*/
#include "ir3_nir.h"
+#include "ir3_compiler.h"
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
-#include "util/u_dynarray.h"
-#include "mesa/main/macros.h"
+#include "util/u_math.h"
-struct ir3_ubo_analysis_state {
- unsigned lower_count;
-};
+static bool
+ubo_is_gl_uniforms(const struct ir3_ubo_info *ubo)
+{
+ return !ubo->bindless && ubo->block == 0;
+}
+
+static inline struct ir3_ubo_range
+get_ubo_load_range(nir_shader *nir, nir_intrinsic_instr *instr, uint32_t alignment)
+{
+ struct ir3_ubo_range r;
+
+ if (nir_src_is_const(instr->src[1])) {
+ int offset = nir_src_as_uint(instr->src[1]);
+ const int bytes = nir_intrinsic_dest_components(instr) * 4;
+
+ r.start = ROUND_DOWN_TO(offset, alignment * 16);
+ r.end = ALIGN(offset + bytes, alignment * 16);
+ } else {
+ /* The other valid place to call this is on the GL default uniform block */
+ assert(nir_src_as_uint(instr->src[0]) == 0);
+ r.start = 0;
+ r.end = ALIGN(nir->num_uniforms * 16, alignment * 16);
+ }
+
+ return r;
+}
+
+static bool
+get_ubo_info(nir_intrinsic_instr *instr, struct ir3_ubo_info *ubo)
+{
+ if (nir_src_is_const(instr->src[0])) {
+ ubo->block = nir_src_as_uint(instr->src[0]);
+ ubo->bindless_base = 0;
+ ubo->bindless = false;
+ return true;
+ } else {
+ nir_intrinsic_instr *rsrc = ir3_bindless_resource(instr->src[0]);
+ if (rsrc && nir_src_is_const(rsrc->src[0])) {
+ ubo->block = nir_src_as_uint(rsrc->src[0]);
+ ubo->bindless_base = nir_intrinsic_desc_set(rsrc);
+ ubo->bindless = true;
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Get an existing range, but don't create a new range associated with
+ * the ubo, but don't create a new one if one does not already exist.
+ */
+static const struct ir3_ubo_range *
+get_existing_range(nir_intrinsic_instr *instr,
+ const struct ir3_ubo_analysis_state *state)
+{
+ struct ir3_ubo_info ubo = {};
+
+ if (!get_ubo_info(instr, &ubo))
+ return NULL;
+
+ for (int i = 0; i < IR3_MAX_UBO_PUSH_RANGES; i++) {
+ const struct ir3_ubo_range *range = &state->range[i];
+ if (range->end < range->start) {
+ break;
+ } else if (!memcmp(&range->ubo, &ubo, sizeof(ubo))) {
+ return range;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Get an existing range, or create a new one if necessary/possible.
+ */
+static struct ir3_ubo_range *
+get_range(nir_intrinsic_instr *instr, struct ir3_ubo_analysis_state *state)
+{
+ struct ir3_ubo_info ubo = {};
+
+ if (!get_ubo_info(instr, &ubo))
+ return NULL;
+
+ for (int i = 0; i < IR3_MAX_UBO_PUSH_RANGES; i++) {
+ struct ir3_ubo_range *range = &state->range[i];
+ if (range->end < range->start) {
+ /* We don't have a matching range, but there are more available.
+ */
+ range->ubo = ubo;
+ return range;
+ } else if (!memcmp(&range->ubo, &ubo, sizeof(ubo))) {
+ return range;
+ }
+ }
+
+ return NULL;
+}
+
+static void
+gather_ubo_ranges(nir_shader *nir, nir_intrinsic_instr *instr,
+ struct ir3_ubo_analysis_state *state, uint32_t alignment)
+{
+ if (ir3_shader_debug & IR3_DBG_NOUBOOPT)
+ return;
+
+ struct ir3_ubo_range *old_r = get_range(instr, state);
+ if (!old_r)
+ return;
+
+ /* We don't know how to get the size of UBOs being indirected on, other
+ * than on the GL uniforms where we have some other shader_info data.
+ */
+ if (!nir_src_is_const(instr->src[1]) && !ubo_is_gl_uniforms(&old_r->ubo))
+ return;
+
+ const struct ir3_ubo_range r = get_ubo_load_range(nir, instr, alignment);
+
+ if (r.start < old_r->start)
+ old_r->start = r.start;
+ if (old_r->end < r.end)
+ old_r->end = r.end;
+}
+
+/* For indirect offset, it is common to see a pattern of multiple
+ * loads with the same base, but different constant offset, ie:
+ *
+ * vec1 32 ssa_33 = iadd ssa_base, const_offset
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_33) (base=N, 0, 0)
+ *
+ * Detect this, and peel out the const_offset part, to end up with:
+ *
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_base) (base=N+const_offset, 0, 0)
+ *
+ * Or similarly:
+ *
+ * vec1 32 ssa_33 = imad24_ir3 a, b, const_offset
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_33) (base=N, 0, 0)
+ *
+ * Can be converted to:
+ *
+ * vec1 32 ssa_base = imul24 a, b
+ * vec4 32 ssa_34 = intrinsic load_uniform (ssa_base) (base=N+const_offset, 0, 0)
+ *
+ * This gives the other opt passes something much easier to work
+ * with (ie. not requiring value range tracking)
+ */
+static void
+handle_partial_const(nir_builder *b, nir_ssa_def **srcp, int *offp)
+{
+ if ((*srcp)->parent_instr->type != nir_instr_type_alu)
+ return;
+
+ nir_alu_instr *alu = nir_instr_as_alu((*srcp)->parent_instr);
+
+ if (alu->op == nir_op_imad24_ir3) {
+ /* This case is slightly more complicated as we need to
+ * replace the imad24_ir3 with an imul24:
+ */
+ if (!nir_src_is_const(alu->src[2].src))
+ return;
+
+ *offp += nir_src_as_uint(alu->src[2].src);
+ *srcp = nir_imul24(b, nir_ssa_for_alu_src(b, alu, 0),
+ nir_ssa_for_alu_src(b, alu, 1));
+
+ return;
+ }
+ if (alu->op != nir_op_iadd)
+ return;
+
+ if (!(alu->src[0].src.is_ssa && alu->src[1].src.is_ssa))
+ return;
+
+ if (nir_src_is_const(alu->src[0].src)) {
+ *offp += nir_src_as_uint(alu->src[0].src);
+ *srcp = alu->src[1].src.ssa;
+ } else if (nir_src_is_const(alu->src[1].src)) {
+ *srcp = alu->src[0].src.ssa;
+ *offp += nir_src_as_uint(alu->src[1].src);
+ }
+}
+
+/* Tracks the maximum bindful UBO accessed so that we reduce the UBO
+ * descriptors emitted in the fast path for GL.
+ */
static void
+track_ubo_use(nir_intrinsic_instr *instr, nir_builder *b, int *num_ubos)
+{
+ if (ir3_bindless_resource(instr->src[0])) {
+ assert(!b->shader->info.first_ubo_is_default_ubo); /* only set for GL */
+ return;
+ }
+
+ if (nir_src_is_const(instr->src[0])) {
+ int block = nir_src_as_uint(instr->src[0]);
+ *num_ubos = MAX2(*num_ubos, block + 1);
+ } else {
+ *num_ubos = b->shader->info.num_ubos;
+ }
+}
+
+static bool
lower_ubo_load_to_uniform(nir_intrinsic_instr *instr, nir_builder *b,
- struct ir3_ubo_analysis_state *state)
+ const struct ir3_ubo_analysis_state *state,
+ int *num_ubos, uint32_t alignment)
{
+ b->cursor = nir_before_instr(&instr->instr);
+
/* We don't lower dynamic block index UBO loads to load_uniform, but we
* could probably with some effort determine a block stride in number of
* registers.
*/
- if (!nir_src_is_const(instr->src[0]))
- return;
+ const struct ir3_ubo_range *range = get_existing_range(instr, state);
+ if (!range) {
+ track_ubo_use(instr, b, num_ubos);
+ return false;
+ }
- const uint32_t block = nir_src_as_uint(instr->src[0]);
- if (block > 0)
- return;
+ /* We don't have a good way of determining the range of the dynamic
+ * access in general, so for now just fall back to pulling.
+ */
+ if (!nir_src_is_const(instr->src[1]) && !ubo_is_gl_uniforms(&range->ubo))
+ return false;
- b->cursor = nir_before_instr(&instr->instr);
+ /* After gathering the UBO access ranges, we limit the total
+ * upload. Don't lower if this load is outside the range.
+ */
+ const struct ir3_ubo_range r = get_ubo_load_range(b->shader,
+ instr, alignment);
+ if (!(range->start <= r.start && r.end <= range->end)) {
+ track_ubo_use(instr, b, num_ubos);
+ return false;
+ }
nir_ssa_def *ubo_offset = nir_ssa_for_src(b, instr->src[1], 1);
- nir_ssa_def *uniform_offset = ir3_nir_try_propagate_bit_shift(b, ubo_offset, -2);
- if (uniform_offset == NULL)
- uniform_offset = nir_ushr(b, ubo_offset, nir_imm_int(b, 2));
+ int const_offset = 0;
+
+ handle_partial_const(b, &ubo_offset, &const_offset);
+
+ /* UBO offset is in bytes, but uniform offset is in units of
+ * dwords, so we need to divide by 4 (right-shift by 2). For ldc the
+ * offset is in units of 16 bytes, so we need to multiply by 4. And
+ * also the same for the constant part of the offset:
+ */
+ const int shift = -2;
+ nir_ssa_def *new_offset = ir3_nir_try_propagate_bit_shift(b, ubo_offset, -2);
+ nir_ssa_def *uniform_offset = NULL;
+ if (new_offset) {
+ uniform_offset = new_offset;
+ } else {
+ uniform_offset = shift > 0 ?
+ nir_ishl(b, ubo_offset, nir_imm_int(b, shift)) :
+ nir_ushr(b, ubo_offset, nir_imm_int(b, -shift));
+ }
+
+ debug_assert(!(const_offset & 0x3));
+ const_offset >>= 2;
+
+ const int range_offset = ((int)range->offset - (int)range->start) / 4;
+ const_offset += range_offset;
+
+ /* The range_offset could be negative, if if only part of the UBO
+ * block is accessed, range->start can be greater than range->offset.
+ * But we can't underflow const_offset. If necessary we need to
+ * insert nir instructions to compensate (which can hopefully be
+ * optimized away)
+ */
+ if (const_offset < 0) {
+ uniform_offset = nir_iadd_imm(b, uniform_offset, const_offset);
+ const_offset = 0;
+ }
nir_intrinsic_instr *uniform =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_uniform);
uniform->num_components = instr->num_components;
uniform->src[0] = nir_src_for_ssa(uniform_offset);
+ nir_intrinsic_set_base(uniform, const_offset);
nir_ssa_dest_init(&uniform->instr, &uniform->dest,
uniform->num_components, instr->dest.ssa.bit_size,
instr->dest.ssa.name);
nir_instr_remove(&instr->instr);
- state->lower_count++;
+ return true;
+}
+
+static bool
+instr_is_load_ubo(nir_instr *instr)
+{
+ if (instr->type != nir_instr_type_intrinsic)
+ return false;
+
+ nir_intrinsic_op op = nir_instr_as_intrinsic(instr)->intrinsic;
+
+ /* ir3_nir_lower_io_offsets happens after this pass. */
+ assert(op != nir_intrinsic_load_ubo_ir3);
+
+ return op == nir_intrinsic_load_ubo;
+}
+
+void
+ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader_variant *v)
+{
+ struct ir3_const_state *const_state = ir3_const_state(v);
+ struct ir3_ubo_analysis_state *state = &const_state->ubo_state;
+ struct ir3_compiler *compiler = v->shader->compiler;
+
+ memset(state, 0, sizeof(*state));
+ for (int i = 0; i < IR3_MAX_UBO_PUSH_RANGES; i++) {
+ state->range[i].start = UINT32_MAX;
+ }
+
+ nir_foreach_function (function, nir) {
+ if (function->impl) {
+ nir_foreach_block (block, function->impl) {
+ nir_foreach_instr (instr, block) {
+ if (instr_is_load_ubo(instr))
+ gather_ubo_ranges(nir, nir_instr_as_intrinsic(instr),
+ state, compiler->const_upload_unit);
+ }
+ }
+ }
+ }
+
+ /* For now, everything we upload is accessed statically and thus will be
+ * used by the shader. Once we can upload dynamically indexed data, we may
+ * upload sparsely accessed arrays, at which point we probably want to
+ * give priority to smaller UBOs, on the assumption that big UBOs will be
+ * accessed dynamically. Alternatively, we can track statically and
+ * dynamically accessed ranges separately and upload static rangtes
+ * first.
+ */
+
+ /* Limit our uploads to the amount of constant buffer space available in
+ * the hardware, minus what the shader compiler may need for various
+ * driver params. We do this UBO-to-push-constant before the real
+ * allocation of the driver params' const space, because UBO pointers can
+ * be driver params but this pass usually eliminatings them.
+ */
+ struct ir3_const_state worst_case_const_state = { };
+ ir3_setup_const_state(nir, v, &worst_case_const_state);
+ const uint32_t max_upload = (ir3_max_const(v) -
+ worst_case_const_state.offsets.immediate) * 16;
+
+ uint32_t offset = v->shader->num_reserved_user_consts * 16;
+ state->num_enabled = ARRAY_SIZE(state->range);
+ for (uint32_t i = 0; i < ARRAY_SIZE(state->range); i++) {
+ if (state->range[i].start >= state->range[i].end) {
+ state->num_enabled = i;
+ break;
+ }
+
+ uint32_t range_size = state->range[i].end - state->range[i].start;
+
+ debug_assert(offset <= max_upload);
+ state->range[i].offset = offset;
+ if (offset + range_size > max_upload) {
+ range_size = max_upload - offset;
+ state->range[i].end = state->range[i].start + range_size;
+ }
+ offset += range_size;
+
+ }
+ state->size = offset;
}
bool
-ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader *shader)
+ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v)
{
- struct ir3_ubo_analysis_state state = { 0 };
+ struct ir3_compiler *compiler = v->shader->compiler;
+ /* For the binning pass variant, we re-use the corresponding draw-pass
+ * variants const_state and ubo state. To make these clear, in this
+ * pass it is const (read-only)
+ */
+ const struct ir3_const_state *const_state = ir3_const_state(v);
+ const struct ir3_ubo_analysis_state *state = &const_state->ubo_state;
- nir_foreach_function(function, nir) {
+ int num_ubos = 0;
+ bool progress = false;
+ nir_foreach_function (function, nir) {
if (function->impl) {
nir_builder builder;
nir_builder_init(&builder, function->impl);
- nir_foreach_block(block, function->impl) {
- nir_foreach_instr_safe(instr, block) {
- if (instr->type == nir_instr_type_intrinsic &&
- nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_ubo)
- lower_ubo_load_to_uniform(nir_instr_as_intrinsic(instr), &builder, &state);
+ nir_foreach_block (block, function->impl) {
+ nir_foreach_instr_safe (instr, block) {
+ if (!instr_is_load_ubo(instr))
+ continue;
+ progress |=
+ lower_ubo_load_to_uniform(nir_instr_as_intrinsic(instr),
+ &builder, state, &num_ubos,
+ compiler->const_upload_unit);
}
}
nir_metadata_dominance);
}
}
+ /* Update the num_ubos field for GL (first_ubo_is_default_ubo). With
+ * Vulkan's bindless, we don't use the num_ubos field, so we can leave it
+ * incremented.
+ */
+ if (nir->info.first_ubo_is_default_ubo)
+ nir->info.num_ubos = num_ubos;
- return state.lower_count > 0;
+ return progress;
}