_array(deref->deref.child);
+
+ if (deref_array->deref_array_type != nir_deref_array_type_indirect)
+ return;
+
+ nir_instr_rewrite_src(&tex->instr, &deref_array->indirect, NIR_SRC_INIT);
+}
+
+static void
+lower_tex(nir_tex_instr *tex, struct apply_pipeline_layout_state *state)
+{
+ /* No one should have come by and lowered it already */
+ assert(tex->sampler);
+
+ nir_deref_var *tex_deref = tex->texture ? tex->texture : tex->sampler;
+ tex->texture_index =
+ get_surface_index(tex_deref->var->data.descriptor_set,
+ tex_deref->var->data.binding, state);
+ lower_tex_deref(tex, tex_deref, &tex->texture_index,
+ nir_tex_src_texture_offset, state);
+
+ tex->sampler_index =
+ get_sampler_index(tex->sampler->var->data.descriptor_set,
+ tex->sampler->var->data.binding, tex->op, state);
+ lower_tex_deref(tex, tex->sampler, &tex->sampler_index,
+ nir_tex_src_sampler_offset, state);
+
+ /* The backend only ever uses this to mark used surfaces. We don't care
+ * about that little optimization so it just needs to be non-zero.
+ */
+ tex->texture_array_size = 1;
+
+ if (tex->texture)
+ cleanup_tex_deref(tex, tex->texture);
+ cleanup_tex_deref(tex, tex->sampler);
+ tex->texture = NULL;
+ tex->sampler = NULL;
+}
+
+static bool
+apply_pipeline_layout_block(nir_block *block, void *void_state)
+{
+ struct apply_pipeline_layout_state *state = void_state;
+
+ nir_foreach_instr_safe(block, instr) {
+ switch (instr->type) {
+ case nir_instr_type_intrinsic: {
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic == nir_intrinsic_vulkan_resource_index) {
+ lower_res_index_intrinsic(intrin, state);
+ state->progress = true;
+ }
+ break;
+ }
+ case nir_instr_type_tex:
+ lower_tex(nir_instr_as_tex(instr), state);
+ /* All texture instructions need lowering */
+ state->progress = true;
+ break;
+ default:
+ continue;
+ }
+ }
+
+ return true;
+}
+
+static void
+setup_vec4_uniform_value(const union gl_constant_value **params,
+ const union gl_constant_value *values,
+ unsigned n)
+{
+ static const gl_constant_value zero = { 0 };
+
+ for (unsigned i = 0; i < n; ++i)
+ params[i] = &values[i];
+
+ for (unsigned i = n; i < 4; ++i)
+ params[i] = &zero;
+}
+
+bool
+anv_nir_apply_pipeline_layout(nir_shader *shader,
+ struct brw_stage_prog_data *prog_data,
+ const struct anv_pipeline_layout *layout)
+{
+ struct apply_pipeline_layout_state state = {
+ .shader = shader,
+ .layout = layout,
+ };
+
+ nir_foreach_function(shader, function) {
+ if (function->impl) {
+ nir_builder_init(&state.builder, function->impl);
+ nir_foreach_block(function->impl, apply_pipeline_layout_block, &state);
+ nir_metadata_preserve(function->impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+ }
+
+ if (layout->stage[shader->stage].image_count > 0) {
+ nir_foreach_variable(var, &shader->uniforms) {
+ if (glsl_type_is_image(var->type) ||
+ (glsl_type_is_array(var->type) &&
+ glsl_type_is_image(glsl_get_array_element(var->type)))) {
+ /* Images are represented as uniform push constants and the actual
+ * information required for reading/writing to/from the image is
+ * storred in the uniform.
+ */
+ unsigned image_index = get_image_index(var->data.descriptor_set,
+ var->data.binding, &state);
+
+ var->data.driver_location = shader->num_uniforms +
+ image_index * BRW_IMAGE_PARAM_SIZE * 4;
+ }
+ }
+
+ struct anv_push_constants *null_data = NULL;
+ const gl_constant_value **param = prog_data->param + shader->num_uniforms;
+ const struct brw_image_param *image_param = null_data->images;
+ for (uint32_t i = 0; i < layout->stage[shader->stage].image_count; i++) {
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET,
+ (const union gl_constant_value *)&image_param->surface_idx, 1);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_OFFSET_OFFSET,
+ (const union gl_constant_value *)image_param->offset, 2);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SIZE_OFFSET,
+ (const union gl_constant_value *)image_param->size, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_STRIDE_OFFSET,
+ (const union gl_constant_value *)image_param->stride, 4);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_TILING_OFFSET,
+ (const union gl_constant_value *)image_param->tiling, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET,
+ (const union gl_constant_value *)image_param->swizzling, 2);
+
+ param += BRW_IMAGE_PARAM_SIZE;
+ image_param ++;
+ }
+
+ shader->num_uniforms += layout->stage[shader->stage].image_count *
+ BRW_IMAGE_PARAM_SIZE * 4;
+ }
+
+ return state.progress;
+}