1 /*
2 * Copyright © 2020 Valve Corporation
3 * SPDX-License-Identifier: MIT
4 */
5
6 #include "tu_private.h"
7 #include "nir_builder.h"
8
9 /* Some a6xx variants cannot support a non-contiguous multiview mask. Instead,
10 * inside the shader something like this needs to be inserted:
11 *
12 * gl_Position = ((1ull << gl_ViewIndex) & view_mask) ? gl_Position : vec4(0.);
13 *
14 * Scan backwards until we find the gl_Position write (there should only be
15 * one).
16 */
17 static bool
lower_multiview_mask(nir_shader * nir,uint32_t * mask)18 lower_multiview_mask(nir_shader *nir, uint32_t *mask)
19 {
20 nir_function_impl *impl = nir_shader_get_entrypoint(nir);
21
22 if (util_is_power_of_two_or_zero(*mask + 1)) {
23 nir_metadata_preserve(impl, nir_metadata_all);
24 return false;
25 }
26
27 nir_builder b;
28 nir_builder_init(&b, impl);
29
30 uint32_t old_mask = *mask;
31 *mask = BIT(util_logbase2(old_mask) + 1) - 1;
32
33 nir_foreach_block_reverse(block, impl) {
34 nir_foreach_instr_reverse(instr, block) {
35 if (instr->type != nir_instr_type_intrinsic)
36 continue;
37
38 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
39 if (intrin->intrinsic != nir_intrinsic_store_deref)
40 continue;
41
42 nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
43 if (!nir_deref_mode_is(deref, nir_var_shader_out))
44 continue;
45
46 nir_variable *var = nir_deref_instr_get_variable(deref);
47 if (var->data.location != VARYING_SLOT_POS)
48 continue;
49
50 assert(intrin->src[1].is_ssa);
51 nir_ssa_def *orig_src = intrin->src[1].ssa;
52 b.cursor = nir_before_instr(instr);
53
54 /* ((1ull << gl_ViewIndex) & mask) != 0 */
55 nir_ssa_def *cmp =
56 nir_i2b(&b, nir_iand(&b, nir_imm_int(&b, old_mask),
57 nir_ishl(&b, nir_imm_int(&b, 1),
58 nir_load_view_index(&b))));
59
60 nir_ssa_def *src = nir_bcsel(&b, cmp, orig_src, nir_imm_float(&b, 0.));
61 nir_instr_rewrite_src(instr, &intrin->src[1], nir_src_for_ssa(src));
62
63 nir_metadata_preserve(impl, nir_metadata_block_index |
64 nir_metadata_dominance);
65 return true;
66 }
67 }
68
69 nir_metadata_preserve(impl, nir_metadata_all);
70 return false;
71 }
72
73 bool
tu_nir_lower_multiview(nir_shader * nir,uint32_t mask,bool * multi_pos_output,struct tu_device * dev)74 tu_nir_lower_multiview(nir_shader *nir, uint32_t mask, bool *multi_pos_output,
75 struct tu_device *dev)
76 {
77 *multi_pos_output = false;
78
79 bool progress = false;
80
81 if (!dev->physical_device->info.a6xx.supports_multiview_mask)
82 NIR_PASS(progress, nir, lower_multiview_mask, &mask);
83
84 unsigned num_views = util_logbase2(mask) + 1;
85
86 /* Speculatively assign output locations so that we know num_outputs. We
87 * will assign output locations for real after this pass.
88 */
89 unsigned num_outputs;
90 nir_assign_io_var_locations(nir, nir_var_shader_out, &num_outputs, MESA_SHADER_VERTEX);
91
92 /* In addition to the generic checks done by NIR, check that we don't
93 * overflow VPC with the extra copies of gl_Position.
94 */
95 if (likely(!(dev->physical_device->instance->debug_flags & TU_DEBUG_NOMULTIPOS)) &&
96 num_outputs + (num_views - 1) <= 32 && nir_can_lower_multiview(nir)) {
97 *multi_pos_output = true;
98
99 /* It appears that the multiview mask is ignored when multi-position
100 * output is enabled, so we have to write 0 to inactive views ourselves.
101 */
102 NIR_PASS(progress, nir, lower_multiview_mask, &mask);
103
104 NIR_PASS_V(nir, nir_lower_multiview, mask);
105 progress = true;
106 }
107
108 return progress;
109 }
110
111