| /* |
| * Copyright © 2016 Intel 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 "anv_nir.h" |
| #include "nir/nir_builder.h" |
| #include "util/u_debug.h" |
| |
| /** |
| * This file implements the lowering required for VK_KHR_multiview. |
| * |
| * When possible, Primitive Replication is used and the shader is modified to |
| * make gl_Position an array and fill it with values for each view. |
| * |
| * Otherwise we implement multiview using instanced rendering. The number of |
| * instances in each draw call is multiplied by the number of views in the |
| * subpass. Then, in the shader, we divide gl_InstanceId by the number of |
| * views and use gl_InstanceId % view_count to compute the actual ViewIndex. |
| */ |
| |
| struct lower_multiview_state { |
| nir_builder builder; |
| |
| uint32_t view_mask; |
| |
| nir_def *instance_id_with_views; |
| nir_def *instance_id; |
| nir_def *view_index; |
| }; |
| |
| static nir_def * |
| build_instance_id(struct lower_multiview_state *state) |
| { |
| assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX); |
| |
| if (state->instance_id == NULL) { |
| nir_builder *b = &state->builder; |
| |
| b->cursor = |
| nir_after_instr(state->instance_id_with_views->parent_instr); |
| |
| /* We use instancing for implementing multiview. The actual instance id |
| * is given by dividing instance_id by the number of views in this |
| * subpass. |
| */ |
| state->instance_id = |
| nir_idiv(b, state->instance_id_with_views, |
| nir_imm_int(b, util_bitcount(state->view_mask))); |
| } |
| |
| return state->instance_id; |
| } |
| |
| static nir_def * |
| build_view_index(struct lower_multiview_state *state) |
| { |
| assert(state->builder.shader->info.stage != MESA_SHADER_FRAGMENT); |
| |
| if (state->view_index == NULL) { |
| nir_builder *b = &state->builder; |
| |
| b->cursor = |
| nir_after_instr(state->instance_id_with_views->parent_instr); |
| |
| assert(state->view_mask != 0); |
| if (util_bitcount(state->view_mask) == 1) { |
| /* Set the view index directly. */ |
| state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1); |
| } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) { |
| /* We only support 16 viewports */ |
| assert((state->view_mask & 0xffff0000) == 0); |
| |
| /* We use instancing for implementing multiview. The compacted view |
| * id is given by instance_id % view_count. We then have to convert |
| * that to an actual view id. |
| */ |
| nir_def *compacted = |
| nir_umod_imm(b, state->instance_id_with_views, |
| util_bitcount(state->view_mask)); |
| |
| if (util_is_power_of_two_or_zero(state->view_mask + 1)) { |
| /* If we have a full view mask, then compacted is what we want */ |
| state->view_index = compacted; |
| } else { |
| /* Now we define a map from compacted view index to the actual |
| * view index that's based on the view_mask. The map is given by |
| * 16 nibbles, each of which is a value from 0 to 15. |
| */ |
| uint64_t remap = 0; |
| uint32_t i = 0; |
| u_foreach_bit(bit, state->view_mask) { |
| assert(bit < 16); |
| remap |= (uint64_t)bit << (i++ * 4); |
| } |
| |
| nir_def *shift = nir_imul_imm(b, compacted, 4); |
| |
| /* One of these days, when we have int64 everywhere, this will be |
| * easier. |
| */ |
| nir_def *shifted; |
| if (remap <= UINT32_MAX) { |
| shifted = nir_ushr(b, nir_imm_int(b, remap), shift); |
| } else { |
| nir_def *shifted_low = |
| nir_ushr(b, nir_imm_int(b, remap), shift); |
| nir_def *shifted_high = |
| nir_ushr(b, nir_imm_int(b, remap >> 32), |
| nir_iadd_imm(b, shift, -32)); |
| shifted = nir_bcsel(b, nir_ilt_imm(b, shift, 32), |
| shifted_low, shifted_high); |
| } |
| state->view_index = nir_iand_imm(b, shifted, 0xf); |
| } |
| } else { |
| const struct glsl_type *type = glsl_int_type(); |
| if (b->shader->info.stage == MESA_SHADER_TESS_CTRL || |
| b->shader->info.stage == MESA_SHADER_GEOMETRY) |
| type = glsl_array_type(type, 1, 0); |
| |
| nir_variable *idx_var = |
| nir_variable_create(b->shader, nir_var_shader_in, |
| type, "view index"); |
| idx_var->data.location = VARYING_SLOT_VIEW_INDEX; |
| if (b->shader->info.stage == MESA_SHADER_FRAGMENT) |
| idx_var->data.interpolation = INTERP_MODE_FLAT; |
| |
| nir_deref_instr *deref = nir_build_deref_var(b, idx_var); |
| if (glsl_type_is_array(type)) |
| deref = nir_build_deref_array_imm(b, deref, 0); |
| |
| state->view_index = nir_load_deref(b, deref); |
| } |
| } |
| |
| return state->view_index; |
| } |
| |
| static bool |
| is_load_view_index(const nir_instr *instr, const void *data) |
| { |
| return instr->type == nir_instr_type_intrinsic && |
| nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_view_index; |
| } |
| |
| static nir_def * |
| replace_load_view_index_with_zero(struct nir_builder *b, |
| nir_instr *instr, void *data) |
| { |
| assert(is_load_view_index(instr, data)); |
| return nir_imm_zero(b, 1, 32); |
| } |
| |
| static nir_def * |
| replace_load_view_index_with_layer_id(struct nir_builder *b, |
| nir_instr *instr, void *data) |
| { |
| assert(is_load_view_index(instr, data)); |
| return nir_load_layer_id(b); |
| } |
| |
| bool |
| anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask) |
| { |
| assert(shader->info.stage != MESA_SHADER_COMPUTE); |
| |
| /* If multiview isn't enabled, just lower the ViewIndex builtin to zero. */ |
| if (view_mask == 0) { |
| return nir_shader_lower_instructions(shader, is_load_view_index, |
| replace_load_view_index_with_zero, NULL); |
| } |
| |
| if (shader->info.stage == MESA_SHADER_FRAGMENT) { |
| return nir_shader_lower_instructions(shader, is_load_view_index, |
| replace_load_view_index_with_layer_id, NULL); |
| } |
| |
| /* This pass assumes a single entrypoint */ |
| nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader); |
| |
| struct lower_multiview_state state = { |
| .view_mask = view_mask, |
| }; |
| |
| state.builder = nir_builder_at(nir_before_impl(entrypoint)); |
| nir_builder *b = &state.builder; |
| |
| /* Save the original "instance ID" which is the actual instance ID |
| * multiplied by the number of views. |
| */ |
| state.instance_id_with_views = nir_load_instance_id(b); |
| |
| /* The view index is available in all stages but the instance id is only |
| * available in the VS. If it's not a fragment shader, we need to pass |
| * the view index on to the next stage. |
| */ |
| nir_def *view_index = build_view_index(&state); |
| |
| assert(view_index->parent_instr->block == nir_start_block(entrypoint)); |
| b->cursor = nir_after_instr(view_index->parent_instr); |
| |
| /* Unless there is only one possible view index (that would be set |
| * directly), pass it to the next stage. |
| */ |
| nir_variable *view_index_out = NULL; |
| if (util_bitcount(state.view_mask) != 1) { |
| view_index_out = nir_variable_create(shader, nir_var_shader_out, |
| glsl_int_type(), "view index"); |
| view_index_out->data.location = VARYING_SLOT_VIEW_INDEX; |
| } |
| |
| nir_variable *layer_id_out = |
| nir_variable_create(shader, nir_var_shader_out, |
| glsl_int_type(), "layer ID"); |
| layer_id_out->data.location = VARYING_SLOT_LAYER; |
| |
| if (shader->info.stage != MESA_SHADER_GEOMETRY) { |
| if (view_index_out) |
| nir_store_var(b, view_index_out, view_index, 0x1); |
| |
| nir_store_var(b, layer_id_out, view_index, 0x1); |
| } |
| |
| nir_foreach_block(block, entrypoint) { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr); |
| |
| switch (load->intrinsic) { |
| case nir_intrinsic_load_instance_id: |
| if (&load->def != state.instance_id_with_views) { |
| nir_def_replace(&load->def, build_instance_id(&state)); |
| } |
| break; |
| case nir_intrinsic_load_view_index: |
| nir_def_replace(&load->def, view_index); |
| break; |
| case nir_intrinsic_emit_vertex_with_counter: |
| /* In geometry shaders, outputs become undefined after every |
| * EmitVertex() call. We need to re-emit them for each vertex. |
| */ |
| b->cursor = nir_before_instr(instr); |
| if (view_index_out) |
| nir_store_var(b, view_index_out, view_index, 0x1); |
| |
| nir_store_var(b, layer_id_out, view_index, 0x1); |
| break; |
| default: |
| break; |
| } |
| } |
| } |
| |
| return nir_progress(true, entrypoint, nir_metadata_control_flow); |
| } |