| // Copyright 2019 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "ComputeProgram.hpp" |
| #include "Constants.hpp" |
| |
| #include "Vulkan/VkDebug.hpp" |
| #include "Vulkan/VkPipelineLayout.hpp" |
| |
| #include <queue> |
| |
| namespace |
| { |
| enum { X, Y, Z }; |
| } // anonymous namespace |
| |
| namespace sw |
| { |
| ComputeProgram::ComputeProgram(SpirvShader const *shader, vk::PipelineLayout const *pipelineLayout, const vk::DescriptorSet::Bindings &descriptorSets) |
| : shader(shader), |
| pipelineLayout(pipelineLayout), |
| descriptorSets(descriptorSets) |
| { |
| } |
| |
| ComputeProgram::~ComputeProgram() |
| { |
| } |
| |
| void ComputeProgram::generate() |
| { |
| SpirvRoutine routine(pipelineLayout); |
| shader->emitProlog(&routine); |
| emit(&routine); |
| shader->emitEpilog(&routine); |
| } |
| |
| void ComputeProgram::setWorkgroupBuiltins(Pointer<Byte> data, SpirvRoutine* routine, Int workgroupID[3]) |
| { |
| routine->setInputBuiltin(shader, spv::BuiltInNumWorkgroups, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| auto numWorkgroups = *Pointer<Int4>(data + OFFSET(Data, numWorkgroups)); |
| for (uint32_t component = 0; component < builtin.SizeInComponents; component++) |
| { |
| value[builtin.FirstComponent + component] = |
| As<SIMD::Float>(SIMD::Int(Extract(numWorkgroups, component))); |
| } |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInWorkgroupId, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| for (uint32_t component = 0; component < builtin.SizeInComponents; component++) |
| { |
| value[builtin.FirstComponent + component] = |
| As<SIMD::Float>(SIMD::Int(workgroupID[component])); |
| } |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInWorkgroupSize, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| auto workgroupSize = *Pointer<Int4>(data + OFFSET(Data, workgroupSize)); |
| for (uint32_t component = 0; component < builtin.SizeInComponents; component++) |
| { |
| value[builtin.FirstComponent + component] = |
| As<SIMD::Float>(SIMD::Int(Extract(workgroupSize, component))); |
| } |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInNumSubgroups, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| ASSERT(builtin.SizeInComponents == 1); |
| auto subgroupsPerWorkgroup = *Pointer<Int>(data + OFFSET(Data, subgroupsPerWorkgroup)); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(subgroupsPerWorkgroup)); |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| ASSERT(builtin.SizeInComponents == 1); |
| auto invocationsPerSubgroup = *Pointer<Int>(data + OFFSET(Data, invocationsPerSubgroup)); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(invocationsPerSubgroup)); |
| }); |
| |
| routine->setImmutableInputBuiltins(shader); |
| } |
| |
| void ComputeProgram::setSubgroupBuiltins(Pointer<Byte> data, SpirvRoutine* routine, Int workgroupID[3], SIMD::Int localInvocationIndex, Int subgroupIndex) |
| { |
| Int4 numWorkgroups = *Pointer<Int4>(data + OFFSET(Data, numWorkgroups)); |
| Int4 workgroupSize = *Pointer<Int4>(data + OFFSET(Data, workgroupSize)); |
| |
| // TODO: Fix Int4 swizzles so we can just use workgroupSize.x, workgroupSize.y. |
| Int workgroupSizeX = Extract(workgroupSize, X); |
| Int workgroupSizeY = Extract(workgroupSize, Y); |
| |
| SIMD::Int localInvocationID[3]; |
| { |
| SIMD::Int idx = localInvocationIndex; |
| localInvocationID[Z] = idx / SIMD::Int(workgroupSizeX * workgroupSizeY); |
| idx -= localInvocationID[Z] * SIMD::Int(workgroupSizeX * workgroupSizeY); // modulo |
| localInvocationID[Y] = idx / SIMD::Int(workgroupSizeX); |
| idx -= localInvocationID[Y] * SIMD::Int(workgroupSizeX); // modulo |
| localInvocationID[X] = idx; |
| } |
| |
| routine->setInputBuiltin(shader, spv::BuiltInLocalInvocationIndex, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| ASSERT(builtin.SizeInComponents == 1); |
| value[builtin.FirstComponent] = As<SIMD::Float>(localInvocationIndex); |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInSubgroupId, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| ASSERT(builtin.SizeInComponents == 1); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(subgroupIndex)); |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInLocalInvocationId, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| for (uint32_t component = 0; component < builtin.SizeInComponents; component++) |
| { |
| value[builtin.FirstComponent + component] = |
| As<SIMD::Float>(localInvocationID[component]); |
| } |
| }); |
| |
| routine->setInputBuiltin(shader, spv::BuiltInGlobalInvocationId, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value) |
| { |
| SIMD::Int wgID = 0; |
| wgID = Insert(wgID, workgroupID[X], X); |
| wgID = Insert(wgID, workgroupID[Y], Y); |
| wgID = Insert(wgID, workgroupID[Z], Z); |
| auto localBase = workgroupSize * wgID; |
| for (uint32_t component = 0; component < builtin.SizeInComponents; component++) |
| { |
| auto globalInvocationID = SIMD::Int(Extract(localBase, component)) + localInvocationID[component]; |
| value[builtin.FirstComponent + component] = As<SIMD::Float>(globalInvocationID); |
| } |
| }); |
| } |
| |
| void ComputeProgram::emit(SpirvRoutine* routine) |
| { |
| Pointer<Byte> data = Arg<0>(); |
| Int workgroupX = Arg<1>(); |
| Int workgroupY = Arg<2>(); |
| Int workgroupZ = Arg<3>(); |
| Pointer<Byte> workgroupMemory = Arg<4>(); |
| Int firstSubgroup = Arg<5>(); |
| Int subgroupCount = Arg<6>(); |
| |
| routine->descriptorSets = data + OFFSET(Data, descriptorSets); |
| routine->descriptorDynamicOffsets = data + OFFSET(Data, descriptorDynamicOffsets); |
| routine->pushConstants = data + OFFSET(Data, pushConstants); |
| routine->constants = *Pointer<Pointer<Byte>>(data + OFFSET(Data, constants)); |
| routine->workgroupMemory = workgroupMemory; |
| |
| Int invocationsPerWorkgroup = *Pointer<Int>(data + OFFSET(Data, invocationsPerWorkgroup)); |
| |
| Int workgroupID[3] = {workgroupX, workgroupY, workgroupZ}; |
| setWorkgroupBuiltins(data, routine, workgroupID); |
| |
| For(Int i = 0, i < subgroupCount, i++) |
| { |
| auto subgroupIndex = firstSubgroup + i; |
| |
| // TODO: Replace SIMD::Int(0, 1, 2, 3) with SIMD-width equivalent |
| auto localInvocationIndex = SIMD::Int(subgroupIndex * SIMD::Width) + SIMD::Int(0, 1, 2, 3); |
| |
| // Disable lanes where (invocationIDs >= invocationsPerWorkgroup) |
| auto activeLaneMask = CmpLT(localInvocationIndex, SIMD::Int(invocationsPerWorkgroup)); |
| |
| setSubgroupBuiltins(data, routine, workgroupID, localInvocationIndex, subgroupIndex); |
| |
| shader->emit(routine, activeLaneMask, descriptorSets); |
| } |
| } |
| |
| void ComputeProgram::run( |
| vk::DescriptorSet::Bindings const &descriptorSets, |
| vk::DescriptorSet::DynamicOffsets const &descriptorDynamicOffsets, |
| PushConstantStorage const &pushConstants, |
| uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ, |
| uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ) |
| { |
| auto &modes = shader->getModes(); |
| |
| auto invocationsPerSubgroup = SIMD::Width; |
| auto invocationsPerWorkgroup = modes.WorkgroupSizeX * modes.WorkgroupSizeY * modes.WorkgroupSizeZ; |
| auto subgroupsPerWorkgroup = (invocationsPerWorkgroup + invocationsPerSubgroup - 1) / invocationsPerSubgroup; |
| |
| // We're sharing a buffer here across all workgroups. |
| // We can only do this because we know a single workgroup is in flight |
| // at any time. |
| std::vector<uint8_t> workgroupMemory(shader->workgroupMemory.size()); |
| |
| Data data; |
| data.descriptorSets = descriptorSets; |
| data.descriptorDynamicOffsets = descriptorDynamicOffsets; |
| data.numWorkgroups[X] = groupCountX; |
| data.numWorkgroups[Y] = groupCountY; |
| data.numWorkgroups[Z] = groupCountZ; |
| data.numWorkgroups[3] = 0; |
| data.workgroupSize[X] = modes.WorkgroupSizeX; |
| data.workgroupSize[Y] = modes.WorkgroupSizeY; |
| data.workgroupSize[Z] = modes.WorkgroupSizeZ; |
| data.workgroupSize[3] = 0; |
| data.invocationsPerSubgroup = invocationsPerSubgroup; |
| data.invocationsPerWorkgroup = invocationsPerWorkgroup; |
| data.subgroupsPerWorkgroup = subgroupsPerWorkgroup; |
| data.pushConstants = pushConstants; |
| data.constants = &sw::constants; |
| |
| for (uint32_t groupZ = baseGroupZ; groupZ < baseGroupZ + groupCountZ; groupZ++) |
| { |
| for (uint32_t groupY = baseGroupY; groupY < baseGroupY + groupCountY; groupY++) |
| { |
| for (uint32_t groupX = baseGroupX; groupX < baseGroupX + groupCountX; groupX++) |
| { |
| |
| // TODO(bclayton): Split work across threads. |
| using Coroutine = std::unique_ptr<rr::Stream<SpirvShader::YieldResult>>; |
| std::queue<Coroutine> coroutines; |
| |
| if (modes.ContainsControlBarriers) |
| { |
| // Make a function call per subgroup so each subgroup |
| // can yield, bringing all subgroups to the barrier |
| // together. |
| for(int subgroupIndex = 0; subgroupIndex < subgroupsPerWorkgroup; subgroupIndex++) |
| { |
| auto coroutine = (*this)(&data, groupX, groupY, groupZ, workgroupMemory.data(), subgroupIndex, 1); |
| coroutines.push(std::move(coroutine)); |
| } |
| } |
| else |
| { |
| auto coroutine = (*this)(&data, groupX, groupY, groupZ, workgroupMemory.data(), 0, subgroupsPerWorkgroup); |
| coroutines.push(std::move(coroutine)); |
| } |
| |
| while (coroutines.size() > 0) |
| { |
| auto coroutine = std::move(coroutines.front()); |
| coroutines.pop(); |
| |
| SpirvShader::YieldResult result; |
| if (coroutine->await(result)) |
| { |
| // TODO: Consider result (when the enum is more than 1 entry). |
| coroutines.push(std::move(coroutine)); |
| } |
| } |
| |
| } // groupX |
| } // groupY |
| } // groupZ |
| } |
| |
| } // namespace sw |