anv/gen12: Lower VK_KHR_multiview using Primitive Replication
Identify if view_index is used only for position calculation, and use Primitive Replication to implement Multiview in Gen12. This feature allows storing per-view position information in a single execution of the shader, treating position as an array. The shader is transformed by adding a for-loop around it, that have an iteration per active view (in the view_mask). Stores to the position now store into the position array for the current index in the loop, and load_view_index() will return the view index corresponding to the current index in the loop. The feature is controlled by setting the environment variable ANV_PRIMITIVE_REPLICATION_MAX_VIEWS, which defaults to 2 if unset. For pipelines with view counts larger than that, the regular instancing will be used instead of Primitive Replication. To disable it completely set the variable to 0. v2: Don't assume position is set in vertex shader; remove only stores for position; don't apply optimizations since other passes will do; clone shader body without extract/reinsert; don't use last_block (potentially stale). (Jason) Fix view_index immediate to contain the view index, not its order. Check for maximum number of views supported. Add guard for gen12. v3: Clone the entire shader function and change it before reinsert; disable optimization when shader has memory writes. (Jason) Use a single environment variable with _DEBUG on the name. v4: Change to use new nir_deref_instr. When removing stores, look for mode nir_var_shader_out instead of the walking the list of outputs. Ensure unused derefs are removed in the non-position part of the shader. Remove dead control flow when identifying if can use or not primitive replication. v5: Consider all the active shaders (including fragment) when deciding that Primitive Replication can be used. Change environment variable to ANV_PRIMITIVE_REPLICATION. Squash the emission of 3DSTATE_PRIMITIVE_REPLICATION into this patch. Disable Prim Rep in blorp_exec_3d. v6: Use a loop around the shader, instead of manually unrolling, since the regular unroll pass will kick in. Document that we don't expect to see copy_deref or load_deref involving the position variable. Recover use_primitive_replication value when loading pipeline from the cache. Set VARYING_SLOT_LAYER to 0 in the shader. Earlier versions were relying on ForceZeroRTAIndexEnable but that might not be sufficient. Disable Prim Rep in cmd_buffer_so_memcpy. v7: Don't use Primitive Replication if position is not set, fallback to instancing; change environment variable to be ANV_PRIMITVE_REPLICATION_MAX_VIEWS and default it to 2 based on experiments. Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com> Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
This commit is contained in:

committed by
Marge Bot

parent
395de69b1f
commit
cf54785239
@@ -1350,6 +1350,11 @@ blorp_emit_pipeline(struct blorp_batch *batch,
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blorp_emit_ps_config(batch, params);
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blorp_emit_cc_viewport(batch);
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#if GEN_GEN >= 12
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/* Disable Primitive Replication. */
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blorp_emit(batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
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#endif
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}
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/******** This is the end of the pipeline setup code ********/
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@@ -31,7 +31,11 @@
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extern "C" {
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#endif
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bool anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask);
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bool anv_check_for_primitive_replication(nir_shader **shaders,
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struct anv_graphics_pipeline *pipeline);
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bool anv_nir_lower_multiview(nir_shader *shader,
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struct anv_graphics_pipeline *pipeline);
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bool anv_nir_lower_ycbcr_textures(nir_shader *shader,
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const struct anv_pipeline_layout *layout);
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@@ -23,13 +23,18 @@
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#include "anv_nir.h"
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#include "nir/nir_builder.h"
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#include "util/debug.h"
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/**
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* This file implements the lowering required for VK_KHR_multiview. We
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* implement multiview using instanced rendering. The number of instances in
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* each draw call is multiplied by the number of views in the subpass. Then,
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* in the shader, we divide gl_InstanceId by the number of views and use
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* gl_InstanceId % view_count to compute the actual ViewIndex.
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* This file implements the lowering required for VK_KHR_multiview.
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*
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* When possible, Primitive Replication is used and the shader is modified to
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* make gl_Position an array and fill it with values for each view.
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*
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* Otherwise we implement multiview using instanced rendering. The number of
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* instances in each draw call is multiplied by the number of views in the
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* subpass. Then, in the shader, we divide gl_InstanceId by the number of
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* views and use gl_InstanceId % view_count to compute the actual ViewIndex.
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*/
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struct lower_multiview_state {
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@@ -145,15 +150,180 @@ 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_variable(var, &shader->outputs) {
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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, uint32_t view_mask)
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anv_nir_lower_multiview(nir_shader *shader,
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struct anv_graphics_pipeline *pipeline)
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{
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assert(shader->info.stage != MESA_SHADER_COMPUTE);
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uint32_t view_mask = pipeline->subpass->view_mask;
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/* If multiview isn't enabled, we have nothing to do. */
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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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struct lower_multiview_state state = {
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.view_mask = view_mask,
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};
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@@ -230,3 +400,189 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
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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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{
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assert(pipeline->base.device->info.gen >= 12);
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static int primitive_replication_max_views = -1;
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if (primitive_replication_max_views < 0) {
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/* TODO: Figure out why we are not getting same benefits for larger than
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* 2 views. For now use Primitive Replication just for the 2-view case
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* by default.
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*/
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const unsigned default_max_views = 2;
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primitive_replication_max_views =
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MIN2(MAX_VIEWS_FOR_PRIMITIVE_REPLICATION,
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env_var_as_unsigned("ANV_PRIMITIVE_REPLICATION_MAX_VIEWS",
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default_max_views));
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}
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/* TODO: We should be able to support replication at 'geometry' stages
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* later than Vertex. In that case only the last stage can refer to
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||||
* gl_ViewIndex.
|
||||
*/
|
||||
if (pipeline->active_stages != (VK_SHADER_STAGE_VERTEX_BIT |
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
uint32_t view_mask = pipeline->subpass->view_mask;
|
||||
int view_count = util_bitcount(view_mask);
|
||||
if (view_count == 1 || view_count > primitive_replication_max_views)
|
||||
return false;
|
||||
|
||||
bool vs_writes_position = false;
|
||||
nir_foreach_variable(var, &shaders[MESA_SHADER_VERTEX]->outputs) {
|
||||
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)
|
||||
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]);
|
||||
}
|
||||
|
@@ -687,7 +687,7 @@ anv_pipeline_lower_nir(struct anv_pipeline *pipeline,
|
||||
|
||||
if (pipeline->type == ANV_PIPELINE_GRAPHICS) {
|
||||
NIR_PASS_V(nir, anv_nir_lower_multiview,
|
||||
anv_pipeline_to_graphics(pipeline)->subpass->view_mask);
|
||||
anv_pipeline_to_graphics(pipeline));
|
||||
}
|
||||
|
||||
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
|
||||
@@ -735,16 +735,23 @@ anv_pipeline_link_vs(const struct brw_compiler *compiler,
|
||||
static void
|
||||
anv_pipeline_compile_vs(const struct brw_compiler *compiler,
|
||||
void *mem_ctx,
|
||||
struct anv_device *device,
|
||||
struct anv_graphics_pipeline *pipeline,
|
||||
struct anv_pipeline_stage *vs_stage)
|
||||
{
|
||||
/* When using Primitive Replication for multiview, each view gets its own
|
||||
* position slot.
|
||||
*/
|
||||
uint32_t pos_slots = pipeline->use_primitive_replication ?
|
||||
anv_subpass_view_count(pipeline->subpass) : 1;
|
||||
|
||||
brw_compute_vue_map(compiler->devinfo,
|
||||
&vs_stage->prog_data.vs.base.vue_map,
|
||||
vs_stage->nir->info.outputs_written,
|
||||
vs_stage->nir->info.separate_shader, 1);
|
||||
vs_stage->nir->info.separate_shader,
|
||||
pos_slots);
|
||||
|
||||
vs_stage->num_stats = 1;
|
||||
vs_stage->code = brw_compile_vs(compiler, device, mem_ctx,
|
||||
vs_stage->code = brw_compile_vs(compiler, pipeline->base.device, mem_ctx,
|
||||
&vs_stage->key.vs,
|
||||
&vs_stage->prog_data.vs,
|
||||
vs_stage->nir, -1,
|
||||
@@ -1167,6 +1174,27 @@ anv_pipeline_add_executables(struct anv_pipeline *pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
anv_pipeline_init_from_cached_graphics(struct anv_graphics_pipeline *pipeline)
|
||||
{
|
||||
/* TODO: Cache this pipeline-wide information. */
|
||||
|
||||
/* Primitive replication depends on information from all the shaders.
|
||||
* Recover this bit from the fact that we have more than one position slot
|
||||
* in the vertex shader when using it.
|
||||
*/
|
||||
assert(pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT);
|
||||
int pos_slots = 0;
|
||||
const struct brw_vue_prog_data *vue_prog_data =
|
||||
(const void *) pipeline->shaders[MESA_SHADER_VERTEX]->prog_data;
|
||||
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
|
||||
for (int i = 0; i < vue_map->num_slots; i++) {
|
||||
if (vue_map->slot_to_varying[i] == VARYING_SLOT_POS)
|
||||
pos_slots++;
|
||||
}
|
||||
pipeline->use_primitive_replication = pos_slots > 1;
|
||||
}
|
||||
|
||||
static VkResult
|
||||
anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
|
||||
struct anv_pipeline_cache *cache,
|
||||
@@ -1295,6 +1323,7 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
|
||||
anv_pipeline_add_executables(&pipeline->base, &stages[s],
|
||||
pipeline->shaders[s]);
|
||||
}
|
||||
anv_pipeline_init_from_cached_graphics(pipeline);
|
||||
goto done;
|
||||
} else if (found > 0) {
|
||||
/* We found some but not all of our shaders. This shouldn't happen
|
||||
@@ -1383,6 +1412,23 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
|
||||
next_stage = &stages[s];
|
||||
}
|
||||
|
||||
if (pipeline->base.device->info.gen >= 12 &&
|
||||
pipeline->subpass->view_mask != 0) {
|
||||
/* For some pipelines HW Primitive Replication can be used instead of
|
||||
* instancing to implement Multiview. This depend on how viewIndex is
|
||||
* used in all the active shaders, so this check can't be done per
|
||||
* individual shaders.
|
||||
*/
|
||||
nir_shader *shaders[MESA_SHADER_STAGES] = {};
|
||||
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++)
|
||||
shaders[s] = stages[s].nir;
|
||||
|
||||
pipeline->use_primitive_replication =
|
||||
anv_check_for_primitive_replication(shaders, pipeline);
|
||||
} else {
|
||||
pipeline->use_primitive_replication = false;
|
||||
}
|
||||
|
||||
struct anv_pipeline_stage *prev_stage = NULL;
|
||||
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
|
||||
if (!stages[s].entrypoint)
|
||||
@@ -1402,7 +1448,7 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
|
||||
|
||||
switch (s) {
|
||||
case MESA_SHADER_VERTEX:
|
||||
anv_pipeline_compile_vs(compiler, stage_ctx, pipeline->base.device,
|
||||
anv_pipeline_compile_vs(compiler, stage_ctx, pipeline,
|
||||
&stages[s]);
|
||||
break;
|
||||
case MESA_SHADER_TESS_CTRL:
|
||||
@@ -2015,7 +2061,7 @@ anv_pipeline_init(struct anv_graphics_pipeline *pipeline,
|
||||
* the instance divisor by the number of views ensure that we repeat the
|
||||
* client's per-instance data once for each view.
|
||||
*/
|
||||
if (pipeline->subpass->view_mask) {
|
||||
if (pipeline->subpass->view_mask && !pipeline->use_primitive_replication) {
|
||||
const uint32_t view_count = anv_subpass_view_count(pipeline->subpass);
|
||||
for (uint32_t vb = 0; vb < MAX_VBS; vb++) {
|
||||
if (pipeline->vb[vb].instanced)
|
||||
|
@@ -174,6 +174,7 @@ struct gen_perf_config;
|
||||
#define MAX_INLINE_UNIFORM_BLOCK_DESCRIPTORS 32
|
||||
#define ANV_UBO_BOUNDS_CHECK_ALIGNMENT 32
|
||||
#define ANV_SSBO_BOUNDS_CHECK_ALIGNMENT 4
|
||||
#define MAX_VIEWS_FOR_PRIMITIVE_REPLICATION 16
|
||||
|
||||
/* From the Skylake PRM Vol. 7 "Binding Table Surface State Model":
|
||||
*
|
||||
@@ -3207,6 +3208,11 @@ struct anv_graphics_pipeline {
|
||||
bool kill_pixel;
|
||||
bool depth_bounds_test_enable;
|
||||
|
||||
/* When primitive replication is used, subpass->view_mask will describe what
|
||||
* views to replicate.
|
||||
*/
|
||||
bool use_primitive_replication;
|
||||
|
||||
struct anv_state blend_state;
|
||||
|
||||
uint32_t vb_used;
|
||||
|
@@ -3516,7 +3516,8 @@ void genX(CmdDraw)(
|
||||
/* Our implementation of VK_KHR_multiview uses instancing to draw the
|
||||
* different views. We need to multiply instanceCount by the view count.
|
||||
*/
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
if (!pipeline->use_primitive_replication)
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
|
||||
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
|
||||
prim.PredicateEnable = cmd_buffer->state.conditional_render_enabled;
|
||||
@@ -3566,7 +3567,8 @@ void genX(CmdDrawIndexed)(
|
||||
/* Our implementation of VK_KHR_multiview uses instancing to draw the
|
||||
* different views. We need to multiply instanceCount by the view count.
|
||||
*/
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
if (!pipeline->use_primitive_replication)
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
|
||||
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
|
||||
prim.PredicateEnable = cmd_buffer->state.conditional_render_enabled;
|
||||
@@ -3627,7 +3629,8 @@ void genX(CmdDrawIndirectByteCountEXT)(
|
||||
/* Our implementation of VK_KHR_multiview uses instancing to draw the
|
||||
* different views. We need to multiply instanceCount by the view count.
|
||||
*/
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
if (!pipeline->use_primitive_replication)
|
||||
instanceCount *= anv_subpass_view_count(cmd_buffer->state.subpass);
|
||||
|
||||
struct gen_mi_builder b;
|
||||
gen_mi_builder_init(&b, &cmd_buffer->batch);
|
||||
|
@@ -220,6 +220,11 @@ genX(cmd_buffer_so_memcpy)(struct anv_cmd_buffer *cmd_buffer,
|
||||
vf.StatisticsEnable = false;
|
||||
}
|
||||
|
||||
#if GEN_GEN >= 12
|
||||
/* Disable Primitive Replication. */
|
||||
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
|
||||
#endif
|
||||
|
||||
anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
|
||||
prim.VertexAccessType = SEQUENTIAL;
|
||||
prim.PrimitiveTopologyType = _3DPRIM_POINTLIST;
|
||||
|
@@ -2106,6 +2106,32 @@ compute_kill_pixel(struct anv_graphics_pipeline *pipeline,
|
||||
(ms_info && ms_info->alphaToCoverageEnable);
|
||||
}
|
||||
|
||||
#if GEN_GEN == 12
|
||||
static void
|
||||
emit_3dstate_primitive_replication(struct anv_graphics_pipeline *pipeline)
|
||||
{
|
||||
if (!pipeline->use_primitive_replication) {
|
||||
anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr) {
|
||||
pr.ReplicaMask = (1 << view_count) - 1;
|
||||
pr.ReplicationCount = view_count - 1;
|
||||
|
||||
int i = 0, view_index;
|
||||
for_each_bit(view_index, view_mask) {
|
||||
pr.RTAIOffset[i] = view_index;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static VkResult
|
||||
genX(graphics_pipeline_create)(
|
||||
VkDevice _device,
|
||||
@@ -2181,6 +2207,10 @@ genX(graphics_pipeline_create)(
|
||||
pCreateInfo->pRasterizationState);
|
||||
emit_3dstate_streamout(pipeline, pCreateInfo->pRasterizationState);
|
||||
|
||||
#if GEN_GEN == 12
|
||||
emit_3dstate_primitive_replication(pipeline);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
/* From gen7_vs_state.c */
|
||||
|
||||
|
Reference in New Issue
Block a user