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/*
* Copyright © 2021 Valve Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
*/
#include "ac_nir.h"
#include "nir_builder.h"
/*
* Lower NIR cross-stage I/O intrinsics into the memory accesses that actually happen on the HW.
*
* These HW stages are used only when a Geometry Shader is used.
* Export Shader (ES) runs the SW stage before GS, can be either VS or TES.
*
* * GFX6-8:
* ES and GS are separate HW stages.
* I/O is passed between them through VRAM.
* * GFX9+:
* ES and GS are merged into a single HW stage.
* I/O is passed between them through LDS.
*
*/
typedef struct {
/* Which hardware generation we're dealing with */
enum amd_gfx_level gfx_level;
/* I/O semantic -> real location used by lowering. */
ac_nir_map_io_driver_location map_io;
/* Stride of an ES invocation outputs in esgs ring, in bytes. */
unsigned esgs_itemsize;
/* Enable fix for triangle strip adjacency in geometry shader. */
bool gs_triangle_strip_adjacency_fix;
} lower_esgs_io_state;
static nir_ssa_def *
emit_split_buffer_load(nir_builder *b, nir_ssa_def *desc, nir_ssa_def *v_off, nir_ssa_def *s_off,
unsigned component_stride, unsigned num_components, unsigned bit_size)
{
unsigned total_bytes = num_components * bit_size / 8u;
unsigned full_dwords = total_bytes / 4u;
unsigned remaining_bytes = total_bytes - full_dwords * 4u;
/* Accomodate max number of split 64-bit loads */
nir_ssa_def *comps[NIR_MAX_VEC_COMPONENTS * 2u];
/* Assume that 1x32-bit load is better than 1x16-bit + 1x8-bit */
if (remaining_bytes == 3) {
remaining_bytes = 0;
full_dwords++;
}
nir_ssa_def *zero = nir_imm_int(b, 0);
for (unsigned i = 0; i < full_dwords; ++i)
comps[i] = nir_load_buffer_amd(b, 1, 32, desc, v_off, s_off, zero,
.base = component_stride * i, .memory_modes = nir_var_shader_in,
.access = ACCESS_COHERENT);
if (remaining_bytes)
comps[full_dwords] = nir_load_buffer_amd(b, 1, remaining_bytes * 8, desc, v_off, s_off, zero,
.base = component_stride * full_dwords,
.memory_modes = nir_var_shader_in,
.access = ACCESS_COHERENT);
return nir_extract_bits(b, comps, full_dwords + !!remaining_bytes, 0, num_components, bit_size);
}
static void
emit_split_buffer_store(nir_builder *b, nir_ssa_def *d, nir_ssa_def *desc, nir_ssa_def *v_off, nir_ssa_def *s_off,
unsigned component_stride, unsigned num_components, unsigned bit_size,
unsigned writemask, bool swizzled, bool slc)
{
nir_ssa_def *zero = nir_imm_int(b, 0);
while (writemask) {
int start, count;
u_bit_scan_consecutive_range(&writemask, &start, &count);
assert(start >= 0 && count >= 0);
unsigned bytes = count * bit_size / 8u;
unsigned start_byte = start * bit_size / 8u;
while (bytes) {
unsigned store_bytes = MIN2(bytes, 4u);
if ((start_byte % 4) == 1 || (start_byte % 4) == 3)
store_bytes = MIN2(store_bytes, 1);
else if ((start_byte % 4) == 2)
store_bytes = MIN2(store_bytes, 2);
nir_ssa_def *store_val = nir_extract_bits(b, &d, 1, start_byte * 8u, 1, store_bytes * 8u);
nir_store_buffer_amd(b, store_val, desc, v_off, s_off, zero, .is_swizzled = swizzled, .slc_amd = slc,
.base = start_byte, .memory_modes = nir_var_shader_out, .access = ACCESS_COHERENT);
start_byte += store_bytes;
bytes -= store_bytes;
}
}
}
static bool
lower_es_output_store(nir_builder *b,
nir_instr *instr,
void *state)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic != nir_intrinsic_store_output)
return false;
/* The ARB_shader_viewport_layer_array spec contains the
* following issue:
*
* 2) What happens if gl_ViewportIndex or gl_Layer is
* written in the vertex shader and a geometry shader is
* present?
*
* RESOLVED: The value written by the last vertex processing
* stage is used. If the last vertex processing stage
* (vertex, tessellation evaluation or geometry) does not
* statically assign to gl_ViewportIndex or gl_Layer, index
* or layer zero is assumed.
*
* Vulkan spec 15.7 Built-In Variables:
*
* The last active pre-rasterization shader stage (in pipeline order)
* controls the Layer that is used. Outputs in previous shader stages
* are not used, even if the last stage fails to write the Layer.
*
* The last active pre-rasterization shader stage (in pipeline order)
* controls the ViewportIndex that is used. Outputs in previous shader
* stages are not used, even if the last stage fails to write the
* ViewportIndex.
*
* So writes to those outputs in ES are simply ignored.
*/
unsigned semantic = nir_intrinsic_io_semantics(intrin).location;
if (semantic == VARYING_SLOT_LAYER || semantic == VARYING_SLOT_VIEWPORT) {
nir_instr_remove(instr);
return true;
}
lower_esgs_io_state *st = (lower_esgs_io_state *) state;
unsigned write_mask = nir_intrinsic_write_mask(intrin);
b->cursor = nir_before_instr(instr);
nir_ssa_def *io_off = ac_nir_calc_io_offset(b, intrin, nir_imm_int(b, 16u), 4u, st->map_io);
if (st->gfx_level <= GFX8) {
/* GFX6-8: ES is a separate HW stage, data is passed from ES to GS in VRAM. */
nir_ssa_def *ring = nir_build_load_ring_esgs_amd(b);
nir_ssa_def *es2gs_off = nir_build_load_ring_es2gs_offset_amd(b);
emit_split_buffer_store(b, intrin->src[0].ssa, ring, io_off, es2gs_off, 4u,
intrin->src[0].ssa->num_components, intrin->src[0].ssa->bit_size,
write_mask, true, true);
} else {
/* GFX9+: ES is merged into GS, data is passed through LDS. */
nir_ssa_def *vertex_idx = nir_build_load_local_invocation_index(b);
nir_ssa_def *off = nir_iadd(b, nir_imul_imm(b, vertex_idx, st->esgs_itemsize), io_off);
nir_build_store_shared(b, intrin->src[0].ssa, off, .write_mask = write_mask,
.align_mul = 16u, .align_offset = (nir_intrinsic_component(intrin) * 4u) % 16u);
}
nir_instr_remove(instr);
return true;
}
static nir_ssa_def *
gs_get_vertex_offset(nir_builder *b, lower_esgs_io_state *st, unsigned vertex_index)
{
nir_ssa_def *origin = nir_build_load_gs_vertex_offset_amd(b, .base = vertex_index);
if (!st->gs_triangle_strip_adjacency_fix)
return origin;
unsigned fixed_index;
if (st->gfx_level < GFX9) {
/* Rotate vertex index by 2. */
fixed_index = (vertex_index + 4) % 6;
} else {
/* This issue has been fixed for GFX10+ */
assert(st->gfx_level == GFX9);
/* 6 vertex offset are packed to 3 vgprs for GFX9+ */
fixed_index = (vertex_index + 2) % 3;
}
nir_ssa_def *fixed = nir_build_load_gs_vertex_offset_amd(b, .base = fixed_index);
nir_ssa_def *prim_id = nir_load_primitive_id(b);
/* odd primitive id use fixed offset */
nir_ssa_def *cond = nir_i2b(b, nir_iand_imm(b, prim_id, 1));
return nir_bcsel(b, cond, fixed, origin);
}
static nir_ssa_def *
gs_per_vertex_input_vertex_offset_gfx6(nir_builder *b, lower_esgs_io_state *st,
nir_src *vertex_src)
{
if (nir_src_is_const(*vertex_src))
return gs_get_vertex_offset(b, st, nir_src_as_uint(*vertex_src));
nir_ssa_def *vertex_offset = gs_get_vertex_offset(b, st, 0);
for (unsigned i = 1; i < b->shader->info.gs.vertices_in; ++i) {
nir_ssa_def *cond = nir_ieq_imm(b, vertex_src->ssa, i);
nir_ssa_def *elem = gs_get_vertex_offset(b, st, i);
vertex_offset = nir_bcsel(b, cond, elem, vertex_offset);
}
return vertex_offset;
}
static nir_ssa_def *
gs_per_vertex_input_vertex_offset_gfx9(nir_builder *b, lower_esgs_io_state *st,
nir_src *vertex_src)
{
if (nir_src_is_const(*vertex_src)) {
unsigned vertex = nir_src_as_uint(*vertex_src);
return nir_ubfe(b, gs_get_vertex_offset(b, st, vertex / 2u),
nir_imm_int(b, (vertex & 1u) * 16u), nir_imm_int(b, 16u));
}
nir_ssa_def *vertex_offset = gs_get_vertex_offset(b, st, 0);
for (unsigned i = 1; i < b->shader->info.gs.vertices_in; i++) {
nir_ssa_def *cond = nir_ieq_imm(b, vertex_src->ssa, i);
nir_ssa_def *elem = gs_get_vertex_offset(b, st, i / 2u * 2u);
if (i % 2u)
elem = nir_ishr_imm(b, elem, 16u);
vertex_offset = nir_bcsel(b, cond, elem, vertex_offset);
}
return nir_iand_imm(b, vertex_offset, 0xffffu);
}
static nir_ssa_def *
gs_per_vertex_input_offset(nir_builder *b,
lower_esgs_io_state *st,
nir_intrinsic_instr *instr)
{
nir_src *vertex_src = nir_get_io_arrayed_index_src(instr);
nir_ssa_def *vertex_offset = st->gfx_level >= GFX9
? gs_per_vertex_input_vertex_offset_gfx9(b, st, vertex_src)
: gs_per_vertex_input_vertex_offset_gfx6(b, st, vertex_src);
unsigned base_stride = st->gfx_level >= GFX9 ? 1 : 64 /* Wave size on GFX6-8 */;
nir_ssa_def *io_off = ac_nir_calc_io_offset(b, instr, nir_imm_int(b, base_stride * 4u), base_stride, st->map_io);
nir_ssa_def *off = nir_iadd(b, io_off, vertex_offset);
return nir_imul_imm(b, off, 4u);
}
static nir_ssa_def *
lower_gs_per_vertex_input_load(nir_builder *b,
nir_instr *instr,
void *state)
{
lower_esgs_io_state *st = (lower_esgs_io_state *) state;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
nir_ssa_def *off = gs_per_vertex_input_offset(b, st, intrin);
if (st->gfx_level >= GFX9)
return nir_build_load_shared(b, intrin->dest.ssa.num_components, intrin->dest.ssa.bit_size, off,
.align_mul = 16u, .align_offset = (nir_intrinsic_component(intrin) * 4u) % 16u);
unsigned wave_size = 64u; /* GFX6-8 only support wave64 */
nir_ssa_def *ring = nir_build_load_ring_esgs_amd(b);
return emit_split_buffer_load(b, ring, off, nir_imm_zero(b, 1, 32), 4u * wave_size,
intrin->dest.ssa.num_components, intrin->dest.ssa.bit_size);
}
static bool
filter_load_per_vertex_input(const nir_instr *instr, UNUSED const void *state)
{
return instr->type == nir_instr_type_intrinsic && nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_per_vertex_input;
}
void
ac_nir_lower_es_outputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
enum amd_gfx_level gfx_level,
unsigned esgs_itemsize)
{
lower_esgs_io_state state = {
.gfx_level = gfx_level,
.esgs_itemsize = esgs_itemsize,
.map_io = map,
};
nir_shader_instructions_pass(shader,
lower_es_output_store,
nir_metadata_block_index | nir_metadata_dominance,
&state);
}
void
ac_nir_lower_gs_inputs_to_mem(nir_shader *shader,
ac_nir_map_io_driver_location map,
enum amd_gfx_level gfx_level,
bool triangle_strip_adjacency_fix)
{
lower_esgs_io_state state = {
.gfx_level = gfx_level,
.map_io = map,
.gs_triangle_strip_adjacency_fix = triangle_strip_adjacency_fix,
};
nir_shader_lower_instructions(shader,
filter_load_per_vertex_input,
lower_gs_per_vertex_input_load,
&state);
}