• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2016 Intel Corporation
3  * Copyright © 2020 Valve Corporation
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22  * IN THE SOFTWARE.
23  */
24 
25 #include "nir_control_flow.h"
26 #include "nir_builder.h"
27 
28 /**
29  * This file implements an optimization for multiview. Some GPU's have a
30  * special mode which allows the vertex shader (or last stage in the geometry
31  * pipeline) to create multiple primitives in different layers of the
32  * framebuffer at once by writing multiple copies of gl_Position. The
33  * assumption is that in most uses of multiview, the only use of gl_ViewIndex
34  * is to change the position to implement the parallax effect, and other
35  * varyings will be the same between the different views. We put the body of
36  * the original vertex shader in a loop, writing to a different copy of
37  * gl_Position each loop iteration, and then let other optimizations clean up
38  * the mess.
39  */
40 
41 static bool
shader_writes_to_memory(nir_shader * shader)42 shader_writes_to_memory(nir_shader *shader)
43 {
44    /* With multiview, we would need to ensure that memory writes happen either
45     * once or once per view. Since combination of multiview and memory writes
46     * is not expected, we'll just skip this optimization in this case.
47     */
48 
49    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
50 
51    nir_foreach_block(block, entrypoint) {
52       nir_foreach_instr(instr, block) {
53          if (instr->type != nir_instr_type_intrinsic)
54             continue;
55          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
56 
57          switch (intrin->intrinsic) {
58          case nir_intrinsic_deref_atomic_add:
59          case nir_intrinsic_deref_atomic_imin:
60          case nir_intrinsic_deref_atomic_umin:
61          case nir_intrinsic_deref_atomic_imax:
62          case nir_intrinsic_deref_atomic_umax:
63          case nir_intrinsic_deref_atomic_and:
64          case nir_intrinsic_deref_atomic_or:
65          case nir_intrinsic_deref_atomic_xor:
66          case nir_intrinsic_deref_atomic_exchange:
67          case nir_intrinsic_deref_atomic_comp_swap:
68          case nir_intrinsic_store_ssbo:
69          case nir_intrinsic_ssbo_atomic_add:
70          case nir_intrinsic_ssbo_atomic_imin:
71          case nir_intrinsic_ssbo_atomic_umin:
72          case nir_intrinsic_ssbo_atomic_imax:
73          case nir_intrinsic_ssbo_atomic_umax:
74          case nir_intrinsic_ssbo_atomic_and:
75          case nir_intrinsic_ssbo_atomic_or:
76          case nir_intrinsic_ssbo_atomic_xor:
77          case nir_intrinsic_ssbo_atomic_exchange:
78          case nir_intrinsic_ssbo_atomic_comp_swap:
79          case nir_intrinsic_store_shared:
80          case nir_intrinsic_shared_atomic_add:
81          case nir_intrinsic_shared_atomic_imin:
82          case nir_intrinsic_shared_atomic_umin:
83          case nir_intrinsic_shared_atomic_imax:
84          case nir_intrinsic_shared_atomic_umax:
85          case nir_intrinsic_shared_atomic_and:
86          case nir_intrinsic_shared_atomic_or:
87          case nir_intrinsic_shared_atomic_xor:
88          case nir_intrinsic_shared_atomic_exchange:
89          case nir_intrinsic_shared_atomic_comp_swap:
90          case nir_intrinsic_image_deref_store:
91          case nir_intrinsic_image_deref_atomic_add:
92          case nir_intrinsic_image_deref_atomic_umin:
93          case nir_intrinsic_image_deref_atomic_umax:
94          case nir_intrinsic_image_deref_atomic_imin:
95          case nir_intrinsic_image_deref_atomic_imax:
96          case nir_intrinsic_image_deref_atomic_and:
97          case nir_intrinsic_image_deref_atomic_or:
98          case nir_intrinsic_image_deref_atomic_xor:
99          case nir_intrinsic_image_deref_atomic_exchange:
100          case nir_intrinsic_image_deref_atomic_comp_swap:
101             return true;
102 
103          default:
104             /* Keep walking. */
105             break;
106          }
107       }
108    }
109 
110    return false;
111 }
112 
113 bool
nir_shader_uses_view_index(nir_shader * shader)114 nir_shader_uses_view_index(nir_shader *shader)
115 {
116    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
117 
118    nir_foreach_block(block, entrypoint) {
119       nir_foreach_instr(instr, block) {
120          if (instr->type != nir_instr_type_intrinsic)
121             continue;
122 
123          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
124          if (intrin->intrinsic == nir_intrinsic_load_view_index)
125             return true;
126       }
127    }
128 
129    return false;
130 }
131 
132 static bool
shader_only_position_uses_view_index(nir_shader * shader)133 shader_only_position_uses_view_index(nir_shader *shader)
134 {
135    nir_shader *shader_no_position = nir_shader_clone(NULL, shader);
136    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader_no_position);
137 
138    /* Remove the store position from a cloned shader. */
139    nir_foreach_block(block, entrypoint) {
140       nir_foreach_instr_safe(instr, block) {
141          if (instr->type != nir_instr_type_intrinsic)
142             continue;
143 
144          nir_intrinsic_instr *store = nir_instr_as_intrinsic(instr);
145          if (store->intrinsic != nir_intrinsic_store_deref)
146             continue;
147 
148          nir_variable *var = nir_intrinsic_get_var(store, 0);
149          if (var->data.location != VARYING_SLOT_POS)
150             continue;
151 
152          nir_instr_remove(&store->instr);
153       }
154    }
155 
156    /* Clean up shader so unused load_view_index intrinsics are removed. */
157    bool progress;
158    do {
159       progress = false;
160       progress |= nir_opt_dead_cf(shader_no_position);
161 
162       /* Peephole select will drop if-blocks that have then and else empty,
163        * which will remove the usage of an SSA in the condition.
164        */
165       progress |= nir_opt_peephole_select(shader_no_position, 0, false, false);
166 
167       progress |= nir_opt_dce(shader_no_position);
168    } while (progress);
169 
170    bool uses_view_index = nir_shader_uses_view_index(shader_no_position);
171 
172    ralloc_free(shader_no_position);
173    return !uses_view_index;
174 }
175 
176 /* Return true if it's safe to call nir_lower_multiview() on this vertex
177  * shader. Note that this only handles driver-agnostic checks, i.e. things
178  * which would make nir_lower_multiview() incorrect. Any driver-specific
179  * checks, e.g. for sufficient varying space or performance considerations,
180  * should be handled in the driver.
181  *
182  * Note that we don't handle the more complex checks needed for lowering
183  * pipelines with geometry or tessellation shaders.
184  */
185 
186 bool
nir_can_lower_multiview(nir_shader * shader)187 nir_can_lower_multiview(nir_shader *shader)
188 {
189    bool writes_position = false;
190    nir_foreach_shader_out_variable(var, shader) {
191       if (var->data.location == VARYING_SLOT_POS) {
192          writes_position = true;
193          break;
194       }
195    }
196 
197    /* Don't bother handling this edge case. */
198    if (!writes_position)
199       return false;
200 
201    return !shader_writes_to_memory(shader) &&
202           shader_only_position_uses_view_index(shader);
203 }
204 
205 /**
206  * The lowering. Call with the last active geometry stage.
207  */
208 
209 bool
nir_lower_multiview(nir_shader * shader,uint32_t view_mask)210 nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
211 {
212    assert(shader->info.stage != MESA_SHADER_FRAGMENT);
213    int view_count = util_bitcount(view_mask);
214 
215    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
216 
217    /* Update position to refer to an array. */
218    nir_variable *pos_var = NULL;
219    nir_foreach_shader_out_variable(var, shader) {
220       if (var->data.location == VARYING_SLOT_POS) {
221          assert(var->type == glsl_vec4_type());
222          var->type = glsl_array_type(glsl_vec4_type(), view_count, 0);
223          var->data.per_view = true;
224          pos_var = var;
225          break;
226       }
227    }
228 
229    assert(pos_var);
230 
231    nir_cf_list body;
232    nir_cf_list_extract(&body, &entrypoint->body);
233 
234    nir_builder b;
235    nir_builder_init(&b, entrypoint);
236    b.cursor = nir_after_cf_list(&entrypoint->body);
237 
238    /* Loop Index will go from 0 to view_count. */
239    nir_variable *loop_index_var =
240       nir_local_variable_create(entrypoint, glsl_uint_type(), "loop_index");
241    nir_deref_instr *loop_index_deref = nir_build_deref_var(&b, loop_index_var);
242    nir_store_deref(&b, loop_index_deref, nir_imm_int(&b, 0), 1);
243 
244    /* Array of view index values that are active in the loop.  Note that the
245     * loop index only matches the view index if there are no gaps in the
246     * view_mask.
247     */
248    nir_variable *view_index_var = nir_local_variable_create(
249       entrypoint, glsl_array_type(glsl_uint_type(), view_count, 0), "view_index");
250    nir_deref_instr *view_index_deref = nir_build_deref_var(&b, view_index_var);
251    {
252       int array_position = 0;
253       uint32_t view_mask_temp = view_mask;
254       while (view_mask_temp) {
255          uint32_t view_index = u_bit_scan(&view_mask_temp);
256          nir_store_deref(&b, nir_build_deref_array_imm(&b, view_index_deref, array_position),
257                          nir_imm_int(&b, view_index), 1);
258          array_position++;
259       }
260    }
261 
262    /* Create the equivalent of
263     *
264     *    while (true):
265     *       if (loop_index >= view_count):
266     *          break
267     *
268     *       view_index = active_indices[loop_index]
269     *       pos_deref = &pos[loop_index]
270     *
271     *       # Placeholder for the body to be reinserted.
272     *
273     *       loop_index += 1
274     *
275     * Later both `view_index` and `pos_deref` will be used to rewrite the
276     * original shader body.
277     */
278 
279    nir_loop* loop = nir_push_loop(&b);
280 
281    nir_ssa_def *loop_index = nir_load_deref(&b, loop_index_deref);
282    nir_ssa_def *cmp = nir_ige(&b, loop_index, nir_imm_int(&b, view_count));
283    nir_if *loop_check = nir_push_if(&b, cmp);
284    nir_jump(&b, nir_jump_break);
285    nir_pop_if(&b, loop_check);
286 
287    nir_ssa_def *view_index =
288       nir_load_deref(&b, nir_build_deref_array(&b, view_index_deref, loop_index));
289    nir_deref_instr *pos_deref =
290       nir_build_deref_array(&b, nir_build_deref_var(&b, pos_var), loop_index);
291 
292    nir_store_deref(&b, loop_index_deref, nir_iadd_imm(&b, loop_index, 1), 1);
293    nir_pop_loop(&b, loop);
294 
295    /* Reinsert the body. */
296    b.cursor = nir_after_instr(&pos_deref->instr);
297    nir_cf_reinsert(&body, b.cursor);
298 
299    nir_foreach_block(block, entrypoint) {
300       nir_foreach_instr_safe(instr, block) {
301          if (instr->type != nir_instr_type_intrinsic)
302             continue;
303 
304          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
305 
306          switch (intrin->intrinsic) {
307          case nir_intrinsic_load_view_index: {
308             assert(intrin->dest.is_ssa);
309             nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(view_index));
310             break;
311          }
312 
313          case nir_intrinsic_store_deref: {
314             nir_variable *var = nir_intrinsic_get_var(intrin, 0);
315             if (var == pos_var) {
316                nir_deref_instr *old_deref = nir_src_as_deref(intrin->src[0]);
317 
318                nir_instr_rewrite_src(instr, &intrin->src[0],
319                                      nir_src_for_ssa(&pos_deref->dest.ssa));
320 
321                /* Remove old deref since it has the wrong type. */
322                nir_deref_instr_remove_if_unused(old_deref);
323             }
324             break;
325          }
326 
327          case nir_intrinsic_load_deref:
328             if (nir_intrinsic_get_var(intrin, 0) == pos_var) {
329                unreachable("Should have lowered I/O to temporaries "
330                            "so no load_deref on position output is expected.");
331             }
332             break;
333 
334          case nir_intrinsic_copy_deref:
335             unreachable("Should have lowered copy_derefs at this point");
336             break;
337 
338          default:
339             /* Do nothing. */
340             break;
341          }
342       }
343    }
344 
345    nir_metadata_preserve(entrypoint, nir_metadata_none);
346    return true;
347 }
348 
349