nir: move to two-level binding model for UBO's
The GLSL layer above is still hacky, so we're really just moving the hack into GLSL-to-NIR. I'd rather not go all the way and make GLSL support the Vulkan binding model too, since presumably we'll be switching to SPIR-V exclusively, and so working on proper GLSL support will be a waste of time. For now, doing this keeps it working as we add SPIR-V->NIR support though.
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@@ -43,7 +43,7 @@ namespace {
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class nir_visitor : public ir_visitor
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{
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public:
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nir_visitor(nir_shader *shader, gl_shader_stage stage);
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nir_visitor(nir_shader *shader, struct gl_shader *sh, gl_shader_stage stage);
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~nir_visitor();
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virtual void visit(ir_variable *);
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@@ -83,6 +83,8 @@ private:
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bool supports_ints;
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struct gl_shader *sh;
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nir_shader *shader;
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gl_shader_stage stage;
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nir_function_impl *impl;
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@@ -133,7 +135,7 @@ glsl_to_nir(struct gl_shader *sh, const nir_shader_compiler_options *options)
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{
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nir_shader *shader = nir_shader_create(NULL, options);
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nir_visitor v1(shader, sh->Stage);
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nir_visitor v1(shader, sh, sh->Stage);
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nir_function_visitor v2(&v1);
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v2.run(sh->ir);
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visit_exec_list(sh->ir, &v1);
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@@ -141,10 +143,12 @@ glsl_to_nir(struct gl_shader *sh, const nir_shader_compiler_options *options)
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return shader;
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}
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nir_visitor::nir_visitor(nir_shader *shader, gl_shader_stage stage)
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nir_visitor::nir_visitor(nir_shader *shader, struct gl_shader *sh,
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gl_shader_stage stage)
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{
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this->supports_ints = shader->options->native_integers;
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this->shader = shader;
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this->sh = sh;
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this->stage = stage;
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this->is_global = true;
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this->var_table = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
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@@ -987,11 +991,21 @@ nir_visitor::visit(ir_expression *ir)
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} else {
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op = nir_intrinsic_load_ubo_indirect;
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}
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ir_constant *const_block = ir->operands[0]->as_constant();
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assert(const_block && "can't figure out descriptor set index");
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unsigned index = const_block->value.u[0];
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unsigned set = sh->UniformBlocks[index].Set;
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unsigned binding = sh->UniformBlocks[index].Binding;
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nir_intrinsic_instr *load = nir_intrinsic_instr_create(this->shader, op);
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load->num_components = ir->type->vector_elements;
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load->const_index[0] = const_index ? const_index->value.u[0] : 0; /* base offset */
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load->const_index[1] = 1; /* number of vec4's */
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load->src[0] = evaluate_rvalue(ir->operands[0]);
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load->const_index[0] = set;
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load->const_index[1] = const_index ? const_index->value.u[0] : 0; /* base offset */
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nir_load_const_instr *load_binding = nir_load_const_instr_create(shader, 1);
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load_binding->value.u[0] = binding;
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nir_instr_insert_after_cf_list(this->cf_node_list, &load_binding->instr);
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load->src[0] = nir_src_for_ssa(&load_binding->def);
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if (!const_index)
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load->src[1] = evaluate_rvalue(ir->operands[1]);
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add_instr(&load->instr, ir->type->vector_elements);
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@@ -139,11 +139,12 @@ SYSTEM_VALUE(sample_mask_in, 1)
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SYSTEM_VALUE(invocation_id, 1)
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/*
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* The first and only index is the base address to load from. Indirect
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* loads have an additional register input, which is added to the constant
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* address to compute the final address to load from. For UBO's (and
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* SSBO's), the first source is the (possibly constant) UBO buffer index
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* and the indirect (if it exists) is the second source.
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* The last index is the base address to load from. Indirect loads have an
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* additional register input, which is added to the constant address to
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* compute the final address to load from. For UBO's (and SSBO's), the first
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* source is the (possibly constant) UBO buffer index and the indirect (if it
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* exists) is the second source, and the first index is the descriptor set
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* index.
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*
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* For vector backends, the address is in terms of one vec4, and so each array
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* element is +4 scalar components from the previous array element. For scalar
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@@ -151,14 +152,14 @@ SYSTEM_VALUE(invocation_id, 1)
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* elements begin immediately after the previous array element.
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*/
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#define LOAD(name, extra_srcs, flags) \
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INTRINSIC(load_##name, extra_srcs, ARR(1), true, 0, 0, 1, flags) \
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#define LOAD(name, extra_srcs, extra_indices, flags) \
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INTRINSIC(load_##name, extra_srcs, ARR(1), true, 0, 0, 1 + extra_indices, flags) \
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INTRINSIC(load_##name##_indirect, extra_srcs + 1, ARR(1, 1), \
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true, 0, 0, 1, flags)
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true, 0, 0, 1 + extra_indices, flags)
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LOAD(uniform, 0, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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LOAD(ubo, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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LOAD(input, 0, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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LOAD(uniform, 0, 0, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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LOAD(ubo, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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LOAD(input, 0, 0, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
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/* LOAD(ssbo, 1, 0) */
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/*
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@@ -1364,13 +1364,12 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr
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has_indirect = true;
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/* fallthrough */
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case nir_intrinsic_load_ubo: {
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uint32_t set = instr->const_index[0];
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nir_const_value *const_index = nir_src_as_const_value(instr->src[0]);
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fs_reg surf_index;
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if (const_index) {
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uint32_t index = const_index->u[0];
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uint32_t set = shader->base.UniformBlocks[index].Set;
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uint32_t binding = shader->base.UniformBlocks[index].Binding;
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uint32_t binding = const_index->u[0];
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/* FIXME: We should probably assert here, but dota2 seems to hit
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* it and we'd like to keep going.
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@@ -1405,7 +1404,7 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr
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BRW_REGISTER_TYPE_D),
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fs_reg(2));
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unsigned vec4_offset = instr->const_index[0] / 4;
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unsigned vec4_offset = instr->const_index[1] / 4;
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for (int i = 0; i < instr->num_components; i++)
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VARYING_PULL_CONSTANT_LOAD(bld, offset(dest, i), surf_index,
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base_offset, vec4_offset + i);
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@@ -1413,7 +1412,7 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr
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fs_reg packed_consts = vgrf(glsl_type::float_type);
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packed_consts.type = dest.type;
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fs_reg const_offset_reg((unsigned) instr->const_index[0] & ~15);
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fs_reg const_offset_reg((unsigned) instr->const_index[1] & ~15);
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bld.emit(FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD, packed_consts,
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surf_index, const_offset_reg);
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