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