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>
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@@ -220,6 +220,11 @@ genX(cmd_buffer_so_memcpy)(struct anv_cmd_buffer *cmd_buffer,
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vf.StatisticsEnable = false;
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}
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#if GEN_GEN >= 12
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/* Disable Primitive Replication. */
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_PRIMITIVE_REPLICATION), pr);
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#endif
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anv_batch_emit(&cmd_buffer->batch, GENX(3DPRIMITIVE), prim) {
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prim.VertexAccessType = SEQUENTIAL;
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prim.PrimitiveTopologyType = _3DPRIM_POINTLIST;
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