| /* |
| * Copyright © 2016 Intel Corporation |
| * |
| * 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 "anv_nir.h" |
| #include "nir/nir_builder.h" |
| #include "util/debug.h" |
| |
| /** |
| * This file implements the lowering required for VK_KHR_multiview. |
| * |
| * When possible, Primitive Replication is used and the shader is modified to |
| * make gl_Position an array and fill it with values for each view. |
| * |
| * Otherwise we implement multiview using instanced rendering. The number of |
| * instances in each draw call is multiplied by the number of views in the |
| * subpass. Then, in the shader, we divide gl_InstanceId by the number of |
| * views and use gl_InstanceId % view_count to compute the actual ViewIndex. |
| */ |
| |
| struct lower_multiview_state { |
| nir_builder builder; |
| |
| uint32_t view_mask; |
| |
| nir_ssa_def *instance_id; |
| nir_ssa_def *view_index; |
| }; |
| |
| static nir_ssa_def * |
| build_instance_id(struct lower_multiview_state *state) |
| { |
| assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX); |
| |
| if (state->instance_id == NULL) { |
| nir_builder *b = &state->builder; |
| |
| b->cursor = nir_before_block(nir_start_block(b->impl)); |
| |
| /* We use instancing for implementing multiview. The actual instance id |
| * is given by dividing instance_id by the number of views in this |
| * subpass. |
| */ |
| state->instance_id = |
| nir_idiv(b, nir_load_instance_id(b), |
| nir_imm_int(b, util_bitcount(state->view_mask))); |
| } |
| |
| return state->instance_id; |
| } |
| |
| static nir_ssa_def * |
| build_view_index(struct lower_multiview_state *state) |
| { |
| if (state->view_index == NULL) { |
| nir_builder *b = &state->builder; |
| |
| b->cursor = nir_before_block(nir_start_block(b->impl)); |
| |
| assert(state->view_mask != 0); |
| if (util_bitcount(state->view_mask) == 1) { |
| /* Set the view index directly. */ |
| state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1); |
| } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) { |
| /* We only support 16 viewports */ |
| assert((state->view_mask & 0xffff0000) == 0); |
| |
| /* We use instancing for implementing multiview. The compacted view |
| * id is given by instance_id % view_count. We then have to convert |
| * that to an actual view id. |
| */ |
| nir_ssa_def *compacted = |
| nir_umod(b, nir_load_instance_id(b), |
| nir_imm_int(b, util_bitcount(state->view_mask))); |
| |
| if (util_is_power_of_two_or_zero(state->view_mask + 1)) { |
| /* If we have a full view mask, then compacted is what we want */ |
| state->view_index = compacted; |
| } else { |
| /* Now we define a map from compacted view index to the actual |
| * view index that's based on the view_mask. The map is given by |
| * 16 nibbles, each of which is a value from 0 to 15. |
| */ |
| uint64_t remap = 0; |
| uint32_t bit, i = 0; |
| for_each_bit(bit, state->view_mask) { |
| assert(bit < 16); |
| remap |= (uint64_t)bit << (i++ * 4); |
| } |
| |
| nir_ssa_def *shift = nir_imul(b, compacted, nir_imm_int(b, 4)); |
| |
| /* One of these days, when we have int64 everywhere, this will be |
| * easier. |
| */ |
| nir_ssa_def *shifted; |
| if (remap <= UINT32_MAX) { |
| shifted = nir_ushr(b, nir_imm_int(b, remap), shift); |
| } else { |
| nir_ssa_def *shifted_low = |
| nir_ushr(b, nir_imm_int(b, remap), shift); |
| nir_ssa_def *shifted_high = |
| nir_ushr(b, nir_imm_int(b, remap >> 32), |
| nir_isub(b, shift, nir_imm_int(b, 32))); |
| shifted = nir_bcsel(b, nir_ilt(b, shift, nir_imm_int(b, 32)), |
| shifted_low, shifted_high); |
| } |
| state->view_index = nir_iand(b, shifted, nir_imm_int(b, 0xf)); |
| } |
| } else { |
| const struct glsl_type *type = glsl_int_type(); |
| if (b->shader->info.stage == MESA_SHADER_TESS_CTRL || |
| b->shader->info.stage == MESA_SHADER_GEOMETRY) |
| type = glsl_array_type(type, 1, 0); |
| |
| nir_variable *idx_var = |
| nir_variable_create(b->shader, nir_var_shader_in, |
| type, "view index"); |
| idx_var->data.location = VARYING_SLOT_VIEW_INDEX; |
| if (b->shader->info.stage == MESA_SHADER_FRAGMENT) |
| idx_var->data.interpolation = INTERP_MODE_FLAT; |
| |
| nir_deref_instr *deref = nir_build_deref_var(b, idx_var); |
| if (glsl_type_is_array(type)) |
| deref = nir_build_deref_array_imm(b, deref, 0); |
| |
| state->view_index = nir_load_deref(b, deref); |
| } |
| } |
| |
| return state->view_index; |
| } |
| |
| /* Primitive Replication allows a shader to write different positions for each |
| * view in the same execution. If only the position depends on the view, then |
| * it is possible to use the feature instead of instancing to implement |
| * multiview. |
| */ |
| static bool |
| lower_multiview_with_primitive_replication(nir_shader *shader, |
| struct anv_graphics_pipeline *pipeline) |
| { |
| if (shader->info.stage == MESA_SHADER_FRAGMENT) |
| return false; |
| |
| assert(shader->info.stage == MESA_SHADER_VERTEX); |
| |
| uint32_t view_mask = pipeline->subpass->view_mask; |
| int view_count = util_bitcount(view_mask); |
| assert(view_count > 1 && view_count <= MAX_VIEWS_FOR_PRIMITIVE_REPLICATION); |
| |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader); |
| |
| /* Update position to refer to an array. */ |
| nir_variable *pos_var = NULL; |
| nir_foreach_shader_out_variable(var, shader) { |
| if (var->data.location == VARYING_SLOT_POS) { |
| assert(var->type == glsl_vec4_type()); |
| var->type = glsl_array_type(glsl_vec4_type(), view_count, 0); |
| var->data.per_view = true; |
| pos_var = var; |
| break; |
| } |
| } |
| |
| assert(pos_var); |
| |
| nir_cf_list body; |
| nir_cf_list_extract(&body, &entrypoint->body); |
| |
| nir_builder b; |
| nir_builder_init(&b, entrypoint); |
| b.cursor = nir_after_cf_list(&entrypoint->body); |
| |
| /* Fill Layer ID with zero. Replication will use that as base to apply the |
| * RTAI offsets. |
| */ |
| nir_variable *layer_id_out = |
| nir_variable_create(shader, nir_var_shader_out, |
| glsl_int_type(), "layer ID"); |
| layer_id_out->data.location = VARYING_SLOT_LAYER; |
| nir_store_var(&b, layer_id_out, nir_imm_zero(&b, 1, 32), 0x1); |
| |
| /* Loop Index will go from 0 to view_count. */ |
| nir_variable *loop_index_var = |
| nir_local_variable_create(entrypoint, glsl_uint_type(), "loop_index"); |
| nir_deref_instr *loop_index_deref = nir_build_deref_var(&b, loop_index_var); |
| nir_store_deref(&b, loop_index_deref, nir_imm_int(&b, 0), 1); |
| |
| /* Array of view index values that are active in the loop. Note that the |
| * loop index only matches the view index if there are no gaps in the |
| * view_mask. |
| */ |
| nir_variable *view_index_var = nir_local_variable_create( |
| entrypoint, glsl_array_type(glsl_uint_type(), view_count, 0), "view_index"); |
| nir_deref_instr *view_index_deref = nir_build_deref_var(&b, view_index_var); |
| { |
| int array_position = 0; |
| uint32_t view_index; |
| for_each_bit(view_index, view_mask) { |
| nir_store_deref(&b, nir_build_deref_array_imm(&b, view_index_deref, array_position), |
| nir_imm_int(&b, view_index), 1); |
| array_position++; |
| } |
| } |
| |
| /* Create the equivalent of |
| * |
| * while (true): |
| * if (loop_index >= view_count): |
| * break |
| * |
| * view_index = active_indices[loop_index] |
| * pos_deref = &pos[loop_index] |
| * |
| * # Placeholder for the body to be reinserted. |
| * |
| * loop_index += 1 |
| * |
| * Later both `view_index` and `pos_deref` will be used to rewrite the |
| * original shader body. |
| */ |
| |
| nir_loop* loop = nir_push_loop(&b); |
| |
| nir_ssa_def *loop_index = nir_load_deref(&b, loop_index_deref); |
| nir_ssa_def *cmp = nir_ige(&b, loop_index, nir_imm_int(&b, view_count)); |
| nir_if *loop_check = nir_push_if(&b, cmp); |
| nir_jump(&b, nir_jump_break); |
| nir_pop_if(&b, loop_check); |
| |
| nir_ssa_def *view_index = |
| nir_load_deref(&b, nir_build_deref_array(&b, view_index_deref, loop_index)); |
| nir_deref_instr *pos_deref = |
| nir_build_deref_array(&b, nir_build_deref_var(&b, pos_var), loop_index); |
| |
| nir_store_deref(&b, loop_index_deref, nir_iadd_imm(&b, loop_index, 1), 1); |
| nir_pop_loop(&b, loop); |
| |
| /* Reinsert the body. */ |
| b.cursor = nir_after_instr(&pos_deref->instr); |
| nir_cf_reinsert(&body, b.cursor); |
| |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| switch (intrin->intrinsic) { |
| case nir_intrinsic_load_view_index: { |
| assert(intrin->dest.is_ssa); |
| nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(view_index)); |
| break; |
| } |
| |
| case nir_intrinsic_store_deref: { |
| nir_variable *var = nir_intrinsic_get_var(intrin, 0); |
| if (var == pos_var) { |
| nir_deref_instr *old_deref = nir_src_as_deref(intrin->src[0]); |
| |
| nir_instr_rewrite_src(instr, &intrin->src[0], |
| nir_src_for_ssa(&pos_deref->dest.ssa)); |
| |
| /* Remove old deref since it has the wrong type. */ |
| nir_deref_instr_remove_if_unused(old_deref); |
| } |
| break; |
| } |
| |
| case nir_intrinsic_load_deref: |
| if (nir_intrinsic_get_var(intrin, 0) == pos_var) { |
| unreachable("Should have lowered I/O to temporaries " |
| "so no load_deref on position output is expected."); |
| } |
| break; |
| |
| case nir_intrinsic_copy_deref: |
| unreachable("Should have lowered copy_derefs at this point"); |
| break; |
| |
| default: |
| /* Do nothing. */ |
| break; |
| } |
| } |
| } |
| |
| nir_metadata_preserve(entrypoint, nir_metadata_none); |
| return true; |
| } |
| |
| bool |
| anv_nir_lower_multiview(nir_shader *shader, |
| struct anv_graphics_pipeline *pipeline) |
| { |
| assert(shader->info.stage != MESA_SHADER_COMPUTE); |
| uint32_t view_mask = pipeline->subpass->view_mask; |
| |
| /* If multiview isn't enabled, we have nothing to do. */ |
| if (view_mask == 0) |
| return false; |
| |
| if (pipeline->use_primitive_replication) |
| return lower_multiview_with_primitive_replication(shader, pipeline); |
| |
| struct lower_multiview_state state = { |
| .view_mask = view_mask, |
| }; |
| |
| /* This pass assumes a single entrypoint */ |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader); |
| |
| nir_builder_init(&state.builder, entrypoint); |
| |
| bool progress = false; |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr); |
| |
| if (load->intrinsic != nir_intrinsic_load_instance_id && |
| load->intrinsic != nir_intrinsic_load_view_index) |
| continue; |
| |
| assert(load->dest.is_ssa); |
| |
| nir_ssa_def *value; |
| if (load->intrinsic == nir_intrinsic_load_instance_id) { |
| value = build_instance_id(&state); |
| } else { |
| assert(load->intrinsic == nir_intrinsic_load_view_index); |
| value = build_view_index(&state); |
| } |
| |
| nir_ssa_def_rewrite_uses(&load->dest.ssa, nir_src_for_ssa(value)); |
| |
| nir_instr_remove(&load->instr); |
| progress = true; |
| } |
| } |
| |
| /* The view index is available in all stages but the instance id is only |
| * available in the VS. If it's not a fragment shader, we need to pass |
| * the view index on to the next stage. |
| */ |
| if (shader->info.stage != MESA_SHADER_FRAGMENT) { |
| nir_ssa_def *view_index = build_view_index(&state); |
| |
| nir_builder *b = &state.builder; |
| |
| assert(view_index->parent_instr->block == nir_start_block(entrypoint)); |
| b->cursor = nir_after_instr(view_index->parent_instr); |
| |
| /* Unless there is only one possible view index (that would be set |
| * directly), pass it to the next stage. */ |
| if (util_bitcount(state.view_mask) != 1) { |
| nir_variable *view_index_out = |
| nir_variable_create(shader, nir_var_shader_out, |
| glsl_int_type(), "view index"); |
| view_index_out->data.location = VARYING_SLOT_VIEW_INDEX; |
| nir_store_var(b, view_index_out, view_index, 0x1); |
| } |
| |
| nir_variable *layer_id_out = |
| nir_variable_create(shader, nir_var_shader_out, |
| glsl_int_type(), "layer ID"); |
| layer_id_out->data.location = VARYING_SLOT_LAYER; |
| nir_store_var(b, layer_id_out, view_index, 0x1); |
| |
| progress = true; |
| } |
| |
| if (progress) { |
| nir_metadata_preserve(entrypoint, nir_metadata_block_index | |
| nir_metadata_dominance); |
| } |
| |
| return progress; |
| } |
| |
| static bool |
| shader_writes_to_memory(nir_shader *shader) |
| { |
| /* With multiview, we would need to ensure that memory writes happen either |
| * once or once per view. Since combination of multiview and memory writes |
| * is not expected, we'll just skip this optimization in this case. |
| */ |
| |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader); |
| |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| |
| switch (intrin->intrinsic) { |
| case nir_intrinsic_deref_atomic_add: |
| case nir_intrinsic_deref_atomic_imin: |
| case nir_intrinsic_deref_atomic_umin: |
| case nir_intrinsic_deref_atomic_imax: |
| case nir_intrinsic_deref_atomic_umax: |
| case nir_intrinsic_deref_atomic_and: |
| case nir_intrinsic_deref_atomic_or: |
| case nir_intrinsic_deref_atomic_xor: |
| case nir_intrinsic_deref_atomic_exchange: |
| case nir_intrinsic_deref_atomic_comp_swap: |
| case nir_intrinsic_store_ssbo: |
| case nir_intrinsic_ssbo_atomic_add: |
| case nir_intrinsic_ssbo_atomic_imin: |
| case nir_intrinsic_ssbo_atomic_umin: |
| case nir_intrinsic_ssbo_atomic_imax: |
| case nir_intrinsic_ssbo_atomic_umax: |
| case nir_intrinsic_ssbo_atomic_and: |
| case nir_intrinsic_ssbo_atomic_or: |
| case nir_intrinsic_ssbo_atomic_xor: |
| case nir_intrinsic_ssbo_atomic_exchange: |
| case nir_intrinsic_ssbo_atomic_comp_swap: |
| case nir_intrinsic_store_shared: |
| case nir_intrinsic_shared_atomic_add: |
| case nir_intrinsic_shared_atomic_imin: |
| case nir_intrinsic_shared_atomic_umin: |
| case nir_intrinsic_shared_atomic_imax: |
| case nir_intrinsic_shared_atomic_umax: |
| case nir_intrinsic_shared_atomic_and: |
| case nir_intrinsic_shared_atomic_or: |
| case nir_intrinsic_shared_atomic_xor: |
| case nir_intrinsic_shared_atomic_exchange: |
| case nir_intrinsic_shared_atomic_comp_swap: |
| case nir_intrinsic_image_deref_store: |
| case nir_intrinsic_image_deref_atomic_add: |
| case nir_intrinsic_image_deref_atomic_umin: |
| case nir_intrinsic_image_deref_atomic_umax: |
| case nir_intrinsic_image_deref_atomic_imin: |
| case nir_intrinsic_image_deref_atomic_imax: |
| case nir_intrinsic_image_deref_atomic_and: |
| case nir_intrinsic_image_deref_atomic_or: |
| case nir_intrinsic_image_deref_atomic_xor: |
| case nir_intrinsic_image_deref_atomic_exchange: |
| case nir_intrinsic_image_deref_atomic_comp_swap: |
| return true; |
| |
| default: |
| /* Keep walking. */ |
| break; |
| } |
| } |
| } |
| |
| return false; |
| } |
| |
| static bool |
| shader_uses_view_index(nir_shader *shader) |
| { |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader); |
| |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| if (intrin->intrinsic == nir_intrinsic_load_view_index) |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| static bool |
| shader_only_position_uses_view_index(nir_shader *shader) |
| { |
| nir_shader *shader_no_position = nir_shader_clone(NULL, shader); |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader_no_position); |
| |
| /* Remove the store position from a cloned shader. */ |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *store = nir_instr_as_intrinsic(instr); |
| if (store->intrinsic != nir_intrinsic_store_deref) |
| continue; |
| |
| nir_variable *var = nir_intrinsic_get_var(store, 0); |
| if (var->data.location != VARYING_SLOT_POS) |
| continue; |
| |
| nir_instr_remove(&store->instr); |
| } |
| } |
| |
| /* Clean up shader so unused load_view_index intrinsics are removed. */ |
| bool progress; |
| do { |
| progress = false; |
| progress |= nir_opt_dead_cf(shader_no_position); |
| |
| /* Peephole select will drop if-blocks that have then and else empty, |
| * which will remove the usage of an SSA in the condition. |
| */ |
| progress |= nir_opt_peephole_select(shader_no_position, 0, false, false); |
| |
| progress |= nir_opt_dce(shader_no_position); |
| } while (progress); |
| |
| bool uses_view_index = shader_uses_view_index(shader_no_position); |
| |
| ralloc_free(shader_no_position); |
| return !uses_view_index; |
| } |
| |
| bool |
| anv_check_for_primitive_replication(nir_shader **shaders, |
| struct anv_graphics_pipeline *pipeline) |
| { |
| assert(pipeline->base.device->info.gen >= 12); |
| |
| static int primitive_replication_max_views = -1; |
| if (primitive_replication_max_views < 0) { |
| /* TODO: Figure out why we are not getting same benefits for larger than |
| * 2 views. For now use Primitive Replication just for the 2-view case |
| * by default. |
| */ |
| const unsigned default_max_views = 2; |
| |
| primitive_replication_max_views = |
| MIN2(MAX_VIEWS_FOR_PRIMITIVE_REPLICATION, |
| env_var_as_unsigned("ANV_PRIMITIVE_REPLICATION_MAX_VIEWS", |
| default_max_views)); |
| } |
| |
| /* TODO: We should be able to support replication at 'geometry' stages |
| * later than Vertex. In that case only the last stage can refer to |
| * gl_ViewIndex. |
| */ |
| if (pipeline->active_stages != (VK_SHADER_STAGE_VERTEX_BIT | |
| VK_SHADER_STAGE_FRAGMENT_BIT)) { |
| return false; |
| } |
| |
| uint32_t view_mask = pipeline->subpass->view_mask; |
| int view_count = util_bitcount(view_mask); |
| if (view_count == 1 || view_count > primitive_replication_max_views) |
| return false; |
| |
| bool vs_writes_position = false; |
| nir_foreach_shader_out_variable(var, shaders[MESA_SHADER_VERTEX]) { |
| if (var->data.location == VARYING_SLOT_POS) { |
| vs_writes_position = true; |
| break; |
| } |
| } |
| |
| /* Don't bother handling this edge case with Primitive Replication. */ |
| if (!vs_writes_position) |
| return false; |
| |
| return !shader_uses_view_index(shaders[MESA_SHADER_FRAGMENT]) && |
| !shader_writes_to_memory(shaders[MESA_SHADER_VERTEX]) && |
| shader_only_position_uses_view_index(shaders[MESA_SHADER_VERTEX]); |
| } |