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v3dv: implement VK_KHR_buffer_device_address

Iago Toral requested to merge itoral/mesa:v3dv_khr_buffer_device_address into main

This extension allows buffer references in shader code that can be implicitly dereferenced to access data. The spec for this makes explicit that these GPU pointers are 64-bit values, which means that these references can be explicitly casted to/from an uvec2 type for example. There are actually CTS tests designed to check this, that have code like this:

accum |= int(T1(uvec2(T1(x.c[0]))).e[0][0] - 6);

Where T1 is a buffer reference. That GLSL would generate SPIR-V with 64-bit OpBitCast instructions for these casts, causing validation to fail if we use nir_address_format_32bit_global address format for these references.

For a 32-bit GPU that doesn't support Int64, we shouldn't use nir_address_format_64bit_global either, since this would cause injection of 64-bit integer instructions for conversions and pack/unpack which we can't support natively.

To work around these issues, this series (specifically the first patch) adds a new type of global address where the address is handled as a uvec2 (adding a 2x32 suffix) and a new set of global intrinsics that consume this address. This fixes the issue derived from buffer references being explicit 64-bit addresses from the API point of view allowing converting back and forth between them and uvec2, while still allowing backends that are limited to 32-bit GPU addresses to ignore the .Y component of the address (Which must be zero anyway) when implementing the intrinsics.

@jekstrand: do you have any objections to this?

Edited by Iago Toral

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