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// 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 "System/Debug.hpp"
#include "Vulkan/VkPipelineLayout.hpp"
#include "marl/defer.h"
#include "marl/trace.h"
#include "marl/waitgroup.h"
#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()
{
MARL_SCOPED_EVENT("ComputeProgram::generate");
SpirvRoutine routine(pipelineLayout);
shader->emitProlog(&routine);
emit(&routine);
shader->emitEpilog(&routine);
}
void ComputeProgram::setWorkgroupBuiltins(Pointer<Byte> data, SpirvRoutine *routine, Int workgroupID[3])
{
// TODO(b/146486064): Consider only assigning these to the SpirvRoutine iff
// they are ever going to be read.
routine->numWorkgroups = *Pointer<Int4>(data + OFFSET(Data, numWorkgroups));
routine->workgroupID = Insert(Insert(Insert(Int4(0), workgroupID[X], X), workgroupID[Y], Y), workgroupID[Z], Z);
routine->workgroupSize = *Pointer<Int4>(data + OFFSET(Data, workgroupSize));
routine->subgroupsPerWorkgroup = *Pointer<Int>(data + OFFSET(Data, subgroupsPerWorkgroup));
routine->invocationsPerSubgroup = *Pointer<Int>(data + OFFSET(Data, invocationsPerSubgroup));
routine->setInputBuiltin(shader, spv::BuiltInNumWorkgroups, [&](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(Extract(routine->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) {
for(uint32_t component = 0; component < builtin.SizeInComponents; component++)
{
value[builtin.FirstComponent + component] =
As<SIMD::Float>(SIMD::Int(Extract(routine->workgroupSize, component)));
}
});
routine->setInputBuiltin(shader, spv::BuiltInNumSubgroups, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
ASSERT(builtin.SizeInComponents == 1);
value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->subgroupsPerWorkgroup));
});
routine->setInputBuiltin(shader, spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
ASSERT(builtin.SizeInComponents == 1);
value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->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;
}
Int4 wgID = Insert(Insert(Insert(SIMD::Int(0), workgroupID[X], X), workgroupID[Y], Y), workgroupID[Z], Z);
auto localBase = workgroupSize * wgID;
SIMD::Int globalInvocationID[3];
globalInvocationID[X] = SIMD::Int(Extract(localBase, X)) + localInvocationID[X];
globalInvocationID[Y] = SIMD::Int(Extract(localBase, Y)) + localInvocationID[Y];
globalInvocationID[Z] = SIMD::Int(Extract(localBase, Z)) + localInvocationID[Z];
routine->localInvocationIndex = localInvocationIndex;
routine->subgroupIndex = subgroupIndex;
routine->localInvocationID[X] = localInvocationID[X];
routine->localInvocationID[Y] = localInvocationID[Y];
routine->localInvocationID[Z] = localInvocationID[Z];
routine->globalInvocationID[X] = globalInvocationID[X];
routine->globalInvocationID[Y] = globalInvocationID[Y];
routine->globalInvocationID[Z] = globalInvocationID[Z];
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) {
for(uint32_t component = 0; component < builtin.SizeInComponents; component++)
{
value[builtin.FirstComponent + component] =
As<SIMD::Float>(globalInvocationID[component]);
}
});
}
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, 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;
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;
marl::WaitGroup wg;
const uint32_t batchCount = 16;
auto groupCount = groupCountX * groupCountY * groupCountZ;
for(uint32_t batchID = 0; batchID < batchCount && batchID < groupCount; batchID++)
{
wg.add(1);
marl::schedule([=, &data] {
defer(wg.done());
std::vector<uint8_t> workgroupMemory(shader->workgroupMemory.size());
for(uint32_t groupIndex = batchID; groupIndex < groupCount; groupIndex += batchCount)
{
auto modulo = groupIndex;
auto groupOffsetZ = modulo / (groupCountX * groupCountY);
modulo -= groupOffsetZ * (groupCountX * groupCountY);
auto groupOffsetY = modulo / groupCountX;
modulo -= groupOffsetY * groupCountX;
auto groupOffsetX = modulo;
auto groupZ = baseGroupZ + groupOffsetZ;
auto groupY = baseGroupY + groupOffsetY;
auto groupX = baseGroupX + groupOffsetX;
MARL_SCOPED_EVENT("groupX: %d, groupY: %d, groupZ: %d", groupX, groupY, groupZ);
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));
}
}
}
});
}
wg.wait();
}
} // namespace sw