/* * Copyright © 2019 Google, Inc. * * 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 "ir3_nir.h" #include "ir3_compiler.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "util/u_math.h" static inline bool get_ubo_load_range(nir_shader *nir, nir_intrinsic_instr *instr, uint32_t alignment, struct ir3_ubo_range *r) { uint32_t offset = nir_intrinsic_range_base(instr); uint32_t size = nir_intrinsic_range(instr); /* If the offset is constant, the range is trivial (and NIR may not have * figured it out). */ if (nir_src_is_const(instr->src[1])) { offset = nir_src_as_uint(instr->src[1]); size = nir_intrinsic_dest_components(instr) * 4; } /* If we haven't figured out the range accessed in the UBO, bail. */ if (size == ~0) return false; r->start = ROUND_DOWN_TO(offset, alignment * 16); r->end = ALIGN(offset + size, alignment * 16); return true; } 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; } /** * Finds the given instruction's UBO load in the UBO upload plan, if any. */ static const struct ir3_ubo_range * get_existing_range(nir_intrinsic_instr *instr, const struct ir3_ubo_analysis_state *state, struct ir3_ubo_range *r) { struct ir3_ubo_info ubo = {}; if (!get_ubo_info(instr, &ubo)) return NULL; for (int i = 0; i < state->num_enabled; i++) { const struct ir3_ubo_range *range = &state->range[i]; if (!memcmp(&range->ubo, &ubo, sizeof(ubo)) && r->start >= range->start && r->end <= range->end) { return range; } } return NULL; } /** * Merges together neighboring/overlapping ranges in the range plan with a * newly updated range. */ static void merge_neighbors(struct ir3_ubo_analysis_state *state, int index) { struct ir3_ubo_range *a = &state->range[index]; /* index is always the first slot that would have neighbored/overlapped with * the new range. */ for (int i = index + 1; i < state->num_enabled; i++) { struct ir3_ubo_range *b = &state->range[i]; if (memcmp(&a->ubo, &b->ubo, sizeof(a->ubo))) continue; if (a->start > b->end || a->end < b->start) continue; /* Merge B into A. */ a->start = MIN2(a->start, b->start); a->end = MAX2(a->end, b->end); /* Swap the last enabled range into B's now unused slot */ *b = state->range[--state->num_enabled]; } } /** * During the first pass over the shader, makes the plan of which UBO upload * should include the range covering this UBO load. * * We are passed in an upload_remaining of how much space is left for us in * the const file, and we make sure our plan doesn't exceed that. */ static void gather_ubo_ranges(nir_shader *nir, nir_intrinsic_instr *instr, struct ir3_ubo_analysis_state *state, uint32_t alignment, uint32_t *upload_remaining) { if (ir3_shader_debug & IR3_DBG_NOUBOOPT) return; struct ir3_ubo_info ubo = {}; if (!get_ubo_info(instr, &ubo)) return; struct ir3_ubo_range r; if (!get_ubo_load_range(nir, instr, alignment, &r)) return; /* See if there's an existing range for this UBO we want to merge into. */ for (int i = 0; i < state->num_enabled; i++) { struct ir3_ubo_range *plan_r = &state->range[i]; if (memcmp(&plan_r->ubo, &ubo, sizeof(ubo))) continue; /* Don't extend existing uploads unless they're * neighboring/overlapping. */ if (r.start > plan_r->end || r.end < plan_r->start) continue; r.start = MIN2(r.start, plan_r->start); r.end = MAX2(r.end, plan_r->end); uint32_t added = (plan_r->start - r.start) + (r.end - plan_r->end); if (added >= *upload_remaining) return; plan_r->start = r.start; plan_r->end = r.end; *upload_remaining -= added; merge_neighbors(state, i); return; } if (state->num_enabled == ARRAY_SIZE(state->range)) return; uint32_t added = r.end - r.start; if (added >= *upload_remaining) return; struct ir3_ubo_range *plan_r = &state->range[state->num_enabled++]; plan_r->ubo = ubo; plan_r->start = r.start; plan_r->end = r.end; *upload_remaining -= added; } /* 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, const struct ir3_ubo_analysis_state *state, int *num_ubos, uint32_t alignment) { b->cursor = nir_before_instr(&instr->instr); struct ir3_ubo_range r; if (!get_ubo_load_range(b->shader, instr, alignment, &r)) { track_ubo_use(instr, b, num_ubos); return false; } /* 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. */ const struct ir3_ubo_range *range = get_existing_range(instr, state, &r); if (!range) { track_ubo_use(instr, b, num_ubos); return false; } nir_ssa_def *ubo_offset = nir_ssa_for_src(b, instr->src[1], 1); 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_builder_instr_insert(b, &uniform->instr); nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(&uniform->dest.ssa)); nir_instr_remove(&instr->instr); 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; /* nir_lower_ubo_vec4 happens after this pass. */ assert(op != nir_intrinsic_load_ubo_vec4); 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; /* 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; memset(state, 0, sizeof(*state)); uint32_t upload_remaining = max_upload; 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, &upload_remaining); } } } } /* 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. */ uint32_t offset = v->shader->num_reserved_user_consts * 16; for (uint32_t i = 0; i < state->num_enabled; i++) { uint32_t range_size = state->range[i].end - state->range[i].start; debug_assert(offset <= max_upload); state->range[i].offset = offset; assert(offset <= max_upload); offset += range_size; } state->size = offset; } bool ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v) { 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; 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_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_preserve(function->impl, nir_metadata_block_index | 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 progress; }