anv: Use nir_lower_multiview pass

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6514>
This commit is contained in:
Connor Abbott
2020-07-06 16:09:35 +02:00
committed by Marge Bot
parent ffe946d7e8
commit a9b2ac854f

View File

@@ -150,166 +150,6 @@ build_view_index(struct lower_multiview_state *state)
return state->view_index;
}
/* Primitive Replication allows a shader to write different positions for each
* view in the same execution. If only the position depends on the view, then
* it is possible to use the feature instead of instancing to implement
* multiview.
*/
static bool
lower_multiview_with_primitive_replication(nir_shader *shader,
struct anv_graphics_pipeline *pipeline)
{
if (shader->info.stage == MESA_SHADER_FRAGMENT)
return false;
assert(shader->info.stage == MESA_SHADER_VERTEX);
uint32_t view_mask = pipeline->subpass->view_mask;
int view_count = util_bitcount(view_mask);
assert(view_count > 1 && view_count <= MAX_VIEWS_FOR_PRIMITIVE_REPLICATION);
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
/* Update position to refer to an array. */
nir_variable *pos_var = NULL;
nir_foreach_shader_out_variable(var, shader) {
if (var->data.location == VARYING_SLOT_POS) {
assert(var->type == glsl_vec4_type());
var->type = glsl_array_type(glsl_vec4_type(), view_count, 0);
var->data.per_view = true;
pos_var = var;
break;
}
}
assert(pos_var);
nir_cf_list body;
nir_cf_list_extract(&body, &entrypoint->body);
nir_builder b;
nir_builder_init(&b, entrypoint);
b.cursor = nir_after_cf_list(&entrypoint->body);
/* Fill Layer ID with zero. Replication will use that as base to apply the
* RTAI offsets.
*/
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;
nir_store_var(&b, layer_id_out, nir_imm_zero(&b, 1, 32), 0x1);
/* Loop Index will go from 0 to view_count. */
nir_variable *loop_index_var =
nir_local_variable_create(entrypoint, glsl_uint_type(), "loop_index");
nir_deref_instr *loop_index_deref = nir_build_deref_var(&b, loop_index_var);
nir_store_deref(&b, loop_index_deref, nir_imm_int(&b, 0), 1);
/* Array of view index values that are active in the loop. Note that the
* loop index only matches the view index if there are no gaps in the
* view_mask.
*/
nir_variable *view_index_var = nir_local_variable_create(
entrypoint, glsl_array_type(glsl_uint_type(), view_count, 0), "view_index");
nir_deref_instr *view_index_deref = nir_build_deref_var(&b, view_index_var);
{
int array_position = 0;
uint32_t view_index;
for_each_bit(view_index, view_mask) {
nir_store_deref(&b, nir_build_deref_array_imm(&b, view_index_deref, array_position),
nir_imm_int(&b, view_index), 1);
array_position++;
}
}
/* Create the equivalent of
*
* while (true):
* if (loop_index >= view_count):
* break
*
* view_index = active_indices[loop_index]
* pos_deref = &pos[loop_index]
*
* # Placeholder for the body to be reinserted.
*
* loop_index += 1
*
* Later both `view_index` and `pos_deref` will be used to rewrite the
* original shader body.
*/
nir_loop* loop = nir_push_loop(&b);
nir_ssa_def *loop_index = nir_load_deref(&b, loop_index_deref);
nir_ssa_def *cmp = nir_ige(&b, loop_index, nir_imm_int(&b, view_count));
nir_if *loop_check = nir_push_if(&b, cmp);
nir_jump(&b, nir_jump_break);
nir_pop_if(&b, loop_check);
nir_ssa_def *view_index =
nir_load_deref(&b, nir_build_deref_array(&b, view_index_deref, loop_index));
nir_deref_instr *pos_deref =
nir_build_deref_array(&b, nir_build_deref_var(&b, pos_var), loop_index);
nir_store_deref(&b, loop_index_deref, nir_iadd_imm(&b, loop_index, 1), 1);
nir_pop_loop(&b, loop);
/* Reinsert the body. */
b.cursor = nir_after_instr(&pos_deref->instr);
nir_cf_reinsert(&body, b.cursor);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_view_index: {
assert(intrin->dest.is_ssa);
nir_ssa_def_rewrite_uses(&intrin->dest.ssa, nir_src_for_ssa(view_index));
break;
}
case nir_intrinsic_store_deref: {
nir_variable *var = nir_intrinsic_get_var(intrin, 0);
if (var == pos_var) {
nir_deref_instr *old_deref = nir_src_as_deref(intrin->src[0]);
nir_instr_rewrite_src(instr, &intrin->src[0],
nir_src_for_ssa(&pos_deref->dest.ssa));
/* Remove old deref since it has the wrong type. */
nir_deref_instr_remove_if_unused(old_deref);
}
break;
}
case nir_intrinsic_load_deref:
if (nir_intrinsic_get_var(intrin, 0) == pos_var) {
unreachable("Should have lowered I/O to temporaries "
"so no load_deref on position output is expected.");
}
break;
case nir_intrinsic_copy_deref:
unreachable("Should have lowered copy_derefs at this point");
break;
default:
/* Do nothing. */
break;
}
}
}
nir_metadata_preserve(entrypoint, nir_metadata_none);
return true;
}
bool
anv_nir_lower_multiview(nir_shader *shader,
struct anv_graphics_pipeline *pipeline)
@@ -321,16 +161,42 @@ anv_nir_lower_multiview(nir_shader *shader,
if (view_mask == 0)
return false;
if (pipeline->use_primitive_replication)
return lower_multiview_with_primitive_replication(shader, pipeline);
/* This pass assumes a single entrypoint */
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
/* Primitive Replication allows a shader to write different positions for
* each view in the same execution. If only the position depends on the
* view, then it is possible to use the feature instead of instancing to
* implement multiview.
*/
if (pipeline->use_primitive_replication) {
if (shader->info.stage == MESA_SHADER_FRAGMENT)
return false;
bool progress = nir_lower_multiview(shader, pipeline->subpass->view_mask);
if (progress) {
nir_builder b;
nir_builder_init(&b, entrypoint);
b.cursor = nir_before_cf_list(&entrypoint->body);
/* Fill Layer ID with zero. Replication will use that as base to
* apply the RTAI offsets.
*/
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;
nir_store_var(&b, layer_id_out, nir_imm_zero(&b, 1, 32), 0x1);
}
return progress;
}
struct lower_multiview_state state = {
.view_mask = view_mask,
};
/* This pass assumes a single entrypoint */
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_builder_init(&state.builder, entrypoint);
bool progress = false;
@@ -401,141 +267,6 @@ anv_nir_lower_multiview(nir_shader *shader,
return progress;
}
static bool
shader_writes_to_memory(nir_shader *shader)
{
/* With multiview, we would need to ensure that memory writes happen either
* once or once per view. Since combination of multiview and memory writes
* is not expected, we'll just skip this optimization in this case.
*/
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_deref_atomic_add:
case nir_intrinsic_deref_atomic_imin:
case nir_intrinsic_deref_atomic_umin:
case nir_intrinsic_deref_atomic_imax:
case nir_intrinsic_deref_atomic_umax:
case nir_intrinsic_deref_atomic_and:
case nir_intrinsic_deref_atomic_or:
case nir_intrinsic_deref_atomic_xor:
case nir_intrinsic_deref_atomic_exchange:
case nir_intrinsic_deref_atomic_comp_swap:
case nir_intrinsic_store_ssbo:
case nir_intrinsic_ssbo_atomic_add:
case nir_intrinsic_ssbo_atomic_imin:
case nir_intrinsic_ssbo_atomic_umin:
case nir_intrinsic_ssbo_atomic_imax:
case nir_intrinsic_ssbo_atomic_umax:
case nir_intrinsic_ssbo_atomic_and:
case nir_intrinsic_ssbo_atomic_or:
case nir_intrinsic_ssbo_atomic_xor:
case nir_intrinsic_ssbo_atomic_exchange:
case nir_intrinsic_ssbo_atomic_comp_swap:
case nir_intrinsic_store_shared:
case nir_intrinsic_shared_atomic_add:
case nir_intrinsic_shared_atomic_imin:
case nir_intrinsic_shared_atomic_umin:
case nir_intrinsic_shared_atomic_imax:
case nir_intrinsic_shared_atomic_umax:
case nir_intrinsic_shared_atomic_and:
case nir_intrinsic_shared_atomic_or:
case nir_intrinsic_shared_atomic_xor:
case nir_intrinsic_shared_atomic_exchange:
case nir_intrinsic_shared_atomic_comp_swap:
case nir_intrinsic_image_deref_store:
case nir_intrinsic_image_deref_atomic_add:
case nir_intrinsic_image_deref_atomic_umin:
case nir_intrinsic_image_deref_atomic_umax:
case nir_intrinsic_image_deref_atomic_imin:
case nir_intrinsic_image_deref_atomic_imax:
case nir_intrinsic_image_deref_atomic_and:
case nir_intrinsic_image_deref_atomic_or:
case nir_intrinsic_image_deref_atomic_xor:
case nir_intrinsic_image_deref_atomic_exchange:
case nir_intrinsic_image_deref_atomic_comp_swap:
return true;
default:
/* Keep walking. */
break;
}
}
}
return false;
}
static bool
shader_uses_view_index(nir_shader *shader)
{
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
nir_foreach_block(block, entrypoint) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if (intrin->intrinsic == nir_intrinsic_load_view_index)
return true;
}
}
return false;
}
static bool
shader_only_position_uses_view_index(nir_shader *shader)
{
nir_shader *shader_no_position = nir_shader_clone(NULL, shader);
nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader_no_position);
/* Remove the store position from a cloned shader. */
nir_foreach_block(block, entrypoint) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *store = nir_instr_as_intrinsic(instr);
if (store->intrinsic != nir_intrinsic_store_deref)
continue;
nir_variable *var = nir_intrinsic_get_var(store, 0);
if (var->data.location != VARYING_SLOT_POS)
continue;
nir_instr_remove(&store->instr);
}
}
/* Clean up shader so unused load_view_index intrinsics are removed. */
bool progress;
do {
progress = false;
progress |= nir_opt_dead_cf(shader_no_position);
/* Peephole select will drop if-blocks that have then and else empty,
* which will remove the usage of an SSA in the condition.
*/
progress |= nir_opt_peephole_select(shader_no_position, 0, false, false);
progress |= nir_opt_dce(shader_no_position);
} while (progress);
bool uses_view_index = shader_uses_view_index(shader_no_position);
ralloc_free(shader_no_position);
return !uses_view_index;
}
bool
anv_check_for_primitive_replication(nir_shader **shaders,
struct anv_graphics_pipeline *pipeline)
@@ -570,19 +301,9 @@ anv_check_for_primitive_replication(nir_shader **shaders,
if (view_count == 1 || view_count > primitive_replication_max_views)
return false;
bool vs_writes_position = false;
nir_foreach_shader_out_variable(var, shaders[MESA_SHADER_VERTEX]) {
if (var->data.location == VARYING_SLOT_POS) {
vs_writes_position = true;
break;
}
}
/* Don't bother handling this edge case with Primitive Replication. */
if (!vs_writes_position)
/* We can't access the view index in the fragment shader. */
if (nir_shader_uses_view_index(shaders[MESA_SHADER_FRAGMENT]))
return false;
return !shader_uses_view_index(shaders[MESA_SHADER_FRAGMENT]) &&
!shader_writes_to_memory(shaders[MESA_SHADER_VERTEX]) &&
shader_only_position_uses_view_index(shaders[MESA_SHADER_VERTEX]);
return nir_can_lower_multiview(shaders[MESA_SHADER_VERTEX]);
}