anv: More carefully dirty state in BindPipeline
[mesa.git] / src / intel / vulkan / anv_nir_lower_multiview.c
1 /*
2 * Copyright © 2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "anv_nir.h"
25 #include "nir/nir_builder.h"
26
27 /**
28 * This file implements the lowering required for VK_KHR_multiview. We
29 * implement multiview using instanced rendering. The number of instances in
30 * each draw call is multiplied by the number of views in the subpass. Then,
31 * in the shader, we divide gl_InstanceId by the number of views and use
32 * gl_InstanceId % view_count to compute the actual ViewIndex.
33 */
34
35 struct lower_multiview_state {
36 nir_builder builder;
37
38 uint32_t view_mask;
39
40 nir_ssa_def *instance_id;
41 nir_ssa_def *view_index;
42 };
43
44 static nir_ssa_def *
45 build_instance_id(struct lower_multiview_state *state)
46 {
47 assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
48
49 if (state->instance_id == NULL) {
50 nir_builder *b = &state->builder;
51
52 b->cursor = nir_before_block(nir_start_block(b->impl));
53
54 /* We use instancing for implementing multiview. The actual instance id
55 * is given by dividing instance_id by the number of views in this
56 * subpass.
57 */
58 state->instance_id =
59 nir_idiv(b, nir_load_instance_id(b),
60 nir_imm_int(b, util_bitcount(state->view_mask)));
61 }
62
63 return state->instance_id;
64 }
65
66 static nir_ssa_def *
67 build_view_index(struct lower_multiview_state *state)
68 {
69 if (state->view_index == NULL) {
70 nir_builder *b = &state->builder;
71
72 b->cursor = nir_before_block(nir_start_block(b->impl));
73
74 assert(state->view_mask != 0);
75 if (util_bitcount(state->view_mask) == 1) {
76 /* Set the view index directly. */
77 state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
78 } else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
79 /* We only support 16 viewports */
80 assert((state->view_mask & 0xffff0000) == 0);
81
82 /* We use instancing for implementing multiview. The compacted view
83 * id is given by instance_id % view_count. We then have to convert
84 * that to an actual view id.
85 */
86 nir_ssa_def *compacted =
87 nir_umod(b, nir_load_instance_id(b),
88 nir_imm_int(b, util_bitcount(state->view_mask)));
89
90 if (util_is_power_of_two_or_zero(state->view_mask + 1)) {
91 /* If we have a full view mask, then compacted is what we want */
92 state->view_index = compacted;
93 } else {
94 /* Now we define a map from compacted view index to the actual
95 * view index that's based on the view_mask. The map is given by
96 * 16 nibbles, each of which is a value from 0 to 15.
97 */
98 uint64_t remap = 0;
99 uint32_t bit, i = 0;
100 for_each_bit(bit, state->view_mask) {
101 assert(bit < 16);
102 remap |= (uint64_t)bit << (i++ * 4);
103 }
104
105 nir_ssa_def *shift = nir_imul(b, compacted, nir_imm_int(b, 4));
106
107 /* One of these days, when we have int64 everywhere, this will be
108 * easier.
109 */
110 nir_ssa_def *shifted;
111 if (remap <= UINT32_MAX) {
112 shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
113 } else {
114 nir_ssa_def *shifted_low =
115 nir_ushr(b, nir_imm_int(b, remap), shift);
116 nir_ssa_def *shifted_high =
117 nir_ushr(b, nir_imm_int(b, remap >> 32),
118 nir_isub(b, shift, nir_imm_int(b, 32)));
119 shifted = nir_bcsel(b, nir_ilt(b, shift, nir_imm_int(b, 32)),
120 shifted_low, shifted_high);
121 }
122 state->view_index = nir_iand(b, shifted, nir_imm_int(b, 0xf));
123 }
124 } else {
125 const struct glsl_type *type = glsl_int_type();
126 if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
127 b->shader->info.stage == MESA_SHADER_GEOMETRY)
128 type = glsl_array_type(type, 1, 0);
129
130 nir_variable *idx_var =
131 nir_variable_create(b->shader, nir_var_shader_in,
132 type, "view index");
133 idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
134 if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
135 idx_var->data.interpolation = INTERP_MODE_FLAT;
136
137 nir_deref_instr *deref = nir_build_deref_var(b, idx_var);
138 if (glsl_type_is_array(type))
139 deref = nir_build_deref_array_imm(b, deref, 0);
140
141 state->view_index = nir_load_deref(b, deref);
142 }
143 }
144
145 return state->view_index;
146 }
147
148 bool
149 anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
150 {
151 assert(shader->info.stage != MESA_SHADER_COMPUTE);
152
153 /* If multiview isn't enabled, we have nothing to do. */
154 if (view_mask == 0)
155 return false;
156
157 struct lower_multiview_state state = {
158 .view_mask = view_mask,
159 };
160
161 /* This pass assumes a single entrypoint */
162 nir_function_impl *entrypoint = nir_shader_get_entrypoint(shader);
163
164 nir_builder_init(&state.builder, entrypoint);
165
166 bool progress = false;
167 nir_foreach_block(block, entrypoint) {
168 nir_foreach_instr_safe(instr, block) {
169 if (instr->type != nir_instr_type_intrinsic)
170 continue;
171
172 nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
173
174 if (load->intrinsic != nir_intrinsic_load_instance_id &&
175 load->intrinsic != nir_intrinsic_load_view_index)
176 continue;
177
178 assert(load->dest.is_ssa);
179
180 nir_ssa_def *value;
181 if (load->intrinsic == nir_intrinsic_load_instance_id) {
182 value = build_instance_id(&state);
183 } else {
184 assert(load->intrinsic == nir_intrinsic_load_view_index);
185 value = build_view_index(&state);
186 }
187
188 nir_ssa_def_rewrite_uses(&load->dest.ssa, nir_src_for_ssa(value));
189
190 nir_instr_remove(&load->instr);
191 progress = true;
192 }
193 }
194
195 /* The view index is available in all stages but the instance id is only
196 * available in the VS. If it's not a fragment shader, we need to pass
197 * the view index on to the next stage.
198 */
199 if (shader->info.stage != MESA_SHADER_FRAGMENT) {
200 nir_ssa_def *view_index = build_view_index(&state);
201
202 nir_builder *b = &state.builder;
203
204 assert(view_index->parent_instr->block == nir_start_block(entrypoint));
205 b->cursor = nir_after_instr(view_index->parent_instr);
206
207 /* Unless there is only one possible view index (that would be set
208 * directly), pass it to the next stage. */
209 if (util_bitcount(state.view_mask) != 1) {
210 nir_variable *view_index_out =
211 nir_variable_create(shader, nir_var_shader_out,
212 glsl_int_type(), "view index");
213 view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
214 nir_store_var(b, view_index_out, view_index, 0x1);
215 }
216
217 nir_variable *layer_id_out =
218 nir_variable_create(shader, nir_var_shader_out,
219 glsl_int_type(), "layer ID");
220 layer_id_out->data.location = VARYING_SLOT_LAYER;
221 nir_store_var(b, layer_id_out, view_index, 0x1);
222
223 progress = true;
224 }
225
226 if (progress) {
227 nir_metadata_preserve(entrypoint, nir_metadata_block_index |
228 nir_metadata_dominance);
229 }
230
231 return progress;
232 }