/* * Copyright © 2020 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. */ #ifndef BRW_RT_H #define BRW_RT_H #ifdef __cplusplus extern "C" { #endif /** Vulkan defines shaderGroupHandleSize = 32 */ #define BRW_RT_SBT_HANDLE_SIZE 32 /** RT_DISPATCH_GLOBALS size (see gen_rt.xml) */ #define BRW_RT_DISPATCH_GLOBALS_SIZE 80 /** Offset after the RT dispatch globals at which "push" constants live */ #define BRW_RT_PUSH_CONST_OFFSET 128 /** Stride of the resume SBT */ #define BRW_BTD_RESUME_SBT_STRIDE 8 /* Vulkan always uses exactly two levels of BVH: world and object. At the API * level, these are referred to as top and bottom. */ enum brw_rt_bvh_level { BRW_RT_BVH_LEVEL_WORLD = 0, BRW_RT_BVH_LEVEL_OBJECT = 1, }; #define BRW_RT_MAX_BVH_LEVELS 2 enum brw_rt_bvh_node_type { BRW_RT_BVH_NODE_TYPE_INTERNAL = 0, BRW_RT_BVH_NODE_TYPE_INSTANCE = 1, BRW_RT_BVH_NODE_TYPE_PROCEDURAL = 3, BRW_RT_BVH_NODE_TYPE_QUAD = 4, }; /** HitKind values returned for triangle geometry * * This enum must match the SPIR-V enum. */ enum brw_rt_hit_kind { BRW_RT_HIT_KIND_FRONT_FACE = 0xfe, BRW_RT_HIT_KIND_BACK_FACE = 0xff, }; /** Ray flags * * This enum must match the SPIR-V RayFlags enum. */ enum brw_rt_ray_flags { BRW_RT_RAY_FLAG_FORCE_OPAQUE = 0x01, BRW_RT_RAY_FLAG_FORCE_NON_OPAQUE = 0x02, BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04, BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08, BRW_RT_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 0x10, BRW_RT_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 0x20, BRW_RT_RAY_FLAG_CULL_OPAQUE = 0x40, BRW_RT_RAY_FLAG_CULL_NON_OPAQUE = 0x80, BRW_RT_RAY_FLAG_SKIP_TRIANGLES = 0x100, BRW_RT_RAY_FLAG_SKIP_AABBS = 0x200, }; struct brw_rt_scratch_layout { /** Number of stack IDs per DSS */ uint32_t stack_ids_per_dss; /** Start offset (in bytes) of the hardware MemRay stack */ uint32_t ray_stack_start; /** Stride (in bytes) of the hardware MemRay stack */ uint32_t ray_stack_stride; /** Start offset (in bytes) of the SW stacks */ uint64_t sw_stack_start; /** Size (in bytes) of the SW stack for a single shader invocation */ uint32_t sw_stack_size; /** Total size (in bytes) of the RT scratch memory area */ uint64_t total_size; }; /** Parameters passed to the raygen trampoline shader * * This struct is carefully construected to be 32B and must be passed to the * raygen trampoline shader as as inline constant data. */ struct brw_rt_raygen_trampoline_params { /** The GPU address of the RT_DISPATCH_GLOBALS */ uint64_t rt_disp_globals_addr; /** The GPU address of the BINDLESS_SHADER_RECORD for the raygen shader */ uint64_t raygen_bsr_addr; /** 1 if this is an indirect dispatch, 0 otherwise */ uint8_t is_indirect; /** The integer log2 of the local group size * * Ray-tracing shaders don't have a concept of local vs. global workgroup * size. They only have a single 3D launch size. The raygen trampoline * shader is always dispatched with a local workgroup size equal to the * SIMD width but the shape of the local workgroup is determined at * dispatch time based on the shape of the launch and passed to the * trampoline via this field. (There's no sense having a Z dimension on * the local workgroup if the launch is 2D.) * * We use the integer log2 of the size because there's no point in * non-power-of-two sizes and shifts are cheaper than division. */ uint8_t local_group_size_log2[3]; uint32_t pad[3]; }; /** Size of the "hot zone" in bytes * * The hot zone is a SW-defined data structure which is a single uvec4 * containing two bits of information: * * - hotzone.x: Stack offset (in bytes) * * This is the offset (in bytes) into the per-thread scratch space at which * the current shader's stack starts. This is incremented by the calling * shader prior to any shader call type instructions and gets decremented * by the resume shader as part of completing the return operation. * * * - hotzone.yzw: The launch ID associated with the current thread * * Inside a bindless shader, the only information we have is the DSS ID * from the hardware EU and a per-DSS stack ID. In particular, the three- * dimensional launch ID is lost the moment we leave the raygen trampoline. */ #define BRW_RT_SIZEOF_HOTZONE 16 /* From the BSpec "Address Computation for Memory Based Data Structures: * Ray and TraversalStack (Async Ray Tracing)": * * sizeof(Ray) = 64B, sizeof(HitInfo) = 32B, sizeof(TravStack) = 32B. */ #define BRW_RT_SIZEOF_RAY 64 #define BRW_RT_SIZEOF_HIT_INFO 32 #define BRW_RT_SIZEOF_TRAV_STACK 32 /* From the BSpec: * * syncStackSize = (maxBVHLevels % 2 == 1) ? * (sizeof(HitInfo) * 2 + * (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels + 32B) : * (sizeof(HitInfo) * 2 + * (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels); * * The select is just to align to 64B. */ #define BRW_RT_SIZEOF_RAY_QUERY \ (BRW_RT_SIZEOF_HIT_INFO * 2 + \ (BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS + \ (BRW_RT_MAX_BVH_LEVELS % 2 ? 32 : 0)) #define BRW_RT_SIZEOF_SHADOW_RAY_QUERY \ (BRW_RT_SIZEOF_HIT_INFO * 2 + \ (BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS) #define BRW_RT_SIZEOF_HW_STACK \ (BRW_RT_SIZEOF_HIT_INFO * 2 + \ BRW_RT_SIZEOF_RAY * BRW_RT_MAX_BVH_LEVELS + \ BRW_RT_SIZEOF_TRAV_STACK * BRW_RT_MAX_BVH_LEVELS) /* This is a mesa-defined region for hit attribute data */ #define BRW_RT_SIZEOF_HIT_ATTRIB_DATA 64 #define BRW_RT_OFFSETOF_HIT_ATTRIB_DATA BRW_RT_SIZEOF_HW_STACK #define BRW_RT_ASYNC_STACK_STRIDE \ ALIGN(BRW_RT_OFFSETOF_HIT_ATTRIB_DATA + \ BRW_RT_SIZEOF_HIT_ATTRIB_DATA, 64) static inline void brw_rt_compute_scratch_layout(struct brw_rt_scratch_layout *layout, const struct intel_device_info *devinfo, uint32_t stack_ids_per_dss, uint32_t sw_stack_size) { layout->stack_ids_per_dss = stack_ids_per_dss; const uint32_t dss_count = intel_device_info_num_dual_subslices(devinfo); const uint32_t num_stack_ids = dss_count * stack_ids_per_dss; uint64_t size = 0; /* The first thing in our scratch area is an array of "hot zones" which * store the stack offset as well as the launch IDs for each active * invocation. */ size += BRW_RT_SIZEOF_HOTZONE * num_stack_ids; /* Next, we place the HW ray stacks */ assert(size % 64 == 0); /* Cache-line aligned */ assert(size < UINT32_MAX); layout->ray_stack_start = size; layout->ray_stack_stride = BRW_RT_ASYNC_STACK_STRIDE; size += num_stack_ids * layout->ray_stack_stride; /* Finally, we place the SW stacks for the individual ray-tracing shader * invocations. We align these to 64B to ensure that we don't have any * shared cache lines which could hurt performance. */ assert(size % 64 == 0); layout->sw_stack_start = size; layout->sw_stack_size = ALIGN(sw_stack_size, 64); size += num_stack_ids * layout->sw_stack_size; layout->total_size = size; } static inline uint32_t brw_rt_ray_queries_hw_stacks_size(const struct intel_device_info *devinfo) { /* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids * which includes all the threads. */ uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE]; uint32_t max_simd_size = 16; /* Cannot run in SIMD32 with ray queries */ return max_eu_id * max_simd_size * BRW_RT_SIZEOF_RAY_QUERY; } static inline uint32_t brw_rt_ray_queries_shadow_stack_size(const struct intel_device_info *devinfo) { /* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids * which includes all the threads. */ uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE]; uint32_t max_simd_size = 16; /* Cannot run in SIMD32 with ray queries */ return max_eu_id * max_simd_size * BRW_RT_SIZEOF_SHADOW_RAY_QUERY; } static inline uint32_t brw_rt_ray_queries_shadow_stacks_size(const struct intel_device_info *devinfo, uint32_t ray_queries) { /* Don't bother a shadow stack if we only have a single query. We can * directly write in the HW buffer. */ return (ray_queries > 1 ? ray_queries : 0) * brw_rt_ray_queries_shadow_stack_size(devinfo) + ray_queries * 4; /* Ctrl + Level data */ } #ifdef __cplusplus } #endif #endif /* BRW_RT_H */