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authorSriram Murali <85252063+sriramm-nv@users.noreply.github.com>2024-05-13 23:57:57 -0700
committerGitHub <noreply@github.com>2024-05-13 23:57:57 -0700
commit487ae034e2b03ddd67945132c8fecbd937952705 (patch)
tree036d318a64385151ad9d5e7275c2e387fdca6cee /tests/compute
parent9f23046138629f78995d54a7722ad6749bd84db9 (diff)
Add LoadAligned and StoreAligned methods to ByteAddressBuffers (#4066)
Fixes #4062 This change enables wide load/stores for byte-address-buffer backed resources, when the data is accessed at an offset that is aligned. **Goals** - Improve performance by issuing wider instructions instead of sequence of scalar instructions, for load and stores of byte-address buffers. - Reduce code-size and readability of the generated shaders. - Help naive users as well as ninja programmers, generate optimal code. **Non Goals** - Help with Structured buffers, or other resources. - Target compilation time improvements. **Key changes** Adds 2 new overloads for Load and Store operations on ByteAddress Buffers. 1. Load / Store with an extra alignment parameter ``` resource.Load<T>(offset, alignment); resource.Store<T>(offset, value, alignment); ``` 2. LoadAligned / StoreAligned with no extra parameter, with the same signature as orignial Load / Store. ``` resource.LoadAligned<T>(offset); resource.StoreAligned<T>(offset, value); ``` - This overload will implicitly identify the alignment value, from the base type T of the elementary unit of the resource. **Supported resources** 1. Vectors This can be upto 4 elements, i.e. float -- float4. 2. Arrays This does not have a limit on number of elements, but on a conservative estimate, we can limit to few hundreds. 3. Structures This is used to group a resource of a single type. ``` struct { float4 x; } ``` **Code updates** - Modified byte-address-ir legalize to handle struct, array and vector kinds of load or store access - Added custom hlsl stdlib functions to implement all the overloads for Load, Store etc. - Added C-like emitter, SPIR-V emitter for handling ByteAddressBuffers. - Added a new core stdlib function intrinsic to wrap around alignOf<T>(). - Added a new peephole optimization entry to identify the equivalent IntLiteral value from the alignOf<T>() inst. - Added tests to check explicit, and implicit aligned Load and Store operations.
Diffstat (limited to 'tests/compute')
-rw-r--r--tests/compute/byte-address-buffer-align-error.slang24
-rw-r--r--tests/compute/byte-address-buffer-aligned.slang8
-rw-r--r--tests/compute/byte-address-buffer-array.slang77
3 files changed, 105 insertions, 4 deletions
diff --git a/tests/compute/byte-address-buffer-align-error.slang b/tests/compute/byte-address-buffer-align-error.slang
new file mode 100644
index 000000000..34300d7c3
--- /dev/null
+++ b/tests/compute/byte-address-buffer-align-error.slang
@@ -0,0 +1,24 @@
+// byte-address-buffer-align-error.slang
+
+//TEST:SIMPLE(filecheck=CHECK):-target glsl -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK):-target hlsl -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK):-target spirv -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK):-target spirv -emit-spirv-directly -entry computeMain -stage compute
+
+// Confirm compilation of `(RW)ByteAddressBuffer` with aligned load / stores to wider data types.
+
+[vk::binding(2, 3)] RWByteAddressBuffer buffer;
+struct Block {
+ float4 val[2];
+};
+[shader("compute")]
+[numthreads(1,1,1)]
+void computeMain(uint3 threadId : SV_DispatchThreadID)
+{
+ // CHECK: error 41300: invalid alignment `{{.*}}` specified for the byte address buffer resource with the element size of `{{.*}}`
+ // CHECK: error 41300: invalid alignment `{{.*}}` specified for the byte address buffer resource with the element size of `{{.*}}`
+ buffer.Store<Block>(0, buffer.Load<Block>(1, 5));
+ buffer.Store<Block>(1, buffer.Load<Block>(0), 3);
+
+}
+
diff --git a/tests/compute/byte-address-buffer-aligned.slang b/tests/compute/byte-address-buffer-aligned.slang
index 5024987aa..f959ec66d 100644
--- a/tests/compute/byte-address-buffer-aligned.slang
+++ b/tests/compute/byte-address-buffer-aligned.slang
@@ -109,8 +109,8 @@ void computeMain(uint3 threadId : SV_DispatchThreadID)
// CHECK3-DAG: OpStore %[[V33]] %[[V28]]
// CHECK3-DAG: %[[V34:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBf]] %[[BUF00]]
// CHECK3-DAG: OpStore %[[V34]] %[[V30]]
- buffer0.Store(32, buffer0.Load<float4>(32));
- buffer0.Store(32, buffer0.Load<float4>(8));
- buffer0.Store(8, buffer0.Load<float4>(32));
- buffer0.Store(8, buffer0.Load<float4>(8));
+ buffer0.StoreAligned(32, buffer0.LoadAligned<float4>(32));
+ buffer0.StoreAligned(32, buffer0.LoadAligned<float4>(8));
+ buffer0.StoreAligned(8, buffer0.LoadAligned<float4>(32));
+ buffer0.StoreAligned(8, buffer0.LoadAligned<float4>(8));
}
diff --git a/tests/compute/byte-address-buffer-array.slang b/tests/compute/byte-address-buffer-array.slang
new file mode 100644
index 000000000..1a23821a1
--- /dev/null
+++ b/tests/compute/byte-address-buffer-array.slang
@@ -0,0 +1,77 @@
+// byte-address-buffer-array.slang
+//TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -d3d12 -profile cs_6_0 -use-dxil -shaderobj -output-using-type
+//DISABLED_TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -vk -shaderobj -output-using-type
+
+//TEST:SIMPLE(filecheck=CHECK1):-target glsl -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK2):-target hlsl -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK3):-target spirv -entry computeMain -stage compute
+//TEST:SIMPLE(filecheck=CHECK3):-target spirv -emit-spirv-directly -entry computeMain -stage compute
+
+// Confirm compilation of `(RW)ByteAddressBuffer` with aligned load / stores to wider data types.
+
+[vk::binding(2, 3)] RWByteAddressBuffer buffer;
+struct Block {
+ float4 val[2];
+};
+[shader("compute")]
+[numthreads(1,1,1)]
+void computeMain(uint3 threadId : SV_DispatchThreadID)
+{
+ // CHECK-NOT: warning
+ // CHECK1: _Array_std430_vector{{.*}} _data[]
+ // CHECK1: _Array_std430_vector{{.*}} packStorage_0(vec4 {{.*}}[2])
+ // CHECK1: vec4 {{.*}}[2] = { {{.*}}[0], {{.*}}[1] };
+ // CHECK1: _Array_std430_vector{{.*}} {{.*}} = { {{.*}} };
+ // CHECK1: void unpackStorage_0(_Array_std430_vector{{.*}}, out vec4 {{.*}}[2])
+ // CHECK1: {{.*}}[0] = {{.*}}.data_0[0];
+ // CHECK1: {{.*}}[1] = {{.*}}.data_0[1];
+ // CHECK1: vec4 {{.*}}[2];
+ // CHECK1: unpackStorage_0(buffer_0._data[0], {{.*}});
+ // CHECK1: vec4 {{.*}}[2] = buffer_0._data[0] = packStorage_0({{.*}});
+ // CHECK1: vec4 {{.*}} = buffer_2._data[1];
+ // CHECK1: vec4 {{.*}} = buffer_2._data[1] = vec4(buffer_1._data[1], buffer_1._data[2], buffer_1._data[3], buffer_1._data[4]);
+
+ // CHECK2: float4 {{.*}}[int(2)] = (buffer_0).Load<float4 [int(2)] >(int(0));
+ // CHECK2: buffer_0.Store(int(0),{{.*}});
+ // CHECK2: float {{.*}} = (buffer_0).Load<float >(int(4));
+ // CHECK2: float {{.*}} = (buffer_0).Load<float >(int(8));
+ // CHECK2: float {{.*}} = (buffer_0).Load<float >(int(12));
+ // CHECK2: float {{.*}} = (buffer_0).Load<float >(int(16));
+ // CHECK2: float4 {{.*}} = float4({{.*}}, {{.*}}, {{.*}}, {{.*}});
+ // CHECK2: float4 {{.*}} = (buffer_0).Load<float4 >(int(20));
+ // CHECK2: buffer_0.Store(int(16),{{.*}});
+ // CHECK2: buffer_0.Store(int(32),{{.*}});
+
+ // CHECK3-DAG: %[[ARRV4_2:[a-zA-Z0-9_]+]] = OpTypeArray %v4float %int_2
+ // CHECK3-DAG: %[[SARRV4_2:[a-zA-Z0-9_]+]] = OpTypeStruct %[[ARRV4_2]]
+ // CHECK3-DAG: %[[SBA:[a-zA-Z0-9_]+]] = OpTypePointer StorageBuffer %[[SARRV4_2]]
+ // CHECK3-DAG: %[[SBF:[a-zA-Z0-9_]+]] = OpTypePointer StorageBuffer %float
+ // CHECK3-DAG: %[[SBVF:[a-zA-Z0-9_]+]] = OpTypePointer StorageBuffer %v4float
+ // CHECK3-DAG: %[[V0:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBA]] %buffer {{.*}}
+ // CHECK3-DAG: %[[V1:[a-zA-Z0-9_]+]] = OpLoad %[[SARRV4_2]] %[[V0]]
+ // CHECK3-DAG: %[[V2:[a-zA-Z0-9_]+]] = OpCompositeExtract %[[ARRV4_2]] %[[V1]] 0
+ // CHECK3-DAG: %[[V3:[a-zA-Z0-9_]+]] = OpCompositeExtract %v4float %[[V2]] 0
+ // CHECK3-DAG: %[[V4:[a-zA-Z0-9_]+]] = OpCompositeExtract %v4float %[[V2]] 1
+ // CHECK3-DAG: %[[V5:[a-zA-Z0-9_]+]] = OpCompositeConstruct %[[ARRV4_2]] %[[V3]] %[[V4]]
+ // CHECK3-DAG: %[[V6:[a-zA-Z0-9_]+]] = OpCompositeConstruct %[[SARRV4_2]] %[[V5]]
+ // CHECK3-DAG: %[[V7:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBA]] %buffer {{.*}}
+ // CHECK3-DAG: OpStore %[[V7]] %[[V6]]
+ // CHECK3-DAG: %[[V8:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBF]] %buffer_0 {{.*}}
+ // CHECK3-DAG: %[[V9:[a-zA-Z0-9_]+]] = OpLoad %float %[[V8]]
+ // CHECK3-DAG: %[[V10:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBF]] %buffer_0 {{.*}}
+ // CHECK3-DAG: %[[V11:[a-zA-Z0-9_]+]] = OpLoad %float %[[V10]]
+ // CHECK3-DAG: %[[V12:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBF]] %buffer_0 {{.*}}
+ // CHECK3-DAG: %[[V13:[a-zA-Z0-9_]+]] = OpLoad %float %[[V12]]
+ // CHECK3-DAG: %[[V14:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBF]] %buffer_0 {{.*}}
+ // CHECK3-DAG: %[[V15:[a-zA-Z0-9_]+]] = OpLoad %float %[[V14]]
+ // CHECK3-DAG: %[[V16:[a-zA-Z0-9_]+]] = OpCompositeConstruct %v4float %[[V9]] %[[V11]] %[[V13]] %[[V15]]
+ // CHECK3-DAG: %[[V17:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBVF]] %buffer_1 {{.*}}
+ // CHECK3-DAG: %[[V18:[a-zA-Z0-9_]+]] = OpLoad %v4float %[[V17]]
+ // CHECK3-DAG: %[[V19:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBVF]] %buffer_1 {{.*}}
+ // CHECK3-DAG: OpStore %[[V19]] %[[V16]]
+ // CHECK3-DAG: %[[V20:[a-zA-Z0-9_]+]] = OpAccessChain %[[SBVF]] %buffer_1 {{.*}}
+ // CHECK3-DAG: OpStore %[[V20]] %[[V18]]
+ buffer.Store(0, buffer.LoadAligned<Block>(0));
+ buffer.StoreAligned(16, buffer.Load<Block>(4, 16));
+}
+