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1 /*
2  * Copyright © 2016 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 "anv_nir.h"
25 #include "nir/nir_builder.h"
26 
27 /**
28  * This file implements the lowering required for VK_KHR_multiview.  We
29  * implement multiview using instanced rendering.  The number of instances in
30  * each draw call is multiplied by the number of views in the subpass.  Then,
31  * in the shader, we divide gl_InstanceId by the number of views and use
32  * gl_InstanceId % view_count to compute the actual ViewIndex.
33  */
34 
35 struct lower_multiview_state {
36    nir_builder builder;
37 
38    uint32_t view_mask;
39 
40    nir_ssa_def *instance_id;
41    nir_ssa_def *view_index;
42 };
43 
44 static nir_ssa_def *
build_instance_id(struct lower_multiview_state * state)45 build_instance_id(struct lower_multiview_state *state)
46 {
47    assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
48 
49    if (state->instance_id == NULL) {
50       nir_builder *b = &state->builder;
51 
52       b->cursor = nir_before_block(nir_start_block(b->impl));
53 
54       /* We use instancing for implementing multiview.  The actual instance id
55        * is given by dividing instance_id by the number of views in this
56        * subpass.
57        */
58       state->instance_id =
59          nir_idiv(b, nir_load_instance_id(b),
60                      nir_imm_int(b, _mesa_bitcount(state->view_mask)));
61    }
62 
63    return state->instance_id;
64 }
65 
66 static nir_ssa_def *
build_view_index(struct lower_multiview_state * state)67 build_view_index(struct lower_multiview_state *state)
68 {
69    if (state->view_index == NULL) {
70       nir_builder *b = &state->builder;
71 
72       b->cursor = nir_before_block(nir_start_block(b->impl));
73 
74       assert(state->view_mask != 0);
75       if (0 && _mesa_bitcount(state->view_mask) == 1) {
76          state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
77       } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
78          /* We only support 16 viewports */
79          assert((state->view_mask & 0xffff0000) == 0);
80 
81          /* We use instancing for implementing multiview.  The compacted view
82           * id is given by instance_id % view_count.  We then have to convert
83           * that to an actual view id.
84           */
85          nir_ssa_def *compacted =
86             nir_umod(b, nir_load_instance_id(b),
87                         nir_imm_int(b, _mesa_bitcount(state->view_mask)));
88 
89          if (0 && util_is_power_of_two(state->view_mask + 1)) {
90             /* If we have a full view mask, then compacted is what we want */
91             state->view_index = compacted;
92          } else {
93             /* Now we define a map from compacted view index to the actual
94              * view index that's based on the view_mask.  The map is given by
95              * 16 nibbles, each of which is a value from 0 to 15.
96              */
97             uint64_t remap = 0;
98             uint32_t bit, i = 0;
99             for_each_bit(bit, state->view_mask) {
100                assert(bit < 16);
101                remap |= (uint64_t)bit << (i++ * 4);
102             }
103 
104             nir_ssa_def *shift = nir_imul(b, compacted, nir_imm_int(b, 4));
105 
106             /* One of these days, when we have int64 everywhere, this will be
107              * easier.
108              */
109             nir_ssa_def *shifted;
110             if (remap <= UINT32_MAX) {
111                shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
112             } else {
113                nir_ssa_def *shifted_low =
114                   nir_ushr(b, nir_imm_int(b, remap), shift);
115                nir_ssa_def *shifted_high =
116                   nir_ushr(b, nir_imm_int(b, remap >> 32),
117                               nir_isub(b, shift, nir_imm_int(b, 32)));
118                shifted = nir_bcsel(b, nir_ilt(b, shift, nir_imm_int(b, 32)),
119                                       shifted_low, shifted_high);
120             }
121             state->view_index = nir_iand(b, shifted, nir_imm_int(b, 0xf));
122          }
123       } else {
124          const struct glsl_type *type = glsl_int_type();
125          if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
126              b->shader->info.stage == MESA_SHADER_GEOMETRY)
127             type = glsl_array_type(type, 1);
128 
129          nir_variable *idx_var =
130             nir_variable_create(b->shader, nir_var_shader_in,
131                                 type, "view index");
132          idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
133          if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
134             idx_var->data.interpolation = INTERP_MODE_FLAT;
135 
136          if (glsl_type_is_array(type)) {
137             nir_deref_var *deref = nir_deref_var_create(b->shader, idx_var);
138             nir_deref_array *arr = nir_deref_array_create(b->shader);
139             arr->deref.type = glsl_int_type();
140             arr->deref_array_type = nir_deref_array_type_direct;
141             arr->base_offset = 0;
142             deref->deref.child = &arr->deref;
143 
144             state->view_index = nir_load_deref_var(b, deref);
145          } else {
146             state->view_index = nir_load_var(b, idx_var);
147          }
148       }
149    }
150 
151    return state->view_index;
152 }
153 
154 bool
anv_nir_lower_multiview(nir_shader * shader,uint32_t view_mask)155 anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
156 {
157    assert(shader->info.stage != MESA_SHADER_COMPUTE);
158 
159    /* If multiview isn't enabled, we have nothing to do. */
160    if (view_mask == 0)
161       return false;
162 
163    struct lower_multiview_state state = {
164       .view_mask = view_mask,
165    };
166 
167    /* This pass assumes a single entrypoint */
168    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
169 
170    nir_builder_init(&state.builder, entrypoint);
171 
172    bool progress = false;
173    nir_foreach_block(block, entrypoint) {
174       nir_foreach_instr_safe(instr, block) {
175          if (instr->type != nir_instr_type_intrinsic)
176             continue;
177 
178          nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
179 
180          if (load->intrinsic != nir_intrinsic_load_instance_id &&
181              load->intrinsic != nir_intrinsic_load_view_index)
182             continue;
183 
184          assert(load->dest.is_ssa);
185 
186          nir_ssa_def *value;
187          if (load->intrinsic == nir_intrinsic_load_instance_id) {
188             value = build_instance_id(&state);
189          } else {
190             assert(load->intrinsic == nir_intrinsic_load_view_index);
191             value = build_view_index(&state);
192          }
193 
194          nir_ssa_def_rewrite_uses(&load->dest.ssa, nir_src_for_ssa(value));
195 
196          nir_instr_remove(&load->instr);
197          progress = true;
198       }
199    }
200 
201    /* The view index is available in all stages but the instance id is only
202     * available in the VS.  If it's not a fragment shader, we need to pass
203     * the view index on to the next stage.
204     */
205    if (shader->info.stage != MESA_SHADER_FRAGMENT) {
206       nir_ssa_def *view_index = build_view_index(&state);
207 
208       nir_builder *b = &state.builder;
209 
210       assert(view_index->parent_instr->block == nir_start_block(entrypoint));
211       b->cursor = nir_after_instr(view_index->parent_instr);
212 
213       nir_variable *view_index_out =
214          nir_variable_create(shader, nir_var_shader_out,
215                              glsl_int_type(), "view index");
216       view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
217       nir_store_var(b, view_index_out, view_index, 0x1);
218 
219       nir_variable *layer_id_out =
220          nir_variable_create(shader, nir_var_shader_out,
221                              glsl_int_type(), "layer ID");
222       layer_id_out->data.location = VARYING_SLOT_LAYER;
223       nir_store_var(b, layer_id_out, view_index, 0x1);
224 
225       progress = true;
226    }
227 
228    if (progress) {
229       nir_metadata_preserve(entrypoint, nir_metadata_block_index |
230                                         nir_metadata_dominance);
231    }
232 
233    return progress;
234 }
235