blob: d239074c61bc54414ddcd2c9cad76c5637a0a829 [file] [log] [blame]
/*
* 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_variable(var, &shader->outputs) {
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_variable(var, &shaders[MESA_SHADER_VERTEX]->outputs) {
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]);
}