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1 /*
2  * Copyright (c) 2020 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "brw_nir_rt.h"
25 #include "brw_nir_rt_builder.h"
26 
27 static nir_ssa_def *
build_leaf_is_procedural(nir_builder * b,struct brw_nir_rt_mem_hit_defs * hit)28 build_leaf_is_procedural(nir_builder *b, struct brw_nir_rt_mem_hit_defs *hit)
29 {
30    switch (b->shader->info.stage) {
31    case MESA_SHADER_ANY_HIT:
32       /* Any-hit shaders are always compiled into intersection shaders for
33        * procedural geometry.  If we got here in an any-hit shader, it's for
34        * triangles.
35        */
36       return nir_imm_false(b);
37 
38    case MESA_SHADER_INTERSECTION:
39       return nir_imm_true(b);
40 
41    default:
42       return nir_ieq(b, hit->leaf_type,
43                         nir_imm_int(b, BRW_RT_BVH_NODE_TYPE_PROCEDURAL));
44    }
45 }
46 
47 static void
lower_rt_intrinsics_impl(nir_function_impl * impl,const struct intel_device_info * devinfo)48 lower_rt_intrinsics_impl(nir_function_impl *impl,
49                          const struct intel_device_info *devinfo)
50 {
51    nir_builder build;
52    nir_builder_init(&build, impl);
53    nir_builder *b = &build;
54 
55    b->cursor = nir_before_block(nir_start_block(b->impl));
56 
57    struct brw_nir_rt_globals_defs globals;
58    brw_nir_rt_load_globals(b, &globals);
59 
60    nir_ssa_def *hotzone_addr = brw_nir_rt_sw_hotzone_addr(b, devinfo);
61    nir_ssa_def *hotzone = nir_load_global(b, hotzone_addr, 16, 4, 32);
62 
63    gl_shader_stage stage = b->shader->info.stage;
64    struct brw_nir_rt_mem_ray_defs world_ray_in = {};
65    struct brw_nir_rt_mem_ray_defs object_ray_in = {};
66    struct brw_nir_rt_mem_hit_defs hit_in = {};
67    switch (stage) {
68    case MESA_SHADER_ANY_HIT:
69    case MESA_SHADER_CLOSEST_HIT:
70    case MESA_SHADER_INTERSECTION:
71       brw_nir_rt_load_mem_hit(b, &hit_in,
72                               stage == MESA_SHADER_CLOSEST_HIT);
73       brw_nir_rt_load_mem_ray(b, &object_ray_in,
74                               BRW_RT_BVH_LEVEL_OBJECT);
75       FALLTHROUGH;
76 
77    case MESA_SHADER_MISS:
78       brw_nir_rt_load_mem_ray(b, &world_ray_in,
79                               BRW_RT_BVH_LEVEL_WORLD);
80       break;
81 
82    default:
83       break;
84    }
85 
86    nir_ssa_def *thread_stack_base_addr = brw_nir_rt_sw_stack_addr(b, devinfo);
87    nir_ssa_def *stack_base_offset = nir_channel(b, hotzone, 0);
88    nir_ssa_def *stack_base_addr =
89       nir_iadd(b, thread_stack_base_addr, nir_u2u64(b, stack_base_offset));
90    ASSERTED bool seen_scratch_base_ptr_load = false;
91    ASSERTED bool found_resume = false;
92 
93    nir_foreach_block(block, impl) {
94       nir_foreach_instr_safe(instr, block) {
95          if (instr->type != nir_instr_type_intrinsic)
96             continue;
97 
98          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
99 
100          b->cursor = nir_after_instr(&intrin->instr);
101 
102          nir_ssa_def *sysval = NULL;
103          switch (intrin->intrinsic) {
104          case nir_intrinsic_load_scratch_base_ptr:
105             assert(nir_intrinsic_base(intrin) == 1);
106             seen_scratch_base_ptr_load = true;
107             sysval = stack_base_addr;
108             break;
109 
110          case nir_intrinsic_btd_stack_push_intel: {
111             int32_t stack_size = nir_intrinsic_stack_size(intrin);
112             if (stack_size > 0) {
113                nir_ssa_def *child_stack_offset =
114                   nir_iadd_imm(b, stack_base_offset, stack_size);
115                nir_store_global(b, hotzone_addr, 16, child_stack_offset, 0x1);
116             }
117             nir_instr_remove(instr);
118             break;
119          }
120 
121          case nir_intrinsic_rt_resume:
122             /* This is the first "interesting" instruction */
123             assert(block == nir_start_block(impl));
124             assert(!seen_scratch_base_ptr_load);
125             found_resume = true;
126 
127             int32_t stack_size = nir_intrinsic_stack_size(intrin);
128             if (stack_size > 0) {
129                stack_base_offset =
130                   nir_iadd_imm(b, stack_base_offset, -stack_size);
131                nir_store_global(b, hotzone_addr, 16, stack_base_offset, 0x1);
132                stack_base_addr = nir_iadd(b, thread_stack_base_addr,
133                                           nir_u2u64(b, stack_base_offset));
134             }
135             nir_instr_remove(instr);
136             break;
137 
138          case nir_intrinsic_load_uniform: {
139             /* We don't want to lower this in the launch trampoline. */
140             if (stage == MESA_SHADER_COMPUTE)
141                break;
142 
143             sysval = brw_nir_load_global_const(b, intrin,
144                         nir_load_btd_global_arg_addr_intel(b),
145                         BRW_RT_PUSH_CONST_OFFSET);
146 
147             break;
148          }
149 
150          case nir_intrinsic_load_ray_launch_id:
151             sysval = nir_channels(b, hotzone, 0xe);
152             break;
153 
154          case nir_intrinsic_load_ray_launch_size:
155             sysval = globals.launch_size;
156             break;
157 
158          case nir_intrinsic_load_ray_world_origin:
159             sysval = world_ray_in.orig;
160             break;
161 
162          case nir_intrinsic_load_ray_world_direction:
163             sysval = world_ray_in.dir;
164             break;
165 
166          case nir_intrinsic_load_ray_object_origin:
167             sysval = object_ray_in.orig;
168             break;
169 
170          case nir_intrinsic_load_ray_object_direction:
171             sysval = object_ray_in.dir;
172             break;
173 
174          case nir_intrinsic_load_ray_t_min:
175             /* It shouldn't matter which we pull this from */
176             sysval = world_ray_in.t_near;
177             break;
178 
179          case nir_intrinsic_load_ray_t_max:
180             if (stage == MESA_SHADER_MISS)
181                sysval = world_ray_in.t_far;
182             else
183                sysval = hit_in.t;
184             break;
185 
186          case nir_intrinsic_load_primitive_id: {
187             /* It's in dw[3] for procedural and dw[2] for quad
188              *
189              * TODO: We really need some helpers here.
190              */
191             nir_ssa_def *offset =
192                nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
193                             nir_iadd_imm(b, hit_in.prim_leaf_index, 12),
194                             nir_imm_int(b, 8));
195             sysval = nir_load_global(b, nir_iadd(b, hit_in.prim_leaf_ptr,
196                                                     nir_u2u64(b, offset)),
197                                      4, /* align */ 1, 32);
198             break;
199          }
200 
201          case nir_intrinsic_load_instance_id: {
202             struct brw_nir_rt_bvh_instance_leaf_defs leaf;
203             brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
204             sysval = leaf.instance_index;
205             break;
206          }
207 
208          case nir_intrinsic_load_ray_object_to_world: {
209             struct brw_nir_rt_bvh_instance_leaf_defs leaf;
210             brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
211             sysval = leaf.object_to_world[nir_intrinsic_column(intrin)];
212             break;
213          }
214 
215          case nir_intrinsic_load_ray_world_to_object: {
216             struct brw_nir_rt_bvh_instance_leaf_defs leaf;
217             brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
218             sysval = leaf.world_to_object[nir_intrinsic_column(intrin)];
219             break;
220          }
221 
222          case nir_intrinsic_load_ray_hit_kind: {
223             nir_ssa_def *tri_hit_kind =
224                nir_bcsel(b, hit_in.front_face,
225                             nir_imm_int(b, BRW_RT_HIT_KIND_FRONT_FACE),
226                             nir_imm_int(b, BRW_RT_HIT_KIND_BACK_FACE));
227             sysval = nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
228                                   hit_in.aabb_hit_kind, tri_hit_kind);
229             break;
230          }
231 
232          case nir_intrinsic_load_ray_flags:
233             sysval = nir_u2u32(b, world_ray_in.ray_flags);
234             break;
235 
236          case nir_intrinsic_load_ray_geometry_index: {
237             nir_ssa_def *geometry_index_dw =
238                nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
239                                1, 32);
240             sysval = nir_iand_imm(b, geometry_index_dw, BITFIELD_MASK(29));
241             break;
242          }
243 
244          case nir_intrinsic_load_ray_instance_custom_index: {
245             struct brw_nir_rt_bvh_instance_leaf_defs leaf;
246             brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
247             sysval = leaf.instance_id;
248             break;
249          }
250 
251          case nir_intrinsic_load_shader_record_ptr:
252             /* We can't handle this intrinsic in resume shaders because the
253              * handle we get there won't be from the original SBT.  The shader
254              * call lowering/splitting pass should have ensured that this
255              * value was spilled from the initial shader and unspilled in any
256              * resume shaders that need it.
257              */
258             assert(!found_resume);
259             sysval = nir_load_btd_local_arg_addr_intel(b);
260             break;
261 
262          case nir_intrinsic_load_ray_base_mem_addr_intel:
263             sysval = globals.base_mem_addr;
264             break;
265 
266          case nir_intrinsic_load_ray_hw_stack_size_intel:
267             sysval = nir_imul_imm(b, globals.hw_stack_size, 64);
268             break;
269 
270          case nir_intrinsic_load_ray_sw_stack_size_intel:
271             sysval = nir_imul_imm(b, globals.sw_stack_size, 64);
272             break;
273 
274          case nir_intrinsic_load_ray_num_dss_rt_stacks_intel:
275             sysval = globals.num_dss_rt_stacks;
276             break;
277 
278          case nir_intrinsic_load_ray_hit_sbt_addr_intel:
279             sysval = globals.hit_sbt_addr;
280             break;
281 
282          case nir_intrinsic_load_ray_hit_sbt_stride_intel:
283             sysval = globals.hit_sbt_stride;
284             break;
285 
286          case nir_intrinsic_load_ray_miss_sbt_addr_intel:
287             sysval = globals.miss_sbt_addr;
288             break;
289 
290          case nir_intrinsic_load_ray_miss_sbt_stride_intel:
291             sysval = globals.miss_sbt_stride;
292             break;
293 
294          case nir_intrinsic_load_callable_sbt_addr_intel:
295             sysval = globals.call_sbt_addr;
296             break;
297 
298          case nir_intrinsic_load_callable_sbt_stride_intel:
299             sysval = globals.call_sbt_stride;
300             break;
301 
302          case nir_intrinsic_load_btd_resume_sbt_addr_intel:
303             sysval = nir_pack_64_2x32_split(b,
304                nir_load_reloc_const_intel(b, BRW_SHADER_RELOC_RESUME_SBT_ADDR_LOW),
305                nir_load_reloc_const_intel(b, BRW_SHADER_RELOC_RESUME_SBT_ADDR_HIGH));
306             break;
307 
308          case nir_intrinsic_load_leaf_procedural_intel:
309             sysval = build_leaf_is_procedural(b, &hit_in);
310             break;
311 
312          case nir_intrinsic_load_leaf_opaque_intel: {
313             if (stage == MESA_SHADER_INTERSECTION) {
314                /* In intersection shaders, the opaque bit is passed to us in
315                 * the front_face bit.
316                 */
317                sysval = hit_in.front_face;
318             } else {
319                nir_ssa_def *flags_dw =
320                   nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
321                                   1, 32);
322                sysval = nir_i2b(b, nir_iand_imm(b, flags_dw, 1u << 30));
323             }
324             break;
325          }
326 
327          default:
328             continue;
329          }
330 
331          if (sysval) {
332             nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
333                                      sysval);
334             nir_instr_remove(&intrin->instr);
335          }
336       }
337    }
338 
339    nir_metadata_preserve(impl, nir_metadata_block_index |
340                                nir_metadata_dominance);
341 }
342 
343 /** Lower ray-tracing system values and intrinsics
344  *
345  * In most 3D shader stages, intrinsics are a fairly thin wrapper around
346  * hardware functionality and system values represent magic bits that come
347  * into the shader from FF hardware.  Ray-tracing, however, looks a bit more
348  * like the OpenGL 1.0 world where the underlying hardware is simple and most
349  * of the API implementation is software.
350  *
351  * In particular, most things that are treated as system values (or built-ins
352  * in SPIR-V) don't get magically dropped into registers for us.  Instead, we
353  * have to fetch them from the relevant data structures shared with the
354  * ray-tracing hardware.  Most come from either the RT_DISPATCH_GLOBALS or
355  * from one of the MemHit data structures.  Some, such as primitive_id require
356  * us to fetch the leaf address from the MemHit struct and then manually read
357  * the data out of the BVH.  Instead of trying to emit all this code deep in
358  * the back-end where we can't effectively optimize it, we lower it all to
359  * global memory access in NIR.
360  *
361  * Once this pass is complete, the only real system values left are the two
362  * argument pointer system values for BTD dispatch: btd_local_arg_addr and
363  * btd_global_arg_addr.
364  */
365 void
brw_nir_lower_rt_intrinsics(nir_shader * nir,const struct intel_device_info * devinfo)366 brw_nir_lower_rt_intrinsics(nir_shader *nir,
367                             const struct intel_device_info *devinfo)
368 {
369    nir_foreach_function(function, nir) {
370       if (function->impl)
371          lower_rt_intrinsics_impl(function->impl, devinfo);
372    }
373 }
374