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      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 
     27 /**
     28  * This file implements the lowering required for VK_KHR_multiview.  We
     29  * implement multiview using instanced rendering.  The number of instances in
     30  * each draw call is multiplied by the number of views in the subpass.  Then,
     31  * in the shader, we divide gl_InstanceId by the number of views and use
     32  * gl_InstanceId % view_count to compute the actual ViewIndex.
     33  */
     34 
     35 struct lower_multiview_state {
     36    nir_builder builder;
     37 
     38    uint32_t view_mask;
     39 
     40    nir_ssa_def *instance_id;
     41    nir_ssa_def *view_index;
     42 };
     43 
     44 static nir_ssa_def *
     45 build_instance_id(struct lower_multiview_state *state)
     46 {
     47    assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
     48 
     49    if (state->instance_id == NULL) {
     50       nir_builder *b = &state->builder;
     51 
     52       b->cursor = nir_before_block(nir_start_block(b->impl));
     53 
     54       /* We use instancing for implementing multiview.  The actual instance id
     55        * is given by dividing instance_id by the number of views in this
     56        * subpass.
     57        */
     58       state->instance_id =
     59          nir_idiv(b, nir_load_instance_id(b),
     60                      nir_imm_int(b, _mesa_bitcount(state->view_mask)));
     61    }
     62 
     63    return state->instance_id;
     64 }
     65 
     66 static nir_ssa_def *
     67 build_view_index(struct lower_multiview_state *state)
     68 {
     69    if (state->view_index == NULL) {
     70       nir_builder *b = &state->builder;
     71 
     72       b->cursor = nir_before_block(nir_start_block(b->impl));
     73 
     74       assert(state->view_mask != 0);
     75       if (0 && _mesa_bitcount(state->view_mask) == 1) {
     76          state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
     77       } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
     78          /* We only support 16 viewports */
     79          assert((state->view_mask & 0xffff0000) == 0);
     80 
     81          /* We use instancing for implementing multiview.  The compacted view
     82           * id is given by instance_id % view_count.  We then have to convert
     83           * that to an actual view id.
     84           */
     85          nir_ssa_def *compacted =
     86             nir_umod(b, nir_load_instance_id(b),
     87                         nir_imm_int(b, _mesa_bitcount(state->view_mask)));
     88 
     89          if (0 && util_is_power_of_two(state->view_mask + 1)) {
     90             /* If we have a full view mask, then compacted is what we want */
     91             state->view_index = compacted;
     92          } else {
     93             /* Now we define a map from compacted view index to the actual
     94              * view index that's based on the view_mask.  The map is given by
     95              * 16 nibbles, each of which is a value from 0 to 15.
     96              */
     97             uint64_t remap = 0;
     98             uint32_t bit, i = 0;
     99             for_each_bit(bit, state->view_mask) {
    100                assert(bit < 16);
    101                remap |= (uint64_t)bit << (i++ * 4);
    102             }
    103 
    104             nir_ssa_def *shift = nir_imul(b, compacted, nir_imm_int(b, 4));
    105 
    106             /* One of these days, when we have int64 everywhere, this will be
    107              * easier.
    108              */
    109             nir_ssa_def *shifted;
    110             if (remap <= UINT32_MAX) {
    111                shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
    112             } else {
    113                nir_ssa_def *shifted_low =
    114                   nir_ushr(b, nir_imm_int(b, remap), shift);
    115                nir_ssa_def *shifted_high =
    116                   nir_ushr(b, nir_imm_int(b, remap >> 32),
    117                               nir_isub(b, shift, nir_imm_int(b, 32)));
    118                shifted = nir_bcsel(b, nir_ilt(b, shift, nir_imm_int(b, 32)),
    119                                       shifted_low, shifted_high);
    120             }
    121             state->view_index = nir_iand(b, shifted, nir_imm_int(b, 0xf));
    122          }
    123       } else {
    124          const struct glsl_type *type = glsl_int_type();
    125          if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
    126              b->shader->info.stage == MESA_SHADER_GEOMETRY)
    127             type = glsl_array_type(type, 1);
    128 
    129          nir_variable *idx_var =
    130             nir_variable_create(b->shader, nir_var_shader_in,
    131                                 type, "view index");
    132          idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
    133          if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
    134             idx_var->data.interpolation = INTERP_MODE_FLAT;
    135 
    136          if (glsl_type_is_array(type)) {
    137             nir_deref_var *deref = nir_deref_var_create(b->shader, idx_var);
    138             nir_deref_array *arr = nir_deref_array_create(b->shader);
    139             arr->deref.type = glsl_int_type();
    140             arr->deref_array_type = nir_deref_array_type_direct;
    141             arr->base_offset = 0;
    142             deref->deref.child = &arr->deref;
    143 
    144             state->view_index = nir_load_deref_var(b, deref);
    145          } else {
    146             state->view_index = nir_load_var(b, idx_var);
    147          }
    148       }
    149    }
    150 
    151    return state->view_index;
    152 }
    153 
    154 bool
    155 anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
    156 {
    157    assert(shader->info.stage != MESA_SHADER_COMPUTE);
    158 
    159    /* If multiview isn't enabled, we have nothing to do. */
    160    if (view_mask == 0)
    161       return false;
    162 
    163    struct lower_multiview_state state = {
    164       .view_mask = view_mask,
    165    };
    166 
    167    /* This pass assumes a single entrypoint */
    168    nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
    169 
    170    nir_builder_init(&state.builder, entrypoint);
    171 
    172    bool progress = false;
    173    nir_foreach_block(block, entrypoint) {
    174       nir_foreach_instr_safe(instr, block) {
    175          if (instr->type != nir_instr_type_intrinsic)
    176             continue;
    177 
    178          nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
    179 
    180          if (load->intrinsic != nir_intrinsic_load_instance_id &&
    181              load->intrinsic != nir_intrinsic_load_view_index)
    182             continue;
    183 
    184          assert(load->dest.is_ssa);
    185 
    186          nir_ssa_def *value;
    187          if (load->intrinsic == nir_intrinsic_load_instance_id) {
    188             value = build_instance_id(&state);
    189          } else {
    190             assert(load->intrinsic == nir_intrinsic_load_view_index);
    191             value = build_view_index(&state);
    192          }
    193 
    194          nir_ssa_def_rewrite_uses(&load->dest.ssa, nir_src_for_ssa(value));
    195 
    196          nir_instr_remove(&load->instr);
    197          progress = true;
    198       }
    199    }
    200 
    201    /* The view index is available in all stages but the instance id is only
    202     * available in the VS.  If it's not a fragment shader, we need to pass
    203     * the view index on to the next stage.
    204     */
    205    if (shader->info.stage != MESA_SHADER_FRAGMENT) {
    206       nir_ssa_def *view_index = build_view_index(&state);
    207 
    208       nir_builder *b = &state.builder;
    209 
    210       assert(view_index->parent_instr->block == nir_start_block(entrypoint));
    211       b->cursor = nir_after_instr(view_index->parent_instr);
    212 
    213       nir_variable *view_index_out =
    214          nir_variable_create(shader, nir_var_shader_out,
    215                              glsl_int_type(), "view index");
    216       view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
    217       nir_store_var(b, view_index_out, view_index, 0x1);
    218 
    219       nir_variable *layer_id_out =
    220          nir_variable_create(shader, nir_var_shader_out,
    221                              glsl_int_type(), "layer ID");
    222       layer_id_out->data.location = VARYING_SLOT_LAYER;
    223       nir_store_var(b, layer_id_out, view_index, 0x1);
    224 
    225       progress = true;
    226    }
    227 
    228    if (progress) {
    229       nir_metadata_preserve(entrypoint, nir_metadata_block_index |
    230                                         nir_metadata_dominance);
    231    }
    232 
    233    return progress;
    234 }
    235