#include "program/prog_parameter.h"
#include "program/program.h"
-static void
-add_indirect_to_tex(nir_tex_instr *instr, nir_src indirect)
-{
- /* First, we have to resize the array of texture sources */
- nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
- instr->num_srcs + 1);
-
- for (unsigned i = 0; i < instr->num_srcs; i++) {
- new_srcs[i].src_type = instr->src[i].src_type;
- nir_instr_move_src(&instr->instr, &new_srcs[i].src, &instr->src[i].src);
- }
-
- ralloc_free(instr->src);
- instr->src = new_srcs;
-
- /* Now we can go ahead and move the source over to being a
- * first-class texture source.
- */
- instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
- instr->num_srcs++;
- nir_instr_rewrite_src(&instr->instr, &instr->src[instr->num_srcs - 1].src,
- indirect);
-}
-
/* Calculate the sampler index based on array indicies and also
* calculate the base uniform location for struct members.
*/
lower_impl(overload->impl, shader_program, shader->stage);
}
}
-
-static bool
-lower_samplers_for_vk_block(nir_block *block, void *data)
-{
- nir_foreach_instr(block, instr) {
- if (instr->type != nir_instr_type_tex)
- continue;
-
- nir_tex_instr *tex = nir_instr_as_tex(instr);
-
- assert(tex->sampler);
-
- tex->sampler_set = tex->sampler->var->data.descriptor_set;
- tex->sampler_index = tex->sampler->var->data.binding;
-
- if (tex->sampler->deref.child) {
- assert(tex->sampler->deref.child->deref_type == nir_deref_type_array);
- nir_deref_array *arr = nir_deref_as_array(tex->sampler->deref.child);
-
- /* Only one-level arrays are allowed in vulkan */
- assert(arr->deref.child == NULL);
-
- tex->sampler_index += arr->base_offset;
- if (arr->deref_array_type == nir_deref_array_type_indirect) {
- add_indirect_to_tex(tex, arr->indirect);
- nir_instr_rewrite_src(instr, &arr->indirect, NIR_SRC_INIT);
-
- tex->sampler_array_size = glsl_get_length(tex->sampler->deref.type);
- }
- }
-
- tex->sampler = NULL;
- }
-
- return true;
-}
-
-void
-nir_lower_samplers_for_vk(nir_shader *shader)
-{
- nir_foreach_overload(shader, overload) {
- if (overload->impl) {
- nir_foreach_block(overload->impl, lower_samplers_for_vk_block, NULL);
- }
- }
-}
--- /dev/null
+/*
+ * 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 "glsl/nir/nir_builder.h"
+
+struct apply_pipeline_layout_state {
+ nir_shader *shader;
+ nir_builder builder;
+
+ VkShaderStage stage;
+ const struct anv_pipeline_layout *layout;
+
+ bool progress;
+};
+
+static nir_intrinsic_op
+lowered_op(nir_intrinsic_op op)
+{
+ switch (op) {
+ case nir_intrinsic_load_ubo_vk:
+ return nir_intrinsic_load_ubo;
+ case nir_intrinsic_load_ubo_vk_indirect:
+ return nir_intrinsic_load_ubo_indirect;
+ case nir_intrinsic_load_ssbo_vk:
+ return nir_intrinsic_load_ssbo;
+ case nir_intrinsic_load_ssbo_vk_indirect:
+ return nir_intrinsic_load_ssbo_indirect;
+ case nir_intrinsic_store_ssbo_vk:
+ return nir_intrinsic_store_ssbo;
+ case nir_intrinsic_store_ssbo_vk_indirect:
+ return nir_intrinsic_store_ssbo_indirect;
+ default:
+ unreachable("Invalid intrinsic for lowering");
+ }
+}
+
+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;
+
+ assert(binding < set_layout->binding_count);
+
+ assert(set_layout->binding[binding].stage[state->stage].surface_index >= 0);
+
+ uint32_t surface_index =
+ state->layout->set[set].stage[state->stage].surface_start +
+ set_layout->binding[binding].stage[state->stage].surface_index;
+
+ assert(surface_index < state->layout->stage[state->stage].surface_count);
+
+ return surface_index;
+}
+
+static bool
+try_lower_intrinsic(nir_intrinsic_instr *intrin,
+ struct apply_pipeline_layout_state *state)
+{
+ nir_builder *b = &state->builder;
+
+ int block_idx_src;
+ switch (intrin->intrinsic) {
+ case nir_intrinsic_load_ubo_vk:
+ case nir_intrinsic_load_ubo_vk_indirect:
+ case nir_intrinsic_load_ssbo_vk:
+ case nir_intrinsic_load_ssbo_vk_indirect:
+ block_idx_src = 0;
+ break;
+ case nir_intrinsic_store_ssbo_vk:
+ case nir_intrinsic_store_ssbo_vk_indirect:
+ block_idx_src = 1;
+ break;
+ default:
+ return false;
+ }
+
+ 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[block_idx_src]);
+
+ 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[block_idx_src], 1));
+ }
+
+ nir_instr_rewrite_src(&intrin->instr, &intrin->src[block_idx_src],
+ nir_src_for_ssa(block_index));
+
+ intrin->intrinsic = lowered_op(intrin->intrinsic);
+ /* Shift the offset indices down */
+ intrin->const_index[0] = intrin->const_index[2];
+ intrin->const_index[1] = intrin->const_index[3];
+
+ return true;
+}
+
+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);
+
+ unsigned set = tex->sampler->var->data.descriptor_set;
+ unsigned binding = tex->sampler->var->data.binding;
+
+ tex->sampler_index = get_surface_index(set, binding, state);
+
+ if (tex->sampler->deref.child) {
+ assert(tex->sampler->deref.child->deref_type == nir_deref_type_array);
+ nir_deref_array *deref_array =
+ nir_deref_as_array(tex->sampler->deref.child);
+
+ tex->sampler_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 = nir_tex_src_sampler_offset;
+ tex->num_srcs++;
+ nir_instr_move_src(&tex->instr, &tex->src[tex->num_srcs - 1].src,
+ &deref_array->indirect);
+ }
+ }
+
+ 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:
+ if (try_lower_intrinsic(nir_instr_as_intrinsic(instr), 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;
+}
+
+bool
+anv_nir_apply_pipeline_layout(nir_shader *shader,
+ const struct anv_pipeline_layout *layout)
+{
+ struct apply_pipeline_layout_state state = {
+ .shader = shader,
+ .stage = anv_vk_shader_stage_for_mesa_stage(shader->stage),
+ .layout = layout,
+ };
+
+ nir_foreach_overload(shader, overload) {
+ if (overload->impl) {
+ nir_builder_init(&state.builder, overload->impl);
+ nir_foreach_block(overload->impl, apply_pipeline_layout_block, &state);
+ nir_metadata_preserve(overload->impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+ }
+
+ return state.progress;
+}