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25 #include "ir3_compiler.h"
26 #include "compiler/nir/nir.h"
27 #include "compiler/nir/nir_builder.h"
28 #include "util/u_math.h"
30 static inline struct ir3_ubo_range
31 get_ubo_load_range(nir_intrinsic_instr
*instr
, uint32_t alignment
)
33 struct ir3_ubo_range r
;
35 int offset
= nir_src_as_uint(instr
->src
[1]);
36 const int bytes
= nir_intrinsic_dest_components(instr
) * 4;
38 r
.start
= ROUND_DOWN_TO(offset
, alignment
* 16);
39 r
.end
= ALIGN(offset
+ bytes
, alignment
* 16);
44 static struct ir3_ubo_range
*
45 get_existing_range(nir_intrinsic_instr
*instr
,
46 struct ir3_ubo_analysis_state
*state
,
49 unsigned block
, base
= 0;
51 if (nir_src_is_const(instr
->src
[0])) {
52 block
= nir_src_as_uint(instr
->src
[0]);
55 nir_intrinsic_instr
*rsrc
= ir3_bindless_resource(instr
->src
[0]);
56 if (rsrc
&& nir_src_is_const(rsrc
->src
[0])) {
57 block
= nir_src_as_uint(rsrc
->src
[0]);
58 base
= nir_intrinsic_desc_set(rsrc
);
64 for (int i
= 0; i
< IR3_MAX_UBO_PUSH_RANGES
; i
++) {
65 struct ir3_ubo_range
*range
= &state
->range
[i
];
66 if (range
->end
< range
->start
) {
67 /* We don't have a matching range, but there are more available.
71 range
->bindless_base
= base
;
72 range
->bindless
= bindless
;
77 } else if (range
->block
== block
&& range
->bindless_base
== base
&&
78 range
->bindless
== bindless
) {
87 gather_ubo_ranges(nir_shader
*nir
, nir_intrinsic_instr
*instr
,
88 struct ir3_ubo_analysis_state
*state
, uint32_t alignment
)
90 struct ir3_ubo_range
*old_r
= get_existing_range(instr
, state
, true);
94 if (!nir_src_is_const(instr
->src
[1])) {
95 if (!old_r
->bindless
&& old_r
->block
== 0) {
96 /* If this is an indirect on UBO 0, we'll still lower it back to
97 * load_uniform. Set the range to cover all of UBO 0.
100 old_r
->end
= ALIGN(nir
->num_uniforms
* 16, alignment
* 16);
106 const struct ir3_ubo_range r
= get_ubo_load_range(instr
, alignment
);
108 /* if UBO lowering is disabled, we still want to lower block 0
109 * (which is normal uniforms):
111 if ((old_r
->bindless
|| old_r
->block
!= 0) && (ir3_shader_debug
& IR3_DBG_NOUBOOPT
))
114 if (r
.start
< old_r
->start
)
115 old_r
->start
= r
.start
;
116 if (old_r
->end
< r
.end
)
120 /* For indirect offset, it is common to see a pattern of multiple
121 * loads with the same base, but different constant offset, ie:
123 * vec1 32 ssa_33 = iadd ssa_base, const_offset
124 * vec4 32 ssa_34 = intrinsic load_uniform (ssa_33) (base=N, 0, 0)
126 * Detect this, and peel out the const_offset part, to end up with:
128 * vec4 32 ssa_34 = intrinsic load_uniform (ssa_base) (base=N+const_offset, 0, 0)
132 * vec1 32 ssa_33 = imad24_ir3 a, b, const_offset
133 * vec4 32 ssa_34 = intrinsic load_uniform (ssa_33) (base=N, 0, 0)
135 * Can be converted to:
137 * vec1 32 ssa_base = imul24 a, b
138 * vec4 32 ssa_34 = intrinsic load_uniform (ssa_base) (base=N+const_offset, 0, 0)
140 * This gives the other opt passes something much easier to work
141 * with (ie. not requiring value range tracking)
144 handle_partial_const(nir_builder
*b
, nir_ssa_def
**srcp
, int *offp
)
146 if ((*srcp
)->parent_instr
->type
!= nir_instr_type_alu
)
149 nir_alu_instr
*alu
= nir_instr_as_alu((*srcp
)->parent_instr
);
151 if (alu
->op
== nir_op_imad24_ir3
) {
152 /* This case is slightly more complicated as we need to
153 * replace the imad24_ir3 with an imul24:
155 if (!nir_src_is_const(alu
->src
[2].src
))
158 *offp
+= nir_src_as_uint(alu
->src
[2].src
);
159 *srcp
= nir_imul24(b
, nir_ssa_for_alu_src(b
, alu
, 0),
160 nir_ssa_for_alu_src(b
, alu
, 1));
165 if (alu
->op
!= nir_op_iadd
)
168 if (!(alu
->src
[0].src
.is_ssa
&& alu
->src
[1].src
.is_ssa
))
171 if (nir_src_is_const(alu
->src
[0].src
)) {
172 *offp
+= nir_src_as_uint(alu
->src
[0].src
);
173 *srcp
= alu
->src
[1].src
.ssa
;
174 } else if (nir_src_is_const(alu
->src
[1].src
)) {
175 *srcp
= alu
->src
[0].src
.ssa
;
176 *offp
+= nir_src_as_uint(alu
->src
[1].src
);
181 lower_ubo_block_decrement(nir_intrinsic_instr
*instr
, nir_builder
*b
, int *num_ubos
)
183 /* Skip shifting things for turnip's bindless resources. */
184 if (ir3_bindless_resource(instr
->src
[0])) {
185 assert(!b
->shader
->info
.first_ubo_is_default_ubo
); /* only set for GL */
189 /* Shift all GL nir_intrinsic_load_ubo UBO indices down by 1, because we
190 * have lowered block 0 off of load_ubo to constbuf and ir3_const only
191 * uploads pointers for block 1-N. This is also where we update the NIR
192 * num_ubos to reflect the UBOs that remain in use after others got
193 * lowered to constbuf access.
195 if (nir_src_is_const(instr
->src
[0])) {
196 int block
= nir_src_as_uint(instr
->src
[0]) - 1;
197 *num_ubos
= MAX2(*num_ubos
, block
+ 1);
199 *num_ubos
= b
->shader
->info
.num_ubos
- 1;
202 nir_ssa_def
*old_idx
= nir_ssa_for_src(b
, instr
->src
[0], 1);
203 nir_ssa_def
*new_idx
= nir_iadd_imm(b
, old_idx
, -1);
204 nir_instr_rewrite_src(&instr
->instr
, &instr
->src
[0],
205 nir_src_for_ssa(new_idx
));
209 lower_ubo_load_to_uniform(nir_intrinsic_instr
*instr
, nir_builder
*b
,
210 struct ir3_ubo_analysis_state
*state
, int *num_ubos
, uint32_t alignment
)
212 b
->cursor
= nir_before_instr(&instr
->instr
);
214 /* We don't lower dynamic block index UBO loads to load_uniform, but we
215 * could probably with some effort determine a block stride in number of
218 struct ir3_ubo_range
*range
= get_existing_range(instr
, state
, false);
220 lower_ubo_block_decrement(instr
, b
, num_ubos
);
224 if (range
->bindless
|| range
->block
> 0) {
225 /* We don't lower dynamic array indexing either, but we definitely should.
226 * We don't have a good way of determining the range of the dynamic
227 * access, so for now just fall back to pulling.
229 if (!nir_src_is_const(instr
->src
[1])) {
230 lower_ubo_block_decrement(instr
, b
, num_ubos
);
234 /* After gathering the UBO access ranges, we limit the total
235 * upload. Reject if we're now outside the range.
237 const struct ir3_ubo_range r
= get_ubo_load_range(instr
, alignment
);
238 if (!(range
->start
<= r
.start
&& r
.end
<= range
->end
)) {
239 lower_ubo_block_decrement(instr
, b
, num_ubos
);
244 nir_ssa_def
*ubo_offset
= nir_ssa_for_src(b
, instr
->src
[1], 1);
245 int const_offset
= 0;
247 handle_partial_const(b
, &ubo_offset
, &const_offset
);
249 /* UBO offset is in bytes, but uniform offset is in units of
250 * dwords, so we need to divide by 4 (right-shift by 2). For ldc the
251 * offset is in units of 16 bytes, so we need to multiply by 4. And
252 * also the same for the constant part of the offset:
254 const int shift
= -2;
255 nir_ssa_def
*new_offset
= ir3_nir_try_propagate_bit_shift(b
, ubo_offset
, -2);
256 nir_ssa_def
*uniform_offset
= NULL
;
258 uniform_offset
= new_offset
;
260 uniform_offset
= shift
> 0 ?
261 nir_ishl(b
, ubo_offset
, nir_imm_int(b
, shift
)) :
262 nir_ushr(b
, ubo_offset
, nir_imm_int(b
, -shift
));
265 debug_assert(!(const_offset
& 0x3));
268 const int range_offset
= ((int)range
->offset
- (int)range
->start
) / 4;
269 const_offset
+= range_offset
;
271 /* The range_offset could be negative, if if only part of the UBO
272 * block is accessed, range->start can be greater than range->offset.
273 * But we can't underflow const_offset. If necessary we need to
274 * insert nir instructions to compensate (which can hopefully be
277 if (const_offset
< 0) {
278 uniform_offset
= nir_iadd_imm(b
, uniform_offset
, const_offset
);
282 nir_intrinsic_instr
*uniform
=
283 nir_intrinsic_instr_create(b
->shader
, nir_intrinsic_load_uniform
);
284 uniform
->num_components
= instr
->num_components
;
285 uniform
->src
[0] = nir_src_for_ssa(uniform_offset
);
286 nir_intrinsic_set_base(uniform
, const_offset
);
287 nir_ssa_dest_init(&uniform
->instr
, &uniform
->dest
,
288 uniform
->num_components
, instr
->dest
.ssa
.bit_size
,
289 instr
->dest
.ssa
.name
);
290 nir_builder_instr_insert(b
, &uniform
->instr
);
291 nir_ssa_def_rewrite_uses(&instr
->dest
.ssa
,
292 nir_src_for_ssa(&uniform
->dest
.ssa
));
294 nir_instr_remove(&instr
->instr
);
296 state
->lower_count
++;
300 instr_is_load_ubo(nir_instr
*instr
)
302 if (instr
->type
!= nir_instr_type_intrinsic
)
305 nir_intrinsic_op op
= nir_instr_as_intrinsic(instr
)->intrinsic
;
307 /* ir3_nir_lower_io_offsets happens after this pass. */
308 assert(op
!= nir_intrinsic_load_ubo_ir3
);
310 return op
== nir_intrinsic_load_ubo
;
314 ir3_nir_analyze_ubo_ranges(nir_shader
*nir
, struct ir3_shader
*shader
)
316 struct ir3_ubo_analysis_state
*state
= &shader
->ubo_state
;
318 memset(state
, 0, sizeof(*state
));
319 for (int i
= 0; i
< IR3_MAX_UBO_PUSH_RANGES
; i
++) {
320 state
->range
[i
].start
= UINT32_MAX
;
323 nir_foreach_function (function
, nir
) {
324 if (function
->impl
) {
325 nir_foreach_block (block
, function
->impl
) {
326 nir_foreach_instr (instr
, block
) {
327 if (instr_is_load_ubo(instr
))
328 gather_ubo_ranges(nir
, nir_instr_as_intrinsic(instr
),
329 state
, shader
->compiler
->const_upload_unit
);
335 /* For now, everything we upload is accessed statically and thus will be
336 * used by the shader. Once we can upload dynamically indexed data, we may
337 * upload sparsely accessed arrays, at which point we probably want to
338 * give priority to smaller UBOs, on the assumption that big UBOs will be
339 * accessed dynamically. Alternatively, we can track statically and
340 * dynamically accessed ranges separately and upload static rangtes
343 const uint32_t max_upload
= shader
->compiler
->max_const
* 16;
344 uint32_t offset
= shader
->const_state
.num_reserved_user_consts
* 16;
345 state
->num_enabled
= ARRAY_SIZE(state
->range
);
346 for (uint32_t i
= 0; i
< ARRAY_SIZE(state
->range
); i
++) {
347 if (state
->range
[i
].start
>= state
->range
[i
].end
) {
348 state
->num_enabled
= i
;
352 uint32_t range_size
= state
->range
[i
].end
- state
->range
[i
].start
;
354 debug_assert(offset
<= max_upload
);
355 state
->range
[i
].offset
= offset
;
356 if (offset
+ range_size
> max_upload
) {
357 range_size
= max_upload
- offset
;
358 state
->range
[i
].end
= state
->range
[i
].start
+ range_size
;
360 offset
+= range_size
;
363 state
->size
= offset
;
366 nir_foreach_function (function
, nir
) {
367 if (function
->impl
) {
369 nir_builder_init(&builder
, function
->impl
);
370 nir_foreach_block (block
, function
->impl
) {
371 nir_foreach_instr_safe (instr
, block
) {
372 if (instr_is_load_ubo(instr
))
373 lower_ubo_load_to_uniform(nir_instr_as_intrinsic(instr
),
374 &builder
, state
, &num_ubos
,
375 shader
->compiler
->const_upload_unit
);
379 nir_metadata_preserve(function
->impl
, nir_metadata_block_index
|
380 nir_metadata_dominance
);
383 /* Update the num_ubos field for GL (first_ubo_is_default_ubo). With
384 * Vulkan's bindless, we don't use the num_ubos field, so we can leave it
387 if (nir
->info
.first_ubo_is_default_ubo
)
388 nir
->info
.num_ubos
= num_ubos
;
390 return state
->lower_count
> 0;