intel/rt: Add lowering for ray-walk intrinsics in any-hit shaders

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 16:09:55 -05:00
committed by Marge Bot
parent c3ddefa000
commit cb261b03e5
5 changed files with 194 additions and 0 deletions

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@@ -1119,3 +1119,5 @@ system_value("ray_miss_sbt_addr_intel", 1, bit_sizes=[64])
system_value("ray_miss_sbt_stride_intel", 1, bit_sizes=[16]) system_value("ray_miss_sbt_stride_intel", 1, bit_sizes=[16])
system_value("callable_sbt_addr_intel", 1, bit_sizes=[64]) system_value("callable_sbt_addr_intel", 1, bit_sizes=[64])
system_value("callable_sbt_stride_intel", 1, bit_sizes=[16]) system_value("callable_sbt_stride_intel", 1, bit_sizes=[16])
system_value("leaf_opaque_intel", 1, bit_sizes=[1])
system_value("leaf_procedural_intel", 1, bit_sizes=[1])

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@@ -292,6 +292,25 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
sysval = globals.resume_sbt_addr; sysval = globals.resume_sbt_addr;
break; break;
case nir_intrinsic_load_leaf_procedural_intel:
sysval = build_leaf_is_procedural(b, &hit_in);
break;
case nir_intrinsic_load_leaf_opaque_intel: {
if (stage == MESA_SHADER_INTERSECTION) {
/* In intersection shaders, the opaque bit is passed to us in
* the front_face bit.
*/
sysval = hit_in.front_face;
} else {
nir_ssa_def *flags_dw =
nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
1, 32);
sysval = nir_i2b(b, nir_iand_imm(b, flags_dw, 1u << 30));
}
break;
}
default: default:
continue; continue;
} }

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@@ -187,6 +187,133 @@ lower_rt_io_and_scratch(nir_shader *nir)
nir_address_format_64bit_global); nir_address_format_64bit_global);
} }
static void
build_terminate_ray(nir_builder *b)
{
nir_ssa_def *skip_closest_hit =
nir_i2b(b, nir_iand_imm(b, nir_load_ray_flags(b),
BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER));
nir_push_if(b, skip_closest_hit);
{
/* The shader that calls traceRay() is unable to access any ray hit
* information except for that which is explicitly written into the ray
* payload by shaders invoked during the trace. If there's no closest-
* hit shader, then accepting the hit has no observable effect; it's
* just extra memory traffic for no reason.
*/
brw_nir_btd_return(b);
nir_jump(b, nir_jump_halt);
}
nir_push_else(b, NULL);
{
/* The closest hit shader is in the same shader group as the any-hit
* shader that we're currently in. We can get the address for its SBT
* handle by looking at the shader record pointer and subtracting the
* size of a SBT handle. The BINDLESS_SHADER_RECORD for a closest hit
* shader is the first one in the SBT handle.
*/
nir_ssa_def *closest_hit =
nir_iadd_imm(b, nir_load_shader_record_ptr(b),
-BRW_RT_SBT_HANDLE_SIZE);
brw_nir_rt_commit_hit(b);
brw_nir_btd_spawn(b, closest_hit);
nir_jump(b, nir_jump_halt);
}
nir_pop_if(b, NULL);
}
/** Lowers away ray walk intrinsics
*
* This lowers terminate_ray, ignore_ray_intersection, and the NIR-specific
* accept_ray_intersection intrinsics to the appropriate Intel-specific
* intrinsics.
*/
static bool
lower_ray_walk_intrinsics(nir_shader *shader,
const struct gen_device_info *devinfo)
{
assert(shader->info.stage == MESA_SHADER_ANY_HIT ||
shader->info.stage == MESA_SHADER_INTERSECTION);
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
nir_builder b;
nir_builder_init(&b, impl);
bool progress = false;
nir_foreach_block_safe(block, impl) {
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_ignore_ray_intersection: {
b.cursor = nir_instr_remove(&intrin->instr);
/* We put the newly emitted code inside a dummy if because it's
* going to contain a jump instruction and we don't want to deal
* with that mess here. It'll get dealt with by our control-flow
* optimization passes.
*/
nir_push_if(&b, nir_imm_true(&b));
nir_intrinsic_instr *ray_continue =
nir_intrinsic_instr_create(b.shader,
nir_intrinsic_trace_ray_continue_intel);
nir_builder_instr_insert(&b, &ray_continue->instr);
nir_jump(&b, nir_jump_halt);
nir_pop_if(&b, NULL);
progress = true;
break;
}
case nir_intrinsic_accept_ray_intersection: {
b.cursor = nir_instr_remove(&intrin->instr);
nir_ssa_def *terminate =
nir_i2b(&b, nir_iand_imm(&b, nir_load_ray_flags(&b),
BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT));
nir_push_if(&b, terminate);
{
build_terminate_ray(&b);
}
nir_push_else(&b, NULL);
{
nir_intrinsic_instr *ray_commit =
nir_intrinsic_instr_create(b.shader,
nir_intrinsic_trace_ray_commit_intel);
nir_builder_instr_insert(&b, &ray_commit->instr);
nir_jump(&b, nir_jump_halt);
}
nir_pop_if(&b, NULL);
progress = true;
break;
}
case nir_intrinsic_terminate_ray: {
b.cursor = nir_instr_remove(&intrin->instr);
build_terminate_ray(&b);
progress = true;
break;
}
default:
break;
}
}
}
if (progress) {
nir_metadata_preserve(impl, nir_metadata_none);
} else {
nir_metadata_preserve(impl, nir_metadata_all);
}
return progress;
}
void void
brw_nir_lower_raygen(nir_shader *nir) brw_nir_lower_raygen(nir_shader *nir)
{ {
@@ -200,6 +327,7 @@ brw_nir_lower_any_hit(nir_shader *nir, const struct gen_device_info *devinfo)
{ {
assert(nir->info.stage == MESA_SHADER_ANY_HIT); assert(nir->info.stage == MESA_SHADER_ANY_HIT);
NIR_PASS_V(nir, brw_nir_lower_shader_returns); NIR_PASS_V(nir, brw_nir_lower_shader_returns);
NIR_PASS_V(nir, lower_ray_walk_intrinsics, devinfo);
lower_rt_io_and_scratch(nir); lower_rt_io_and_scratch(nir);
} }

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@@ -341,6 +341,34 @@ brw_nir_rt_load_mem_hit(nir_builder *b,
brw_nir_rt_unpack_leaf_ptr(b, nir_channels(b, data, 0x3 << 2)); brw_nir_rt_unpack_leaf_ptr(b, nir_channels(b, data, 0x3 << 2));
} }
static inline void
brw_nir_memcpy_global(nir_builder *b,
nir_ssa_def *dst_addr, uint32_t dst_align,
nir_ssa_def *src_addr, uint32_t src_align,
uint32_t size)
{
/* We're going to copy in 16B chunks */
assert(size % 16 == 0);
dst_align = MIN2(dst_align, 16);
src_align = MIN2(src_align, 16);
for (unsigned offset = 0; offset < size; offset += 16) {
nir_ssa_def *data =
nir_load_global(b, nir_iadd_imm(b, src_addr, offset), src_align,
4, 32);
nir_store_global(b, nir_iadd_imm(b, dst_addr, offset), dst_align,
data, 0xf /* write_mask */);
}
}
static inline void
brw_nir_rt_commit_hit(nir_builder *b)
{
brw_nir_memcpy_global(b, brw_nir_rt_mem_hit_addr(b, true), 16,
brw_nir_rt_mem_hit_addr(b, false), 16,
BRW_RT_SIZEOF_HIT_INFO);
}
struct brw_nir_rt_mem_ray_defs { struct brw_nir_rt_mem_ray_defs {
nir_ssa_def *orig; nir_ssa_def *orig;
nir_ssa_def *dir; nir_ssa_def *dir;

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@@ -59,6 +59,23 @@ enum brw_rt_hit_kind {
BRW_RT_HIT_KIND_BACK_FACE = 0xff, BRW_RT_HIT_KIND_BACK_FACE = 0xff,
}; };
/** Ray flags
*
* This enum must match the SPIR-V RayFlags enum.
*/
enum brw_rt_ray_flags {
BRW_RT_RAY_FLAG_FORCE_OPAQUE = 0x01,
BRW_RT_RAY_FLAG_FORCE_NON_OPAQUE = 0x02,
BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04,
BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08,
BRW_RT_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 0x10,
BRW_RT_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 0x20,
BRW_RT_RAY_FLAG_CULL_OPAQUE = 0x40,
BRW_RT_RAY_FLAG_CULL_NON_OPAQUE = 0x80,
BRW_RT_RAY_FLAG_SKIP_TRIANGLES = 0x100,
BRW_RT_RAY_FLAG_SKIP_AABBS = 0x200,
};
struct brw_rt_scratch_layout { struct brw_rt_scratch_layout {
/** Number of stack IDs per DSS */ /** Number of stack IDs per DSS */
uint32_t stack_ids_per_dss; uint32_t stack_ids_per_dss;