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      1 /*
      2  * Copyright  2020 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 "brw_nir_rt.h"
     25 #include "brw_nir_rt_builder.h"
     26 
     27 static bool
     28 resize_deref(nir_builder *b, nir_deref_instr *deref,
     29              unsigned num_components, unsigned bit_size)
     30 {
     31    assert(deref->dest.is_ssa);
     32    if (deref->dest.ssa.num_components == num_components &&
     33        deref->dest.ssa.bit_size == bit_size)
     34       return false;
     35 
     36    /* NIR requires array indices have to match the deref bit size */
     37    if (deref->dest.ssa.bit_size != bit_size &&
     38        (deref->deref_type == nir_deref_type_array ||
     39         deref->deref_type == nir_deref_type_ptr_as_array)) {
     40       b->cursor = nir_before_instr(&deref->instr);
     41       assert(deref->arr.index.is_ssa);
     42       nir_ssa_def *idx;
     43       if (nir_src_is_const(deref->arr.index)) {
     44          idx = nir_imm_intN_t(b, nir_src_as_int(deref->arr.index), bit_size);
     45       } else {
     46          idx = nir_i2i(b, deref->arr.index.ssa, bit_size);
     47       }
     48       nir_instr_rewrite_src(&deref->instr, &deref->arr.index,
     49                             nir_src_for_ssa(idx));
     50    }
     51 
     52    deref->dest.ssa.num_components = num_components;
     53    deref->dest.ssa.bit_size = bit_size;
     54 
     55    return true;
     56 }
     57 
     58 static bool
     59 lower_rt_io_derefs(nir_shader *shader)
     60 {
     61    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
     62 
     63    bool progress = false;
     64 
     65    unsigned num_shader_call_vars = 0;
     66    nir_foreach_variable_with_modes(var, shader, nir_var_shader_call_data)
     67       num_shader_call_vars++;
     68 
     69    unsigned num_ray_hit_attrib_vars = 0;
     70    nir_foreach_variable_with_modes(var, shader, nir_var_ray_hit_attrib)
     71       num_ray_hit_attrib_vars++;
     72 
     73    /* At most one payload is allowed because it's an input.  Technically, this
     74     * is also true for hit attribute variables.  However, after we inline an
     75     * any-hit shader into an intersection shader, we can end up with multiple
     76     * hit attribute variables.  They'll end up mapping to a cast from the same
     77     * base pointer so this is fine.
     78     */
     79    assert(num_shader_call_vars <= 1);
     80 
     81    nir_builder b;
     82    nir_builder_init(&b, impl);
     83 
     84    b.cursor = nir_before_cf_list(&impl->body);
     85    nir_ssa_def *call_data_addr = NULL;
     86    if (num_shader_call_vars > 0) {
     87       assert(shader->scratch_size >= BRW_BTD_STACK_CALLEE_DATA_SIZE);
     88       call_data_addr =
     89          brw_nir_rt_load_scratch(&b, BRW_BTD_STACK_CALL_DATA_PTR_OFFSET, 8,
     90                                  1, 64);
     91       progress = true;
     92    }
     93 
     94    gl_shader_stage stage = shader->info.stage;
     95    nir_ssa_def *hit_attrib_addr = NULL;
     96    if (num_ray_hit_attrib_vars > 0) {
     97       assert(stage == MESA_SHADER_ANY_HIT ||
     98              stage == MESA_SHADER_CLOSEST_HIT ||
     99              stage == MESA_SHADER_INTERSECTION);
    100       nir_ssa_def *hit_addr =
    101          brw_nir_rt_mem_hit_addr(&b, stage == MESA_SHADER_CLOSEST_HIT);
    102       /* The vec2 barycentrics are in 2nd and 3rd dwords of MemHit */
    103       nir_ssa_def *bary_addr = nir_iadd_imm(&b, hit_addr, 4);
    104       hit_attrib_addr = nir_bcsel(&b, nir_load_leaf_procedural_intel(&b),
    105                                       brw_nir_rt_hit_attrib_data_addr(&b),
    106                                       bary_addr);
    107       progress = true;
    108    }
    109 
    110    nir_foreach_block(block, impl) {
    111       nir_foreach_instr_safe(instr, block) {
    112          if (instr->type != nir_instr_type_deref)
    113             continue;
    114 
    115          nir_deref_instr *deref = nir_instr_as_deref(instr);
    116          if (nir_deref_mode_is(deref, nir_var_shader_call_data)) {
    117             deref->modes = nir_var_function_temp;
    118             if (deref->deref_type == nir_deref_type_var) {
    119                b.cursor = nir_before_instr(&deref->instr);
    120                nir_deref_instr *cast =
    121                   nir_build_deref_cast(&b, call_data_addr,
    122                                        nir_var_function_temp,
    123                                        deref->var->type, 0);
    124                nir_ssa_def_rewrite_uses(&deref->dest.ssa,
    125                                         &cast->dest.ssa);
    126                nir_instr_remove(&deref->instr);
    127                progress = true;
    128             }
    129          } else if (nir_deref_mode_is(deref, nir_var_ray_hit_attrib)) {
    130             deref->modes = nir_var_function_temp;
    131             if (deref->deref_type == nir_deref_type_var) {
    132                b.cursor = nir_before_instr(&deref->instr);
    133                nir_deref_instr *cast =
    134                   nir_build_deref_cast(&b, hit_attrib_addr,
    135                                        nir_var_function_temp,
    136                                        deref->type, 0);
    137                nir_ssa_def_rewrite_uses(&deref->dest.ssa,
    138                                         &cast->dest.ssa);
    139                nir_instr_remove(&deref->instr);
    140                progress = true;
    141             }
    142          }
    143 
    144          /* We're going to lower all function_temp memory to scratch using
    145           * 64-bit addresses.  We need to resize all our derefs first or else
    146           * nir_lower_explicit_io will have a fit.
    147           */
    148          if (nir_deref_mode_is(deref, nir_var_function_temp) &&
    149              resize_deref(&b, deref, 1, 64))
    150             progress = true;
    151       }
    152    }
    153 
    154    if (progress) {
    155       nir_metadata_preserve(impl, nir_metadata_block_index |
    156                                   nir_metadata_dominance);
    157    } else {
    158       nir_metadata_preserve(impl, nir_metadata_all);
    159    }
    160 
    161    return progress;
    162 }
    163 
    164 /** Lowers ray-tracing shader I/O and scratch access
    165  *
    166  * SPV_KHR_ray_tracing adds three new types of I/O, each of which need their
    167  * own bit of special care:
    168  *
    169  *  - Shader payload data:  This is represented by the IncomingCallableData
    170  *    and IncomingRayPayload storage classes which are both represented by
    171  *    nir_var_call_data in NIR.  There is at most one of these per-shader and
    172  *    they contain payload data passed down the stack from the parent shader
    173  *    when it calls executeCallable() or traceRay().  In our implementation,
    174  *    the actual storage lives in the calling shader's scratch space and we're
    175  *    passed a pointer to it.
    176  *
    177  *  - Hit attribute data:  This is represented by the HitAttribute storage
    178  *    class in SPIR-V and nir_var_ray_hit_attrib in NIR.  For triangle
    179  *    geometry, it's supposed to contain two floats which are the barycentric
    180  *    coordinates.  For AABS/procedural geometry, it contains the hit data
    181  *    written out by the intersection shader.  In our implementation, it's a
    182  *    64-bit pointer which points either to the u/v area of the relevant
    183  *    MemHit data structure or the space right after the HW ray stack entry.
    184  *
    185  *  - Shader record buffer data:  This allows read-only access to the data
    186  *    stored in the SBT right after the bindless shader handles.  It's
    187  *    effectively a UBO with a magic address.  Coming out of spirv_to_nir,
    188  *    we get a nir_intrinsic_load_shader_record_ptr which is cast to a
    189  *    nir_var_mem_global deref and all access happens through that.  The
    190  *    shader_record_ptr system value is handled in brw_nir_lower_rt_intrinsics
    191  *    and we assume nir_lower_explicit_io is called elsewhere thanks to
    192  *    VK_KHR_buffer_device_address so there's really nothing to do here.
    193  *
    194  * We also handle lowering any remaining function_temp variables to scratch at
    195  * this point.  This gets rid of any remaining arrays and also takes care of
    196  * the sending side of ray payloads where we pass pointers to a function_temp
    197  * variable down the call stack.
    198  */
    199 static void
    200 lower_rt_io_and_scratch(nir_shader *nir)
    201 {
    202    /* First, we to ensure all the I/O variables have explicit types.  Because
    203     * these are shader-internal and don't come in from outside, they don't
    204     * have an explicit memory layout and we have to assign them one.
    205     */
    206    NIR_PASS_V(nir, nir_lower_vars_to_explicit_types,
    207               nir_var_function_temp |
    208               nir_var_shader_call_data |
    209               nir_var_ray_hit_attrib,
    210               glsl_get_natural_size_align_bytes);
    211 
    212    /* Now patch any derefs to I/O vars */
    213    NIR_PASS_V(nir, lower_rt_io_derefs);
    214 
    215    /* Finally, lower any remaining function_temp, mem_constant, or
    216     * ray_hit_attrib access to 64-bit global memory access.
    217     */
    218    NIR_PASS_V(nir, nir_lower_explicit_io,
    219               nir_var_function_temp |
    220               nir_var_mem_constant |
    221               nir_var_ray_hit_attrib,
    222               nir_address_format_64bit_global);
    223 }
    224 
    225 static void
    226 build_terminate_ray(nir_builder *b)
    227 {
    228    nir_ssa_def *skip_closest_hit =
    229       nir_i2b(b, nir_iand_imm(b, nir_load_ray_flags(b),
    230                               BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER));
    231    nir_push_if(b, skip_closest_hit);
    232    {
    233       /* The shader that calls traceRay() is unable to access any ray hit
    234        * information except for that which is explicitly written into the ray
    235        * payload by shaders invoked during the trace.  If there's no closest-
    236        * hit shader, then accepting the hit has no observable effect; it's
    237        * just extra memory traffic for no reason.
    238        */
    239       brw_nir_btd_return(b);
    240       nir_jump(b, nir_jump_halt);
    241    }
    242    nir_push_else(b, NULL);
    243    {
    244       /* The closest hit shader is in the same shader group as the any-hit
    245        * shader that we're currently in.  We can get the address for its SBT
    246        * handle by looking at the shader record pointer and subtracting the
    247        * size of a SBT handle.  The BINDLESS_SHADER_RECORD for a closest hit
    248        * shader is the first one in the SBT handle.
    249        */
    250       nir_ssa_def *closest_hit =
    251          nir_iadd_imm(b, nir_load_shader_record_ptr(b),
    252                         -BRW_RT_SBT_HANDLE_SIZE);
    253 
    254       brw_nir_rt_commit_hit(b);
    255       brw_nir_btd_spawn(b, closest_hit);
    256       nir_jump(b, nir_jump_halt);
    257    }
    258    nir_pop_if(b, NULL);
    259 }
    260 
    261 /** Lowers away ray walk intrinsics
    262  *
    263  * This lowers terminate_ray, ignore_ray_intersection, and the NIR-specific
    264  * accept_ray_intersection intrinsics to the appropriate Intel-specific
    265  * intrinsics.
    266  */
    267 static bool
    268 lower_ray_walk_intrinsics(nir_shader *shader,
    269                           const struct intel_device_info *devinfo)
    270 {
    271    assert(shader->info.stage == MESA_SHADER_ANY_HIT ||
    272           shader->info.stage == MESA_SHADER_INTERSECTION);
    273 
    274    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
    275 
    276    nir_builder b;
    277    nir_builder_init(&b, impl);
    278 
    279    bool progress = false;
    280    nir_foreach_block_safe(block, impl) {
    281       nir_foreach_instr_safe(instr, block) {
    282          if (instr->type != nir_instr_type_intrinsic)
    283             continue;
    284 
    285          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
    286 
    287          switch (intrin->intrinsic) {
    288          case nir_intrinsic_ignore_ray_intersection: {
    289             b.cursor = nir_instr_remove(&intrin->instr);
    290 
    291             /* We put the newly emitted code inside a dummy if because it's
    292              * going to contain a jump instruction and we don't want to deal
    293              * with that mess here.  It'll get dealt with by our control-flow
    294              * optimization passes.
    295              */
    296             nir_push_if(&b, nir_imm_true(&b));
    297             nir_trace_ray_continue_intel(&b);
    298             nir_jump(&b, nir_jump_halt);
    299             nir_pop_if(&b, NULL);
    300             progress = true;
    301             break;
    302          }
    303 
    304          case nir_intrinsic_accept_ray_intersection: {
    305             b.cursor = nir_instr_remove(&intrin->instr);
    306 
    307             nir_ssa_def *terminate =
    308                nir_i2b(&b, nir_iand_imm(&b, nir_load_ray_flags(&b),
    309                                         BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT));
    310             nir_push_if(&b, terminate);
    311             {
    312                build_terminate_ray(&b);
    313             }
    314             nir_push_else(&b, NULL);
    315             {
    316                nir_trace_ray_commit_intel(&b);
    317                nir_jump(&b, nir_jump_halt);
    318             }
    319             nir_pop_if(&b, NULL);
    320             progress = true;
    321             break;
    322          }
    323 
    324          case nir_intrinsic_terminate_ray: {
    325             b.cursor = nir_instr_remove(&intrin->instr);
    326             build_terminate_ray(&b);
    327             progress = true;
    328             break;
    329          }
    330 
    331          default:
    332             break;
    333          }
    334       }
    335    }
    336 
    337    if (progress) {
    338       nir_metadata_preserve(impl, nir_metadata_none);
    339    } else {
    340       nir_metadata_preserve(impl, nir_metadata_all);
    341    }
    342 
    343    return progress;
    344 }
    345 
    346 void
    347 brw_nir_lower_raygen(nir_shader *nir)
    348 {
    349    assert(nir->info.stage == MESA_SHADER_RAYGEN);
    350    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
    351    lower_rt_io_and_scratch(nir);
    352 }
    353 
    354 void
    355 brw_nir_lower_any_hit(nir_shader *nir, const struct intel_device_info *devinfo)
    356 {
    357    assert(nir->info.stage == MESA_SHADER_ANY_HIT);
    358    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
    359    NIR_PASS_V(nir, lower_ray_walk_intrinsics, devinfo);
    360    lower_rt_io_and_scratch(nir);
    361 }
    362 
    363 void
    364 brw_nir_lower_closest_hit(nir_shader *nir)
    365 {
    366    assert(nir->info.stage == MESA_SHADER_CLOSEST_HIT);
    367    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
    368    lower_rt_io_and_scratch(nir);
    369 }
    370 
    371 void
    372 brw_nir_lower_miss(nir_shader *nir)
    373 {
    374    assert(nir->info.stage == MESA_SHADER_MISS);
    375    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
    376    lower_rt_io_and_scratch(nir);
    377 }
    378 
    379 void
    380 brw_nir_lower_callable(nir_shader *nir)
    381 {
    382    assert(nir->info.stage == MESA_SHADER_CALLABLE);
    383    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
    384    lower_rt_io_and_scratch(nir);
    385 }
    386 
    387 void
    388 brw_nir_lower_combined_intersection_any_hit(nir_shader *intersection,
    389                                             const nir_shader *any_hit,
    390                                             const struct intel_device_info *devinfo)
    391 {
    392    assert(intersection->info.stage == MESA_SHADER_INTERSECTION);
    393    assert(any_hit == NULL || any_hit->info.stage == MESA_SHADER_ANY_HIT);
    394    NIR_PASS_V(intersection, brw_nir_lower_shader_returns);
    395    NIR_PASS_V(intersection, brw_nir_lower_intersection_shader,
    396               any_hit, devinfo);
    397    NIR_PASS_V(intersection, lower_ray_walk_intrinsics, devinfo);
    398    lower_rt_io_and_scratch(intersection);
    399 }
    400 
    401 static nir_ssa_def *
    402 build_load_uniform(nir_builder *b, unsigned offset,
    403                    unsigned num_components, unsigned bit_size)
    404 {
    405    return nir_load_uniform(b, num_components, bit_size, nir_imm_int(b, 0),
    406                            .base = offset,
    407                            .range = num_components * bit_size / 8);
    408 }
    409 
    410 #define load_trampoline_param(b, name, num_components, bit_size) \
    411    build_load_uniform((b), offsetof(struct brw_rt_raygen_trampoline_params, name), \
    412                       (num_components), (bit_size))
    413 
    414 nir_shader *
    415 brw_nir_create_raygen_trampoline(const struct brw_compiler *compiler,
    416                                  void *mem_ctx)
    417 {
    418    const struct intel_device_info *devinfo = compiler->devinfo;
    419    const nir_shader_compiler_options *nir_options =
    420       compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions;
    421 
    422    STATIC_ASSERT(sizeof(struct brw_rt_raygen_trampoline_params) == 32);
    423 
    424    nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE,
    425                                                   nir_options,
    426                                                   "RT Ray-Gen Trampoline");
    427    ralloc_steal(mem_ctx, b.shader);
    428 
    429    b.shader->info.workgroup_size_variable = true;
    430 
    431    /* The RT global data and raygen BINDLESS_SHADER_RECORD addresses are
    432     * passed in as push constants in the first register.  We deal with the
    433     * raygen BSR address here; the global data we'll deal with later.
    434     */
    435    b.shader->num_uniforms = 32;
    436    nir_ssa_def *raygen_bsr_addr =
    437       load_trampoline_param(&b, raygen_bsr_addr, 1, 64);
    438    nir_ssa_def *local_shift =
    439       nir_u2u32(&b, load_trampoline_param(&b, local_group_size_log2, 3, 8));
    440 
    441    nir_ssa_def *global_id = nir_load_workgroup_id(&b, 32);
    442    nir_ssa_def *simd_channel = nir_load_subgroup_invocation(&b);
    443    nir_ssa_def *local_x =
    444       nir_ubfe(&b, simd_channel, nir_imm_int(&b, 0),
    445                   nir_channel(&b, local_shift, 0));
    446    nir_ssa_def *local_y =
    447       nir_ubfe(&b, simd_channel, nir_channel(&b, local_shift, 0),
    448                   nir_channel(&b, local_shift, 1));
    449    nir_ssa_def *local_z =
    450       nir_ubfe(&b, simd_channel,
    451                   nir_iadd(&b, nir_channel(&b, local_shift, 0),
    452                               nir_channel(&b, local_shift, 1)),
    453                   nir_channel(&b, local_shift, 2));
    454    nir_ssa_def *launch_id =
    455       nir_iadd(&b, nir_ishl(&b, global_id, local_shift),
    456                   nir_vec3(&b, local_x, local_y, local_z));
    457 
    458    nir_ssa_def *launch_size = nir_load_ray_launch_size(&b);
    459    nir_push_if(&b, nir_ball(&b, nir_ult(&b, launch_id, launch_size)));
    460    {
    461       nir_store_global(&b, brw_nir_rt_sw_hotzone_addr(&b, devinfo), 16,
    462                        nir_vec4(&b, nir_imm_int(&b, 0), /* Stack ptr */
    463                                     nir_channel(&b, launch_id, 0),
    464                                     nir_channel(&b, launch_id, 1),
    465                                     nir_channel(&b, launch_id, 2)),
    466                        0xf /* write mask */);
    467 
    468       brw_nir_btd_spawn(&b, raygen_bsr_addr);
    469    }
    470    nir_push_else(&b, NULL);
    471    {
    472       /* Even though these invocations aren't being used for anything, the
    473        * hardware allocated stack IDs for them.  They need to retire them.
    474        */
    475       brw_nir_btd_retire(&b);
    476    }
    477    nir_pop_if(&b, NULL);
    478 
    479    nir_shader *nir = b.shader;
    480    nir->info.name = ralloc_strdup(nir, "RT: TraceRay trampoline");
    481    nir_validate_shader(nir, "in brw_nir_create_raygen_trampoline");
    482    brw_preprocess_nir(compiler, nir, NULL);
    483 
    484    NIR_PASS_V(nir, brw_nir_lower_rt_intrinsics, devinfo);
    485 
    486    /* brw_nir_lower_rt_intrinsics will leave us with a btd_global_arg_addr
    487     * intrinsic which doesn't exist in compute shaders.  We also created one
    488     * above when we generated the BTD spawn intrinsic.  Now we go through and
    489     * replace them with a uniform load.
    490     */
    491    nir_foreach_block(block, b.impl) {
    492       nir_foreach_instr_safe(instr, block) {
    493          if (instr->type != nir_instr_type_intrinsic)
    494             continue;
    495 
    496          nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
    497          if (intrin->intrinsic != nir_intrinsic_load_btd_global_arg_addr_intel)
    498             continue;
    499 
    500          b.cursor = nir_before_instr(&intrin->instr);
    501          nir_ssa_def *global_arg_addr =
    502             load_trampoline_param(&b, rt_disp_globals_addr, 1, 64);
    503          assert(intrin->dest.is_ssa);
    504          nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
    505                                   global_arg_addr);
    506          nir_instr_remove(instr);
    507       }
    508    }
    509 
    510    NIR_PASS_V(nir, brw_nir_lower_cs_intrinsics);
    511 
    512    brw_nir_optimize(nir, compiler, true, false);
    513 
    514    return nir;
    515 }
    516