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/*
* Copyright © 2016 Intel Corporation
* Copyright © 2020 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 "nir_builder.h"
#include "nir_control_flow.h"
/**
* This file implements an optimization for multiview. Some GPU's have a
* special mode which allows the vertex shader (or last stage in the geometry
* pipeline) to create multiple primitives in different layers of the
* framebuffer at once by writing multiple copies of gl_Position. The
* assumption is that in most uses of multiview, the only use of gl_ViewIndex
* is to change the position to implement the parallax effect, and other
* varyings will be the same between the different views. We put the body of
* the original vertex shader in a loop, writing to a different copy of
* gl_Position each loop iteration, and then let other optimizations clean up
* the mess. On some hardware it is also possible to write different copies of
* other varyings, expanding the set of shaders that the optimization is
* usable for.
*
* Indexes in the per-view output arrays generated by this pass do not
* correspond directly to gl_ViewIndex. Instead, they are compacted, dropping
* disabled views. For example, with view mask 0b1010, gl_Position[0]
* is view index 1, and gl_Position[1] is view index 3.
*/
static bool
shader_writes_to_memory(nir_shader *shader)
{
/* With multiview, we would need to ensure that memory writes happen either
* once or once per view. Since combination of multiview and memory writes
* is not expected, we'll just skip this optimization in this case.
*/
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_deref_atomic:
case nir_intrinsic_deref_atomic_swap:
case nir_intrinsic_store_ssbo:
case nir_intrinsic_ssbo_atomic:
case nir_intrinsic_ssbo_atomic_swap:
case nir_intrinsic_store_shared:
case nir_intrinsic_store_shared2_amd:
case nir_intrinsic_shared_atomic:
case nir_intrinsic_shared_atomic_swap:
case nir_intrinsic_shared_append_amd:
case nir_intrinsic_shared_consume_amd:
case nir_intrinsic_task_payload_atomic:
case nir_intrinsic_task_payload_atomic_swap:
case nir_intrinsic_image_deref_store:
case nir_intrinsic_image_deref_atomic:
case nir_intrinsic_image_deref_atomic_swap:
return true;
default:
/* Keep walking. */
break;
}
}
}
return false;
}
bool
nir_shader_uses_view_index(nir_shader *shader)
{
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_view_index)
return true;
}
}
return false;
}
static bool
shader_only_allowed_outputs_use_view_index(nir_shader *shader,
uint64_t allowed_outputs)
{
nir_shader *shader_no_position = nir_shader_clone(NULL, shader);
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader_no_position);
/* Remove stores to allowed outputs from a cloned shader. */
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *store = nir_instr_as_intrinsic(instr);
if (store->intrinsic != nir_intrinsic_store_deref)
continue;
nir_variable *var = nir_intrinsic_get_var(store, 0);
if (!(allowed_outputs & BITFIELD64_BIT(var->data.location)))
continue;
nir_instr_remove(&store->instr);
}
}
/* Clean up shader so unused load_view_index intrinsics are removed. */
bool progress;
do {
progress = false;
progress |= nir_opt_dead_cf(shader_no_position);
/* Peephole select will drop if-blocks that have then and else empty,
* which will remove the usage of an SSA in the condition.
*/
nir_opt_peephole_select_options peephole_select_options = {
.limit = 0,
};
progress |= nir_opt_peephole_select(shader_no_position, &peephole_select_options);
progress |= nir_opt_dce(shader_no_position);
} while (progress);
bool uses_view_index = nir_shader_uses_view_index(shader_no_position);
ralloc_free(shader_no_position);
return !uses_view_index;
}
/* Return true if it's safe to call nir_lower_multiview() on this vertex
* shader. Note that this only handles driver-agnostic checks, i.e. things
* which would make nir_lower_multiview() incorrect. Any driver-specific
* checks, e.g. for sufficient varying space or performance considerations,
* should be handled in the driver.
*
* Note that we don't handle the more complex checks needed for lowering
* pipelines with geometry or tessellation shaders.
*/
bool
nir_can_lower_multiview(nir_shader *shader, nir_lower_multiview_options options)
{
return !shader_writes_to_memory(shader) &&
shader_only_allowed_outputs_use_view_index(
shader, options.allowed_per_view_outputs);
}
/**
* The lowering. Call with the last active geometry stage.
*/
bool
nir_lower_multiview(nir_shader *shader, nir_lower_multiview_options options)
{
assert(shader->info.stage != MESA_SHADER_FRAGMENT);
int view_count = util_bitcount(options.view_mask);
shader->info.view_mask = options.view_mask;
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
/* Update per-view outputs to refer to arrays. */
nir_foreach_shader_out_variable(var, shader) {
if (options.allowed_per_view_outputs & BITFIELD64_BIT(var->data.location)) {
var->type = glsl_array_type(var->type, view_count, 0);
var->data.per_view = true;
shader->info.per_view_outputs |= BITFIELD64_BIT(var->data.location);
}
}
nir_cf_list body;
nir_cf_list_extract(&body, &entrypoint->body);
nir_builder b = nir_builder_at(nir_after_impl(entrypoint));
/* Loop Index will go from 0 to view_count. */
nir_variable *loop_index_var =
nir_local_variable_create(entrypoint, glsl_uint_type(), "loop_index");
nir_deref_instr *loop_index_deref = nir_build_deref_var(&b, loop_index_var);
nir_store_deref(&b, loop_index_deref, nir_imm_int(&b, 0), 1);
/* Array of view index values that are active in the loop. Note that the
* loop index only matches the view index if there are no gaps in the
* view_mask.
*/
nir_variable *view_index_var = nir_local_variable_create(
entrypoint, glsl_array_type(glsl_uint_type(), view_count, 0), "view_index");
nir_deref_instr *view_index_deref = nir_build_deref_var(&b, view_index_var);
{
int array_position = 0;
uint32_t view_mask_temp = options.view_mask;
while (view_mask_temp) {
uint32_t view_index = u_bit_scan(&view_mask_temp);
nir_store_deref(&b, nir_build_deref_array_imm(&b, view_index_deref, array_position),
nir_imm_int(&b, view_index), 1);
array_position++;
}
}
/* Create the equivalent of
*
* while (true):
* if (loop_index >= view_count):
* break
*
* view_index = active_indices[loop_index]
*
* out1_deref = &out1[loop_index]
* out2_deref = &out2[loop_index]
* ...
*
* # Placeholder for the body to be reinserted.
*
* loop_index += 1
*
* Later both `view_index` and `outN_deref` will be used to rewrite the
* original shader body.
*/
nir_loop *loop = nir_push_loop(&b);
nir_def *loop_index = nir_load_deref(&b, loop_index_deref);
nir_def *cmp = nir_ige_imm(&b, loop_index, view_count);
nir_break_if(&b, cmp);
nir_def *view_index =
nir_load_deref(&b, nir_build_deref_array(&b, view_index_deref, loop_index));
struct hash_table *out_derefs = _mesa_pointer_hash_table_create(NULL);
nir_cursor body_cursor = b.cursor;
nir_foreach_shader_out_variable(var, shader) {
if (var->data.per_view) {
nir_deref_instr *deref =
nir_build_deref_array(&b, nir_build_deref_var(&b, var), loop_index);
_mesa_hash_table_insert(out_derefs, var, (void *)deref);
body_cursor = nir_after_instr(&deref->instr);
}
}
nir_store_deref(&b, loop_index_deref, nir_iadd_imm(&b, loop_index, 1), 1);
nir_pop_loop(&b, loop);
/* Reinsert the body. */
b.cursor = body_cursor;
nir_cf_reinsert(&body, b.cursor);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_view_index: {
nir_def_rewrite_uses(&intrin->def, view_index);
break;
}
case nir_intrinsic_store_deref: {
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
struct hash_entry *entry = _mesa_hash_table_search(out_derefs, var);
if (entry) {
nir_deref_instr *new_deref = entry->data;
nir_deref_instr *old_deref = nir_src_as_deref(intrin->src[0]);
nir_src_rewrite(&intrin->src[0], &new_deref->def);
/* Remove old deref since it has the wrong type. */
nir_deref_instr_remove_if_unused(old_deref);
}
break;
}
case nir_intrinsic_load_deref: {
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
if (var && _mesa_hash_table_search(out_derefs, var)) {
unreachable("Should have lowered I/O to temporaries "
"so no load_deref on output is expected.");
}
break;
}
case nir_intrinsic_copy_deref:
unreachable("Should have lowered copy_derefs at this point");
break;
default:
/* Do nothing. */
break;
}
}
}
_mesa_hash_table_destroy(out_derefs, NULL);
return nir_progress(true, entrypoint, nir_metadata_none);
}