intel/rt: Implement the new ray-tracing system values

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7356>
This commit is contained in:
Jason Ekstrand
2020-08-06 15:59:30 -05:00
committed by Marge Bot
parent 7ce7c93755
commit 9ba7d459a3
2 changed files with 182 additions and 0 deletions

View File

@@ -24,6 +24,26 @@
#include "brw_nir_rt.h"
#include "brw_nir_rt_builder.h"
static nir_ssa_def *
build_leaf_is_procedural(nir_builder *b, struct brw_nir_rt_mem_hit_defs *hit)
{
switch (b->shader->info.stage) {
case MESA_SHADER_ANY_HIT:
/* Any-hit shaders are always compiled into intersection shaders for
* procedural geometry. If we got here in an any-hit shader, it's for
* triangles.
*/
return nir_imm_false(b);
case MESA_SHADER_INTERSECTION:
return nir_imm_true(b);
default:
return nir_ieq(b, hit->leaf_type,
nir_imm_int(b, BRW_RT_BVH_NODE_TYPE_PROCEDURAL));
}
}
static void
lower_rt_intrinsics_impl(nir_function_impl *impl,
const struct gen_device_info *devinfo)
@@ -40,6 +60,29 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_ssa_def *hotzone_addr = brw_nir_rt_sw_hotzone_addr(b, devinfo);
nir_ssa_def *hotzone = nir_load_global(b, hotzone_addr, 16, 4, 32);
gl_shader_stage stage = b->shader->info.stage;
struct brw_nir_rt_mem_ray_defs world_ray_in = {};
struct brw_nir_rt_mem_ray_defs object_ray_in = {};
struct brw_nir_rt_mem_hit_defs hit_in = {};
switch (stage) {
case MESA_SHADER_ANY_HIT:
case MESA_SHADER_CLOSEST_HIT:
case MESA_SHADER_INTERSECTION:
brw_nir_rt_load_mem_hit(b, &hit_in,
stage == MESA_SHADER_CLOSEST_HIT);
brw_nir_rt_load_mem_ray(b, &object_ray_in,
BRW_RT_BVH_LEVEL_OBJECT);
/* Fall through */
case MESA_SHADER_MISS:
brw_nir_rt_load_mem_ray(b, &world_ray_in,
BRW_RT_BVH_LEVEL_WORLD);
break;
default:
break;
}
nir_ssa_def *thread_stack_base_addr = brw_nir_rt_sw_stack_addr(b, devinfo);
nir_ssa_def *stack_base_offset = nir_channel(b, hotzone, 0);
nir_ssa_def *stack_base_addr =
@@ -90,6 +133,107 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_instr_remove(instr);
break;
case nir_intrinsic_load_ray_launch_id:
sysval = nir_channels(b, hotzone, 0xe);
break;
case nir_intrinsic_load_ray_launch_size:
sysval = globals.launch_size;
break;
case nir_intrinsic_load_ray_world_origin:
sysval = world_ray_in.orig;
break;
case nir_intrinsic_load_ray_world_direction:
sysval = world_ray_in.dir;
break;
case nir_intrinsic_load_ray_object_origin:
sysval = object_ray_in.orig;
break;
case nir_intrinsic_load_ray_object_direction:
sysval = object_ray_in.dir;
break;
case nir_intrinsic_load_ray_t_min:
/* It shouldn't matter which we pull this from */
sysval = world_ray_in.t_near;
break;
case nir_intrinsic_load_ray_t_max:
if (stage == MESA_SHADER_MISS)
sysval = world_ray_in.t_far;
else
sysval = hit_in.t;
break;
case nir_intrinsic_load_primitive_id: {
/* It's in dw[3] for procedural and dw[2] for quad
*
* TODO: We really need some helpers here.
*/
nir_ssa_def *offset =
nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
nir_iadd_imm(b, hit_in.prim_leaf_index, 12),
nir_imm_int(b, 8));
sysval = nir_load_global(b, nir_iadd(b, hit_in.prim_leaf_ptr,
nir_u2u64(b, offset)),
4, /* align */ 1, 32);
break;
}
case nir_intrinsic_load_instance_id: {
struct brw_nir_rt_bvh_instance_leaf_defs leaf;
brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
sysval = leaf.instance_index;
break;
}
case nir_intrinsic_load_ray_object_to_world: {
struct brw_nir_rt_bvh_instance_leaf_defs leaf;
brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
sysval = leaf.object_to_world[nir_intrinsic_column(intrin)];
break;
}
case nir_intrinsic_load_ray_world_to_object: {
struct brw_nir_rt_bvh_instance_leaf_defs leaf;
brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
sysval = leaf.world_to_object[nir_intrinsic_column(intrin)];
break;
}
case nir_intrinsic_load_ray_hit_kind: {
nir_ssa_def *tri_hit_kind =
nir_bcsel(b, hit_in.front_face,
nir_imm_int(b, BRW_RT_HIT_KIND_FRONT_FACE),
nir_imm_int(b, BRW_RT_HIT_KIND_BACK_FACE));
sysval = nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
hit_in.aabb_hit_kind, tri_hit_kind);
break;
}
case nir_intrinsic_load_ray_flags:
sysval = nir_u2u32(b, world_ray_in.ray_flags);
break;
case nir_intrinsic_load_ray_geometry_index: {
nir_ssa_def *geometry_index_dw =
nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
1, 32);
sysval = nir_iand_imm(b, geometry_index_dw, BITFIELD_MASK(29));
break;
}
case nir_intrinsic_load_ray_instance_custom_index: {
struct brw_nir_rt_bvh_instance_leaf_defs leaf;
brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
sysval = leaf.instance_id;
break;
}
case nir_intrinsic_load_ray_base_mem_addr_intel:
sysval = globals.base_mem_addr;
break;
@@ -151,6 +295,28 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_metadata_dominance);
}
/** Lower ray-tracing system values and intrinsics
*
* In most 3D shader stages, intrinsics are a fairly thin wrapper around
* hardware functionality and system values represent magic bits that come
* into the shader from FF hardware. Ray-tracing, however, looks a bit more
* like the OpenGL 1.0 world where the underlying hardware is simple and most
* of the API implementation is software.
*
* In particular, most things that are treated as system values (or built-ins
* in SPIR-V) don't get magically dropped into registers for us. Instead, we
* have to fetch them from the relevant data structures shared with the
* ray-tracing hardware. Most come from either the RT_DISPATCH_GLOBALS or
* from one of the MemHit data structures. Some, such as primitive_id require
* us to fetch the leaf address from the MemHit struct and then manually read
* the data out of the BVH. Instead of trying to emit all this code deep in
* the back-end where we can't effectively optimize it, we lower it all to
* global memory access in NIR.
*
* Once this pass is complete, the only real system values left are the two
* argument pointer system values for BTD dispatch: btd_local_arg_addr and
* btd_global_arg_addr.
*/
void
brw_nir_lower_rt_intrinsics(nir_shader *nir,
const struct gen_device_info *devinfo)

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@@ -43,6 +43,22 @@ enum brw_rt_bvh_level {
};
#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,
};
struct brw_rt_scratch_layout {
/** Number of stack IDs per DSS */
uint32_t stack_ids_per_dss;