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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_with_views;
46    nir_def *instance_id;
47    nir_def *view_index;
48 };
49 
50 static nir_def *
build_instance_id(struct lower_multiview_state * state)51 build_instance_id(struct lower_multiview_state *state)
52 {
53    assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
54 
55    if (state->instance_id == NULL) {
56       nir_builder *b = &state->builder;
57 
58       b->cursor =
59          nir_after_instr(state->instance_id_with_views->parent_instr);
60 
61       /* We use instancing for implementing multiview.  The actual instance id
62        * is given by dividing instance_id by the number of views in this
63        * subpass.
64        */
65       state->instance_id =
66          nir_idiv(b, state->instance_id_with_views,
67                      nir_imm_int(b, util_bitcount(state->view_mask)));
68    }
69 
70    return state->instance_id;
71 }
72 
73 static nir_def *
build_view_index(struct lower_multiview_state * state)74 build_view_index(struct lower_multiview_state *state)
75 {
76    assert(state->builder.shader->info.stage != MESA_SHADER_FRAGMENT);
77 
78    if (state->view_index == NULL) {
79       nir_builder *b = &state->builder;
80 
81       b->cursor =
82          nir_after_instr(state->instance_id_with_views->parent_instr);
83 
84       assert(state->view_mask != 0);
85       if (util_bitcount(state->view_mask) == 1) {
86          /* Set the view index directly. */
87          state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
88       } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
89          /* We only support 16 viewports */
90          assert((state->view_mask & 0xffff0000) == 0);
91 
92          /* We use instancing for implementing multiview.  The compacted view
93           * id is given by instance_id % view_count.  We then have to convert
94           * that to an actual view id.
95           */
96          nir_def *compacted =
97             nir_umod_imm(b, state->instance_id_with_views,
98                             util_bitcount(state->view_mask));
99 
100          if (util_is_power_of_two_or_zero(state->view_mask + 1)) {
101             /* If we have a full view mask, then compacted is what we want */
102             state->view_index = compacted;
103          } else {
104             /* Now we define a map from compacted view index to the actual
105              * view index that's based on the view_mask.  The map is given by
106              * 16 nibbles, each of which is a value from 0 to 15.
107              */
108             uint64_t remap = 0;
109             uint32_t i = 0;
110             u_foreach_bit(bit, state->view_mask) {
111                assert(bit < 16);
112                remap |= (uint64_t)bit << (i++ * 4);
113             }
114 
115             nir_def *shift = nir_imul_imm(b, compacted, 4);
116 
117             /* One of these days, when we have int64 everywhere, this will be
118              * easier.
119              */
120             nir_def *shifted;
121             if (remap <= UINT32_MAX) {
122                shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
123             } else {
124                nir_def *shifted_low =
125                   nir_ushr(b, nir_imm_int(b, remap), shift);
126                nir_def *shifted_high =
127                   nir_ushr(b, nir_imm_int(b, remap >> 32),
128                               nir_iadd_imm(b, shift, -32));
129                shifted = nir_bcsel(b, nir_ilt_imm(b, shift, 32),
130                                       shifted_low, shifted_high);
131             }
132             state->view_index = nir_iand_imm(b, shifted, 0xf);
133          }
134       } else {
135          const struct glsl_type *type = glsl_int_type();
136          if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
137              b->shader->info.stage == MESA_SHADER_GEOMETRY)
138             type = glsl_array_type(type, 1, 0);
139 
140          nir_variable *idx_var =
141             nir_variable_create(b->shader, nir_var_shader_in,
142                                 type, "view index");
143          idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
144          if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
145             idx_var->data.interpolation = INTERP_MODE_FLAT;
146 
147          nir_deref_instr *deref = nir_build_deref_var(b, idx_var);
148          if (glsl_type_is_array(type))
149             deref = nir_build_deref_array_imm(b, deref, 0);
150 
151          state->view_index = nir_load_deref(b, deref);
152       }
153    }
154 
155    return state->view_index;
156 }
157 
158 static bool
is_load_view_index(const nir_instr * instr,const void * data)159 is_load_view_index(const nir_instr *instr, const void *data)
160 {
161    return instr->type == nir_instr_type_intrinsic &&
162           nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_view_index;
163 }
164 
165 static nir_def *
replace_load_view_index_with_zero(struct nir_builder * b,nir_instr * instr,void * data)166 replace_load_view_index_with_zero(struct nir_builder *b,
167                                   nir_instr *instr, void *data)
168 {
169    assert(is_load_view_index(instr, data));
170    return nir_imm_zero(b, 1, 32);
171 }
172 
173 static nir_def *
replace_load_view_index_with_layer_id(struct nir_builder * b,nir_instr * instr,void * data)174 replace_load_view_index_with_layer_id(struct nir_builder *b,
175                                       nir_instr *instr, void *data)
176 {
177    assert(is_load_view_index(instr, data));
178    return nir_load_layer_id(b);
179 }
180 
181 bool
anv_nir_lower_multiview(nir_shader * shader,uint32_t view_mask)182 anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
183 {
184    assert(shader->info.stage != MESA_SHADER_COMPUTE);
185 
186    /* If multiview isn't enabled, just lower the ViewIndex builtin to zero. */
187    if (view_mask == 0) {
188       return nir_shader_lower_instructions(shader, is_load_view_index,
189                                            replace_load_view_index_with_zero, NULL);
190    }
191 
192    if (shader->info.stage == MESA_SHADER_FRAGMENT) {
193       return nir_shader_lower_instructions(shader, is_load_view_index,
194                                            replace_load_view_index_with_layer_id, NULL);
195    }
196 
197    /* This pass assumes a single entrypoint */
198    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
199 
200    struct lower_multiview_state state = {
201       .view_mask = view_mask,
202    };
203 
204    state.builder = nir_builder_at(nir_before_impl(entrypoint));
205    nir_builder *b = &state.builder;
206 
207    /* Save the original "instance ID" which is the actual instance ID
208     * multiplied by the number of views.
209     */
210    state.instance_id_with_views = nir_load_instance_id(b);
211 
212    /* The view index is available in all stages but the instance id is only
213     * available in the VS.  If it's not a fragment shader, we need to pass
214     * the view index on to the next stage.
215     */
216    nir_def *view_index = build_view_index(&state);
217 
218    assert(view_index->parent_instr->block == nir_start_block(entrypoint));
219    b->cursor = nir_after_instr(view_index->parent_instr);
220 
221    /* Unless there is only one possible view index (that would be set
222     * directly), pass it to the next stage.
223     */
224    nir_variable *view_index_out = NULL;
225    if (util_bitcount(state.view_mask) != 1) {
226       view_index_out = nir_variable_create(shader, nir_var_shader_out,
227                                            glsl_int_type(), "view index");
228       view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
229    }
230 
231    nir_variable *layer_id_out =
232       nir_variable_create(shader, nir_var_shader_out,
233                           glsl_int_type(), "layer ID");
234    layer_id_out->data.location = VARYING_SLOT_LAYER;
235 
236    if (shader->info.stage != MESA_SHADER_GEOMETRY) {
237       if (view_index_out)
238          nir_store_var(b, view_index_out, view_index, 0x1);
239 
240       nir_store_var(b, layer_id_out, view_index, 0x1);
241    }
242 
243    nir_foreach_block(block, entrypoint) {
244       nir_foreach_instr_safe(instr, block) {
245          if (instr->type != nir_instr_type_intrinsic)
246             continue;
247 
248          nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
249 
250          switch (load->intrinsic) {
251          case nir_intrinsic_load_instance_id:
252             if (&load->def != state.instance_id_with_views) {
253                nir_def_replace(&load->def, build_instance_id(&state));
254             }
255             break;
256          case nir_intrinsic_load_view_index:
257             nir_def_replace(&load->def, view_index);
258             break;
259          case nir_intrinsic_emit_vertex_with_counter:
260             /* In geometry shaders, outputs become undefined after every
261              * EmitVertex() call.  We need to re-emit them for each vertex.
262              */
263             b->cursor = nir_before_instr(instr);
264             if (view_index_out)
265                nir_store_var(b, view_index_out, view_index, 0x1);
266 
267             nir_store_var(b, layer_id_out, view_index, 0x1);
268             break;
269          default:
270             break;
271          }
272       }
273    }
274 
275    nir_metadata_preserve(entrypoint, nir_metadata_control_flow);
276 
277    return true;
278 }
279