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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 #include "util/u_debug.h"
27 
28 /**
29  * This file implements the lowering required for VK_KHR_multiview.
30  *
31  * When possible, Primitive Replication is used and the shader is modified to
32  * make gl_Position an array and fill it with values for each view.
33  *
34  * Otherwise we implement multiview using instanced rendering.  The number of
35  * instances in each draw call is multiplied by the number of views in the
36  * subpass.  Then, in the shader, we divide gl_InstanceId by the number of
37  * views and use gl_InstanceId % view_count to compute the actual ViewIndex.
38  */
39 
40 struct lower_multiview_state {
41    nir_builder builder;
42 
43    uint32_t view_mask;
44 
45    nir_def *instance_id;
46    nir_def *view_index;
47 };
48 
49 static nir_def *
build_instance_id(struct lower_multiview_state * state)50 build_instance_id(struct lower_multiview_state *state)
51 {
52    assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
53 
54    if (state->instance_id == NULL) {
55       nir_builder *b = &state->builder;
56 
57       b->cursor = nir_before_impl(b->impl);
58 
59       /* We use instancing for implementing multiview.  The actual instance id
60        * is given by dividing instance_id by the number of views in this
61        * subpass.
62        */
63       state->instance_id =
64          nir_idiv(b, nir_load_instance_id(b),
65                      nir_imm_int(b, util_bitcount(state->view_mask)));
66    }
67 
68    return state->instance_id;
69 }
70 
71 static nir_def *
build_view_index(struct lower_multiview_state * state)72 build_view_index(struct lower_multiview_state *state)
73 {
74    assert(state->builder.shader->info.stage != MESA_SHADER_FRAGMENT);
75 
76    if (state->view_index == NULL) {
77       nir_builder *b = &state->builder;
78 
79       b->cursor = nir_before_impl(b->impl);
80 
81       assert(state->view_mask != 0);
82       if (util_bitcount(state->view_mask) == 1) {
83          /* Set the view index directly. */
84          state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
85       } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
86          /* We only support 16 viewports */
87          assert((state->view_mask & 0xffff0000) == 0);
88 
89          /* We use instancing for implementing multiview.  The compacted view
90           * id is given by instance_id % view_count.  We then have to convert
91           * that to an actual view id.
92           */
93          nir_def *compacted =
94             nir_umod_imm(b, nir_load_instance_id(b),
95                             util_bitcount(state->view_mask));
96 
97          if (util_is_power_of_two_or_zero(state->view_mask + 1)) {
98             /* If we have a full view mask, then compacted is what we want */
99             state->view_index = compacted;
100          } else {
101             /* Now we define a map from compacted view index to the actual
102              * view index that's based on the view_mask.  The map is given by
103              * 16 nibbles, each of which is a value from 0 to 15.
104              */
105             uint64_t remap = 0;
106             uint32_t i = 0;
107             u_foreach_bit(bit, state->view_mask) {
108                assert(bit < 16);
109                remap |= (uint64_t)bit << (i++ * 4);
110             }
111 
112             nir_def *shift = nir_imul_imm(b, compacted, 4);
113 
114             /* One of these days, when we have int64 everywhere, this will be
115              * easier.
116              */
117             nir_def *shifted;
118             if (remap <= UINT32_MAX) {
119                shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
120             } else {
121                nir_def *shifted_low =
122                   nir_ushr(b, nir_imm_int(b, remap), shift);
123                nir_def *shifted_high =
124                   nir_ushr(b, nir_imm_int(b, remap >> 32),
125                               nir_iadd_imm(b, shift, -32));
126                shifted = nir_bcsel(b, nir_ilt_imm(b, shift, 32),
127                                       shifted_low, shifted_high);
128             }
129             state->view_index = nir_iand_imm(b, shifted, 0xf);
130          }
131       } else {
132          const struct glsl_type *type = glsl_int_type();
133          if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
134              b->shader->info.stage == MESA_SHADER_GEOMETRY)
135             type = glsl_array_type(type, 1, 0);
136 
137          nir_variable *idx_var =
138             nir_variable_create(b->shader, nir_var_shader_in,
139                                 type, "view index");
140          idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
141          if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
142             idx_var->data.interpolation = INTERP_MODE_FLAT;
143 
144          nir_deref_instr *deref = nir_build_deref_var(b, idx_var);
145          if (glsl_type_is_array(type))
146             deref = nir_build_deref_array_imm(b, deref, 0);
147 
148          state->view_index = nir_load_deref(b, deref);
149       }
150    }
151 
152    return state->view_index;
153 }
154 
155 static bool
is_load_view_index(const nir_instr * instr,const void * data)156 is_load_view_index(const nir_instr *instr, const void *data)
157 {
158    return instr->type == nir_instr_type_intrinsic &&
159           nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_view_index;
160 }
161 
162 static nir_def *
replace_load_view_index_with_zero(struct nir_builder * b,nir_instr * instr,void * data)163 replace_load_view_index_with_zero(struct nir_builder *b,
164                                   nir_instr *instr, void *data)
165 {
166    assert(is_load_view_index(instr, data));
167    return nir_imm_zero(b, 1, 32);
168 }
169 
170 static nir_def *
replace_load_view_index_with_layer_id(struct nir_builder * b,nir_instr * instr,void * data)171 replace_load_view_index_with_layer_id(struct nir_builder *b,
172                                       nir_instr *instr, void *data)
173 {
174    assert(is_load_view_index(instr, data));
175    return nir_load_layer_id(b);
176 }
177 
178 bool
anv_nir_lower_multiview(nir_shader * shader,uint32_t view_mask)179 anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
180 {
181    assert(shader->info.stage != MESA_SHADER_COMPUTE);
182 
183    /* If multiview isn't enabled, just lower the ViewIndex builtin to zero. */
184    if (view_mask == 0) {
185       return nir_shader_lower_instructions(shader, is_load_view_index,
186                                            replace_load_view_index_with_zero, NULL);
187    }
188 
189    if (shader->info.stage == MESA_SHADER_FRAGMENT) {
190       return nir_shader_lower_instructions(shader, is_load_view_index,
191                                            replace_load_view_index_with_layer_id, NULL);
192    }
193 
194    /* This pass assumes a single entrypoint */
195    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
196 
197    struct lower_multiview_state state = {
198       .view_mask = view_mask,
199    };
200 
201    state.builder = nir_builder_create(entrypoint);
202 
203    nir_foreach_block(block, entrypoint) {
204       nir_foreach_instr_safe(instr, block) {
205          if (instr->type != nir_instr_type_intrinsic)
206             continue;
207 
208          nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
209 
210          if (load->intrinsic != nir_intrinsic_load_instance_id &&
211              load->intrinsic != nir_intrinsic_load_view_index)
212             continue;
213 
214          nir_def *value;
215          if (load->intrinsic == nir_intrinsic_load_instance_id) {
216             value = build_instance_id(&state);
217          } else {
218             assert(load->intrinsic == nir_intrinsic_load_view_index);
219             value = build_view_index(&state);
220          }
221 
222          nir_def_rewrite_uses(&load->def, value);
223 
224          nir_instr_remove(&load->instr);
225       }
226    }
227 
228    /* The view index is available in all stages but the instance id is only
229     * available in the VS.  If it's not a fragment shader, we need to pass
230     * the view index on to the next stage.
231     */
232    nir_def *view_index = build_view_index(&state);
233 
234    nir_builder *b = &state.builder;
235 
236    assert(view_index->parent_instr->block == nir_start_block(entrypoint));
237    b->cursor = nir_after_instr(view_index->parent_instr);
238 
239    /* Unless there is only one possible view index (that would be set
240     * directly), pass it to the next stage. */
241    if (util_bitcount(state.view_mask) != 1) {
242       nir_variable *view_index_out =
243          nir_variable_create(shader, nir_var_shader_out,
244                              glsl_int_type(), "view index");
245       view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
246       nir_store_var(b, view_index_out, view_index, 0x1);
247    }
248 
249    nir_variable *layer_id_out =
250       nir_variable_create(shader, nir_var_shader_out,
251                           glsl_int_type(), "layer ID");
252    layer_id_out->data.location = VARYING_SLOT_LAYER;
253    nir_store_var(b, layer_id_out, view_index, 0x1);
254 
255    nir_metadata_preserve(entrypoint, nir_metadata_block_index |
256                                      nir_metadata_dominance);
257 
258    return true;
259 }
260