blob: 20a1551a6446591fd18186773e50ab637fe61e54 [file] [log] [blame]
/*
* 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);
}