1 /*
2  * Copyright © 2016 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "anv_nir.h"
25 #include "nir/nir_builder.h"
26 #include "util/debug.h"
27 
28 /**
29  * This file implements the lowering required for VK_KHR_multiview.
30  *
31  * When possible, Primitive Replication is used and the shader is modified to
32  * make gl_Position an array and fill it with values for each view.
33  *
34  * Otherwise we implement multiview using instanced rendering.  The number of
35  * instances in each draw call is multiplied by the number of views in the
36  * subpass.  Then, in the shader, we divide gl_InstanceId by the number of
37  * views and use gl_InstanceId % view_count to compute the actual ViewIndex.
38  */
39 
40 struct lower_multiview_state {
41    nir_builder builder;
42 
43    uint32_t view_mask;
44 
45    nir_ssa_def *instance_id;
46    nir_ssa_def *view_index;
47 };
48 
49 static nir_ssa_def *
build_instance_id(struct lower_multiview_state * state)50 build_instance_id(struct lower_multiview_state *state)
51 {
52    assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
53 
54    if (state->instance_id == NULL) {
55       nir_builder *b = &state->builder;
56 
57       b->cursor = nir_before_block(nir_start_block(b->impl));
58 
59       /* We use instancing for implementing multiview.  The actual instance id
60        * is given by dividing instance_id by the number of views in this
61        * subpass.
62        */
63       state->instance_id =
64          nir_idiv(b, nir_load_instance_id(b),
65                      nir_imm_int(b, util_bitcount(state->view_mask)));
66    }
67 
68    return state->instance_id;
69 }
70 
71 static nir_ssa_def *
build_view_index(struct lower_multiview_state * state)72 build_view_index(struct lower_multiview_state *state)
73 {
74    if (state->view_index == NULL) {
75       nir_builder *b = &state->builder;
76 
77       b->cursor = nir_before_block(nir_start_block(b->impl));
78 
79       assert(state->view_mask != 0);
80       if (util_bitcount(state->view_mask) == 1) {
81          /* Set the view index directly. */
82          state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
83       } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
84          /* We only support 16 viewports */
85          assert((state->view_mask & 0xffff0000) == 0);
86 
87          /* We use instancing for implementing multiview.  The compacted view
88           * id is given by instance_id % view_count.  We then have to convert
89           * that to an actual view id.
90           */
91          nir_ssa_def *compacted =
92             nir_umod(b, nir_load_instance_id(b),
93                         nir_imm_int(b, util_bitcount(state->view_mask)));
94 
95          if (util_is_power_of_two_or_zero(state->view_mask + 1)) {
96             /* If we have a full view mask, then compacted is what we want */
97             state->view_index = compacted;
98          } else {
99             /* Now we define a map from compacted view index to the actual
100              * view index that's based on the view_mask.  The map is given by
101              * 16 nibbles, each of which is a value from 0 to 15.
102              */
103             uint64_t remap = 0;
104             uint32_t i = 0;
105             u_foreach_bit(bit, state->view_mask) {
106                assert(bit < 16);
107                remap |= (uint64_t)bit << (i++ * 4);
108             }
109 
110             nir_ssa_def *shift = nir_imul(b, compacted, nir_imm_int(b, 4));
111 
112             /* One of these days, when we have int64 everywhere, this will be
113              * easier.
114              */
115             nir_ssa_def *shifted;
116             if (remap <= UINT32_MAX) {
117                shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
118             } else {
119                nir_ssa_def *shifted_low =
120                   nir_ushr(b, nir_imm_int(b, remap), shift);
121                nir_ssa_def *shifted_high =
122                   nir_ushr(b, nir_imm_int(b, remap >> 32),
123                               nir_isub(b, shift, nir_imm_int(b, 32)));
124                shifted = nir_bcsel(b, nir_ilt(b, shift, nir_imm_int(b, 32)),
125                                       shifted_low, shifted_high);
126             }
127             state->view_index = nir_iand(b, shifted, nir_imm_int(b, 0xf));
128          }
129       } else {
130          const struct glsl_type *type = glsl_int_type();
131          if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
132              b->shader->info.stage == MESA_SHADER_GEOMETRY)
133             type = glsl_array_type(type, 1, 0);
134 
135          nir_variable *idx_var =
136             nir_variable_create(b->shader, nir_var_shader_in,
137                                 type, "view index");
138          idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
139          if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
140             idx_var->data.interpolation = INTERP_MODE_FLAT;
141 
142          nir_deref_instr *deref = nir_build_deref_var(b, idx_var);
143          if (glsl_type_is_array(type))
144             deref = nir_build_deref_array_imm(b, deref, 0);
145 
146          state->view_index = nir_load_deref(b, deref);
147       }
148    }
149 
150    return state->view_index;
151 }
152 
153 static bool
is_load_view_index(const nir_instr * instr,const void * data)154 is_load_view_index(const nir_instr *instr, const void *data)
155 {
156    return instr->type == nir_instr_type_intrinsic &&
157           nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_view_index;
158 }
159 
160 static nir_ssa_def *
replace_load_view_index_with_zero(struct nir_builder * b,nir_instr * instr,void * data)161 replace_load_view_index_with_zero(struct nir_builder *b,
162                                   nir_instr *instr, void *data)
163 {
164    assert(is_load_view_index(instr, data));
165    return nir_imm_zero(b, 1, 32);
166 }
167 
168 bool
anv_nir_lower_multiview(nir_shader * shader,struct anv_graphics_pipeline * pipeline)169 anv_nir_lower_multiview(nir_shader *shader,
170                         struct anv_graphics_pipeline *pipeline)
171 {
172    assert(shader->info.stage != MESA_SHADER_COMPUTE);
173    uint32_t view_mask = pipeline->subpass->view_mask;
174 
175    /* If multiview isn't enabled, just lower the ViewIndex builtin to zero. */
176    if (view_mask == 0) {
177       return nir_shader_lower_instructions(shader, is_load_view_index,
178                                            replace_load_view_index_with_zero, NULL);
179    }
180 
181    /* This pass assumes a single entrypoint */
182    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
183 
184    /* Primitive Replication allows a shader to write different positions for
185     * each view in the same execution. If only the position depends on the
186     * view, then it is possible to use the feature instead of instancing to
187     * implement multiview.
188     */
189    if (pipeline->use_primitive_replication) {
190       if (shader->info.stage == MESA_SHADER_FRAGMENT)
191          return false;
192 
193       bool progress = nir_lower_multiview(shader, pipeline->subpass->view_mask);
194 
195       if (progress) {
196          nir_builder b;
197          nir_builder_init(&b, entrypoint);
198          b.cursor = nir_before_cf_list(&entrypoint->body);
199 
200          /* Fill Layer ID with zero. Replication will use that as base to
201           * apply the RTAI offsets.
202           */
203          nir_variable *layer_id_out =
204             nir_variable_create(shader, nir_var_shader_out,
205                                 glsl_int_type(), "layer ID");
206          layer_id_out->data.location = VARYING_SLOT_LAYER;
207          nir_store_var(&b, layer_id_out, nir_imm_zero(&b, 1, 32), 0x1);
208       }
209 
210       return progress;
211    }
212 
213    struct lower_multiview_state state = {
214       .view_mask = view_mask,
215    };
216 
217    nir_builder_init(&state.builder, entrypoint);
218 
219    bool progress = false;
220    nir_foreach_block(block, entrypoint) {
221       nir_foreach_instr_safe(instr, block) {
222          if (instr->type != nir_instr_type_intrinsic)
223             continue;
224 
225          nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
226 
227          if (load->intrinsic != nir_intrinsic_load_instance_id &&
228              load->intrinsic != nir_intrinsic_load_view_index)
229             continue;
230 
231          assert(load->dest.is_ssa);
232 
233          nir_ssa_def *value;
234          if (load->intrinsic == nir_intrinsic_load_instance_id) {
235             value = build_instance_id(&state);
236          } else {
237             assert(load->intrinsic == nir_intrinsic_load_view_index);
238             value = build_view_index(&state);
239          }
240 
241          nir_ssa_def_rewrite_uses(&load->dest.ssa, value);
242 
243          nir_instr_remove(&load->instr);
244          progress = true;
245       }
246    }
247 
248    /* The view index is available in all stages but the instance id is only
249     * available in the VS.  If it's not a fragment shader, we need to pass
250     * the view index on to the next stage.
251     */
252    if (shader->info.stage != MESA_SHADER_FRAGMENT) {
253       nir_ssa_def *view_index = build_view_index(&state);
254 
255       nir_builder *b = &state.builder;
256 
257       assert(view_index->parent_instr->block == nir_start_block(entrypoint));
258       b->cursor = nir_after_instr(view_index->parent_instr);
259 
260       /* Unless there is only one possible view index (that would be set
261        * directly), pass it to the next stage. */
262       if (util_bitcount(state.view_mask) != 1) {
263          nir_variable *view_index_out =
264             nir_variable_create(shader, nir_var_shader_out,
265                                 glsl_int_type(), "view index");
266          view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
267          nir_store_var(b, view_index_out, view_index, 0x1);
268       }
269 
270       nir_variable *layer_id_out =
271          nir_variable_create(shader, nir_var_shader_out,
272                              glsl_int_type(), "layer ID");
273       layer_id_out->data.location = VARYING_SLOT_LAYER;
274       nir_store_var(b, layer_id_out, view_index, 0x1);
275 
276       progress = true;
277    }
278 
279    if (progress) {
280       nir_metadata_preserve(entrypoint, nir_metadata_block_index |
281                                         nir_metadata_dominance);
282    } else {
283       nir_metadata_preserve(entrypoint, nir_metadata_all);
284    }
285 
286    return progress;
287 }
288 
289 bool
anv_check_for_primitive_replication(nir_shader ** shaders,struct anv_graphics_pipeline * pipeline)290 anv_check_for_primitive_replication(nir_shader **shaders,
291                                     struct anv_graphics_pipeline *pipeline)
292 {
293    assert(pipeline->base.device->info.ver >= 12);
294 
295    static int primitive_replication_max_views = -1;
296    if (primitive_replication_max_views < 0) {
297       /* TODO: Figure out why we are not getting same benefits for larger than
298        * 2 views.  For now use Primitive Replication just for the 2-view case
299        * by default.
300        */
301       const unsigned default_max_views = 2;
302 
303       primitive_replication_max_views =
304          MIN2(MAX_VIEWS_FOR_PRIMITIVE_REPLICATION,
305               env_var_as_unsigned("ANV_PRIMITIVE_REPLICATION_MAX_VIEWS",
306                                   default_max_views));
307    }
308 
309    /* TODO: We should be able to support replication at 'geometry' stages
310     * later than Vertex.  In that case only the last stage can refer to
311     * gl_ViewIndex.
312     */
313    if (pipeline->active_stages != (VK_SHADER_STAGE_VERTEX_BIT |
314                                    VK_SHADER_STAGE_FRAGMENT_BIT)) {
315       return false;
316    }
317 
318    uint32_t view_mask = pipeline->subpass->view_mask;
319    int view_count = util_bitcount(view_mask);
320    if (view_count == 1 || view_count > primitive_replication_max_views)
321       return false;
322 
323    /* We can't access the view index in the fragment shader. */
324    if (nir_shader_uses_view_index(shaders[MESA_SHADER_FRAGMENT]))
325       return false;
326 
327    return nir_can_lower_multiview(shaders[MESA_SHADER_VERTEX]);
328 }
329