+ radv_store_availability(&b, flags, &dst_buf->dest.ssa,
+ nir_iadd(&b, result_size, output_base),
+ nir_b2i32(&b, nir_load_var(&b, available)));
+
+ return b.shader;
+}
+
+static nir_shader *
+build_timestamp_query_shader(struct radv_device *device)
+{
+ /* the shader this builds is roughly
+ *
+ * uint32_t src_stride = 8;
+ *
+ * location(binding = 0) buffer dst_buf;
+ * location(binding = 1) buffer src_buf;
+ *
+ * void main() {
+ * uint64_t result = 0;
+ * bool available = false;
+ * uint64_t src_offset = src_stride * global_id.x;
+ * uint64_t dst_offset = dst_stride * global_id.x;
+ * uint64_t timestamp = src_buf[src_offset];
+ * if (timestamp != TIMESTAMP_NOT_READY) {
+ * result = timestamp;
+ * available = true;
+ * }
+ * uint32_t result_size = flags & VK_QUERY_RESULT_64_BIT ? 8 : 4;
+ * if ((flags & VK_QUERY_RESULT_PARTIAL_BIT) || available) {
+ * if (flags & VK_QUERY_RESULT_64_BIT) {
+ * dst_buf[dst_offset] = result;
+ * } else {
+ * dst_buf[dst_offset] = (uint32_t)result;
+ * }
+ * }
+ * if (flags & VK_QUERY_RESULT_WITH_AVAILABILITY_BIT) {
+ * dst_buf[dst_offset + result_size] = available;
+ * }
+ * }
+ */
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_COMPUTE, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "timestamp_query");
+ b.shader->info.cs.local_size[0] = 64;
+ b.shader->info.cs.local_size[1] = 1;
+ b.shader->info.cs.local_size[2] = 1;
+
+ /* Create and initialize local variables. */
+ nir_variable *result =
+ nir_local_variable_create(b.impl, glsl_uint64_t_type(), "result");
+ nir_variable *available =
+ nir_local_variable_create(b.impl, glsl_bool_type(), "available");
+
+ nir_store_var(&b, result, nir_imm_int64(&b, 0), 0x1);
+ nir_store_var(&b, available, nir_imm_false(&b), 0x1);
+
+ nir_ssa_def *flags = radv_load_push_int(&b, 0, "flags");
+
+ /* Load resources. */
+ nir_intrinsic_instr *dst_buf = nir_intrinsic_instr_create(b.shader,
+ nir_intrinsic_vulkan_resource_index);
+ dst_buf->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
+ dst_buf->num_components = 1;
+ nir_intrinsic_set_desc_set(dst_buf, 0);
+ nir_intrinsic_set_binding(dst_buf, 0);
+ nir_ssa_dest_init(&dst_buf->instr, &dst_buf->dest, dst_buf->num_components, 32, NULL);
+ nir_builder_instr_insert(&b, &dst_buf->instr);
+
+ nir_intrinsic_instr *src_buf = nir_intrinsic_instr_create(b.shader,
+ nir_intrinsic_vulkan_resource_index);
+ src_buf->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
+ src_buf->num_components = 1;
+ nir_intrinsic_set_desc_set(src_buf, 0);
+ nir_intrinsic_set_binding(src_buf, 1);
+ nir_ssa_dest_init(&src_buf->instr, &src_buf->dest, src_buf->num_components, 32, NULL);
+ nir_builder_instr_insert(&b, &src_buf->instr);
+
+ /* Compute global ID. */
+ nir_ssa_def *invoc_id = nir_load_local_invocation_id(&b);
+ nir_ssa_def *wg_id = nir_load_work_group_id(&b);
+ nir_ssa_def *block_size = nir_imm_ivec4(&b,
+ b.shader->info.cs.local_size[0],
+ b.shader->info.cs.local_size[1],
+ b.shader->info.cs.local_size[2], 0);
+ nir_ssa_def *global_id = nir_iadd(&b, nir_imul(&b, wg_id, block_size), invoc_id);
+ global_id = nir_channel(&b, global_id, 0); // We only care about x here.
+
+ /* Compute src/dst strides. */
+ nir_ssa_def *input_stride = nir_imm_int(&b, 8);
+ nir_ssa_def *input_base = nir_imul(&b, input_stride, global_id);
+ nir_ssa_def *output_stride = radv_load_push_int(&b, 4, "output_stride");
+ nir_ssa_def *output_base = nir_imul(&b, output_stride, global_id);
+
+ /* Load data from the query pool. */
+ nir_intrinsic_instr *load = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_ssbo);
+ load->src[0] = nir_src_for_ssa(&src_buf->dest.ssa);
+ load->src[1] = nir_src_for_ssa(input_base);
+ nir_ssa_dest_init(&load->instr, &load->dest, 2, 32, NULL);
+ load->num_components = 2;
+ nir_intrinsic_set_align(load, 8, 0);
+ nir_builder_instr_insert(&b, &load->instr);
+
+ /* Pack the timestamp. */
+ nir_ssa_def *timestamp;
+ timestamp = nir_pack_64_2x32(&b, nir_vec2(&b,
+ nir_channel(&b, &load->dest.ssa, 0),
+ nir_channel(&b, &load->dest.ssa, 1)));
+
+ /* Check if result is available. */
+ nir_ssa_def *result_is_available =
+ nir_i2b(&b, nir_ine(&b, timestamp,
+ nir_imm_int64(&b, TIMESTAMP_NOT_READY)));
+
+ /* Only store result if available. */
+ nir_if *available_if = nir_if_create(b.shader);
+ available_if->condition = nir_src_for_ssa(result_is_available);
+ nir_cf_node_insert(b.cursor, &available_if->cf_node);
+
+ b.cursor = nir_after_cf_list(&available_if->then_list);