anv: Use isl_tiling_flags in anv_image_create_info
[mesa.git] / src / vulkan / anv_nir_apply_dynamic_offsets.c
1 /*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "anv_nir.h"
25 #include "glsl/nir/nir_builder.h"
26
27 struct apply_dynamic_offsets_state {
28 nir_shader *shader;
29 nir_builder builder;
30
31 struct anv_pipeline_layout *layout;
32
33 uint32_t indices_start;
34 };
35
36 static bool
37 apply_dynamic_offsets_block(nir_block *block, void *void_state)
38 {
39 struct apply_dynamic_offsets_state *state = void_state;
40 struct anv_descriptor_set_layout *set_layout;
41
42 nir_builder *b = &state->builder;
43
44 nir_foreach_instr_safe(block, instr) {
45 if (instr->type != nir_instr_type_intrinsic)
46 continue;
47
48 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
49
50 unsigned block_idx_src;
51 switch (intrin->intrinsic) {
52 case nir_intrinsic_load_ubo:
53 case nir_intrinsic_load_ubo_indirect:
54 case nir_intrinsic_load_ssbo:
55 case nir_intrinsic_load_ssbo_indirect:
56 block_idx_src = 0;
57 break;
58 case nir_intrinsic_store_ssbo:
59 case nir_intrinsic_store_ssbo_indirect:
60 block_idx_src = 1;
61 break;
62 default:
63 continue; /* the loop */
64 }
65
66 nir_instr *res_instr = intrin->src[block_idx_src].ssa->parent_instr;
67 assert(res_instr->type == nir_instr_type_intrinsic);
68 nir_intrinsic_instr *res_intrin = nir_instr_as_intrinsic(res_instr);
69 assert(res_intrin->intrinsic == nir_intrinsic_vulkan_resource_index);
70
71 unsigned set = res_intrin->const_index[0];
72 unsigned binding = res_intrin->const_index[1];
73
74 set_layout = state->layout->set[set].layout;
75 if (set_layout->binding[binding].dynamic_offset_index < 0)
76 continue;
77
78 b->cursor = nir_before_instr(&intrin->instr);
79
80 int indirect_src;
81 switch (intrin->intrinsic) {
82 case nir_intrinsic_load_ubo_indirect:
83 case nir_intrinsic_load_ssbo_indirect:
84 indirect_src = 1;
85 break;
86 case nir_intrinsic_store_ssbo_indirect:
87 indirect_src = 2;
88 break;
89 default:
90 indirect_src = -1;
91 break;
92 }
93
94 /* First, we need to generate the uniform load for the buffer offset */
95 uint32_t index = state->layout->set[set].dynamic_offset_start +
96 set_layout->binding[binding].dynamic_offset_index;
97
98 nir_const_value *const_arr_idx =
99 nir_src_as_const_value(res_intrin->src[0]);
100
101 nir_intrinsic_op offset_load_op;
102 if (const_arr_idx)
103 offset_load_op = nir_intrinsic_load_uniform;
104 else
105 offset_load_op = nir_intrinsic_load_uniform_indirect;
106
107 nir_intrinsic_instr *offset_load =
108 nir_intrinsic_instr_create(state->shader, offset_load_op);
109 offset_load->num_components = 2;
110 offset_load->const_index[0] = state->indices_start + index * 2;
111
112 if (const_arr_idx) {
113 offset_load->const_index[1] = const_arr_idx->u[0] * 2;
114 } else {
115 offset_load->const_index[1] = 0;
116 offset_load->src[0] = nir_src_for_ssa(
117 nir_imul(b, nir_ssa_for_src(b, res_intrin->src[0], 1),
118 nir_imm_int(b, 2)));
119 }
120
121 nir_ssa_dest_init(&offset_load->instr, &offset_load->dest, 2, NULL);
122 nir_builder_instr_insert(b, &offset_load->instr);
123
124 /* We calculate the full offset and don't bother with the base
125 * offset. We need the full offset for the predicate anyway.
126 */
127 nir_ssa_def *rel_offset = nir_imm_int(b, intrin->const_index[0]);
128 if (indirect_src >= 0) {
129 assert(intrin->src[indirect_src].is_ssa);
130 rel_offset = nir_iadd(b, intrin->src[indirect_src].ssa, rel_offset);
131 }
132 nir_ssa_def *global_offset = nir_iadd(b, rel_offset,
133 &offset_load->dest.ssa);
134
135 /* Now we replace the load/store intrinsic */
136
137 nir_intrinsic_op indirect_op;
138 switch (intrin->intrinsic) {
139 case nir_intrinsic_load_ubo:
140 indirect_op = nir_intrinsic_load_ubo_indirect;
141 break;
142 case nir_intrinsic_load_ssbo:
143 indirect_op = nir_intrinsic_load_ssbo_indirect;
144 break;
145 case nir_intrinsic_store_ssbo:
146 indirect_op = nir_intrinsic_store_ssbo_indirect;
147 break;
148 default:
149 unreachable("Invalid direct load/store intrinsic");
150 }
151
152 nir_intrinsic_instr *copy =
153 nir_intrinsic_instr_create(state->shader, indirect_op);
154 copy->num_components = intrin->num_components;
155
156 /* The indirect is always the last source */
157 indirect_src = nir_intrinsic_infos[indirect_op].num_srcs - 1;
158
159 for (unsigned i = 0; i < (unsigned)indirect_src; i++)
160 nir_src_copy(&copy->src[i], &intrin->src[i], &copy->instr);
161
162 copy->src[indirect_src] = nir_src_for_ssa(global_offset);
163 nir_ssa_dest_init(&copy->instr, &copy->dest,
164 intrin->dest.ssa.num_components,
165 intrin->dest.ssa.name);
166
167 /* In order to avoid out-of-bounds access, we predicate */
168 nir_ssa_def *pred = nir_fge(b, nir_channel(b, &offset_load->dest.ssa, 1),
169 rel_offset);
170 nir_if *if_stmt = nir_if_create(b->shader);
171 if_stmt->condition = nir_src_for_ssa(pred);
172 nir_cf_node_insert(b->cursor, &if_stmt->cf_node);
173
174 nir_instr_insert_after_cf_list(&if_stmt->then_list, &copy->instr);
175
176 if (indirect_op != nir_intrinsic_store_ssbo) {
177 /* It's a load, we need a phi node */
178 nir_phi_instr *phi = nir_phi_instr_create(b->shader);
179 nir_ssa_dest_init(&phi->instr, &phi->dest,
180 intrin->num_components, NULL);
181
182 nir_phi_src *src1 = ralloc(phi, nir_phi_src);
183 struct exec_node *tnode = exec_list_get_tail(&if_stmt->then_list);
184 src1->pred = exec_node_data(nir_block, tnode, cf_node.node);
185 src1->src = nir_src_for_ssa(&copy->dest.ssa);
186 exec_list_push_tail(&phi->srcs, &src1->node);
187
188 b->cursor = nir_after_cf_list(&if_stmt->else_list);
189 nir_ssa_def *zero = nir_build_imm(b, intrin->num_components,
190 (nir_const_value) { .u = { 0, 0, 0, 0 } });
191
192 nir_phi_src *src2 = ralloc(phi, nir_phi_src);
193 struct exec_node *enode = exec_list_get_tail(&if_stmt->else_list);
194 src2->pred = exec_node_data(nir_block, enode, cf_node.node);
195 src2->src = nir_src_for_ssa(zero);
196 exec_list_push_tail(&phi->srcs, &src2->node);
197
198 nir_instr_insert_after_cf(&if_stmt->cf_node, &phi->instr);
199
200 assert(intrin->dest.is_ssa);
201 nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
202 nir_src_for_ssa(&phi->dest.ssa));
203 }
204
205 nir_instr_remove(&intrin->instr);
206 }
207
208 return true;
209 }
210
211 void
212 anv_nir_apply_dynamic_offsets(struct anv_pipeline *pipeline,
213 nir_shader *shader,
214 struct brw_stage_prog_data *prog_data)
215 {
216 struct apply_dynamic_offsets_state state = {
217 .shader = shader,
218 .layout = pipeline->layout,
219 .indices_start = shader->num_uniforms,
220 };
221
222 if (!state.layout || !state.layout->stage[shader->stage].has_dynamic_offsets)
223 return;
224
225 nir_foreach_overload(shader, overload) {
226 if (overload->impl) {
227 nir_builder_init(&state.builder, overload->impl);
228 nir_foreach_block(overload->impl, apply_dynamic_offsets_block, &state);
229 nir_metadata_preserve(overload->impl, nir_metadata_block_index |
230 nir_metadata_dominance);
231 }
232 }
233
234 struct anv_push_constants *null_data = NULL;
235 for (unsigned i = 0; i < MAX_DYNAMIC_BUFFERS; i++) {
236 prog_data->param[i * 2 + shader->num_uniforms] =
237 (const gl_constant_value *)&null_data->dynamic[i].offset;
238 prog_data->param[i * 2 + 1 + shader->num_uniforms] =
239 (const gl_constant_value *)&null_data->dynamic[i].range;
240 }
241
242 shader->num_uniforms += MAX_DYNAMIC_BUFFERS * 2;
243 }