xref: /aosp_15_r20/external/mesa3d/src/intel/compiler/brw_nir_lower_shader_calls.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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 #include "nir_phi_builder.h"
27 
28 UNUSED static bool
no_load_scratch_base_ptr_intrinsic(nir_shader * shader)29 no_load_scratch_base_ptr_intrinsic(nir_shader *shader)
30 {
31    nir_foreach_function_impl(impl, shader) {
32       nir_foreach_block(block, impl) {
33          nir_foreach_instr(instr, block) {
34             if (instr->type != nir_instr_type_intrinsic)
35                continue;
36 
37             nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
38             if (intrin->intrinsic == nir_intrinsic_load_scratch_base_ptr)
39                return false;
40          }
41       }
42    }
43 
44    return true;
45 }
46 
47 /** Insert the appropriate return instruction at the end of the shader */
48 void
brw_nir_lower_shader_returns(nir_shader * shader)49 brw_nir_lower_shader_returns(nir_shader *shader)
50 {
51    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
52 
53    /* Reserve scratch space at the start of the shader's per-thread scratch
54     * space for the return BINDLESS_SHADER_RECORD address and data payload.
55     * When a shader is called, the calling shader will write the return BSR
56     * address in this region of the callee's scratch space.
57     *
58     * We could also put it at the end of the caller's scratch space.  However,
59     * doing this way means that a shader never accesses its caller's scratch
60     * space unless given an explicit pointer (such as for ray payloads).  It
61     * also makes computing the address easier given that we want to apply an
62     * alignment to the scratch offset to ensure we can make alignment
63     * assumptions in the called shader.
64     *
65     * This isn't needed for ray-gen shaders because they end the thread and
66     * never return to the calling trampoline shader.
67     */
68    assert(no_load_scratch_base_ptr_intrinsic(shader));
69    if (shader->info.stage != MESA_SHADER_RAYGEN)
70       shader->scratch_size += BRW_BTD_STACK_CALLEE_DATA_SIZE;
71 
72    nir_builder b = nir_builder_create(impl);
73 
74    set_foreach(impl->end_block->predecessors, block_entry) {
75       struct nir_block *block = (void *)block_entry->key;
76       b.cursor = nir_after_block_before_jump(block);
77 
78       switch (shader->info.stage) {
79       case MESA_SHADER_RAYGEN:
80          /* A raygen shader is always the root of the shader call tree.  When
81           * it ends, we retire the bindless stack ID and no further shaders
82           * will be executed.
83           */
84          assert(impl->end_block->predecessors->entries == 1);
85          brw_nir_btd_retire(&b);
86          break;
87 
88       case MESA_SHADER_ANY_HIT:
89          /* The default action of an any-hit shader is to accept the ray
90           * intersection.  Any-hit shaders may have more than one exit.  Only
91           * the final "normal" exit will actually need to accept the
92           * intersection as any others should come from nir_jump_halt
93           * instructions inserted after ignore_ray_intersection or
94           * terminate_ray or the like.  However, inserting an accept after
95           * the ignore or terminate is safe because it'll get deleted later.
96           */
97          nir_accept_ray_intersection(&b);
98          break;
99 
100       case MESA_SHADER_CALLABLE:
101       case MESA_SHADER_MISS:
102       case MESA_SHADER_CLOSEST_HIT:
103          /* Callable, miss, and closest-hit shaders don't take any special
104           * action at the end.  They simply return back to the previous shader
105           * in the call stack.
106           */
107          assert(impl->end_block->predecessors->entries == 1);
108          brw_nir_btd_return(&b);
109          break;
110 
111       case MESA_SHADER_INTERSECTION:
112          /* This will be handled by brw_nir_lower_intersection_shader */
113          break;
114 
115       default:
116          unreachable("Invalid callable shader stage");
117       }
118    }
119 
120    nir_metadata_preserve(impl, nir_metadata_control_flow);
121 }
122 
123 static void
store_resume_addr(nir_builder * b,nir_intrinsic_instr * call)124 store_resume_addr(nir_builder *b, nir_intrinsic_instr *call)
125 {
126    uint32_t call_idx = nir_intrinsic_call_idx(call);
127    uint32_t offset = nir_intrinsic_stack_size(call);
128 
129    /* First thing on the called shader's stack is the resume address
130     * followed by a pointer to the payload.
131     */
132    nir_def *resume_record_addr =
133       nir_iadd_imm(b, nir_load_btd_resume_sbt_addr_intel(b),
134                    call_idx * BRW_BTD_RESUME_SBT_STRIDE);
135    /* By the time we get here, any remaining shader/function memory
136     * pointers have been lowered to SSA values.
137     */
138    nir_def *payload_addr =
139       nir_get_shader_call_payload_src(call)->ssa;
140    brw_nir_rt_store_scratch(b, offset, BRW_BTD_STACK_ALIGN,
141                             nir_vec2(b, resume_record_addr, payload_addr),
142                             0xf /* write_mask */);
143 
144    nir_btd_stack_push_intel(b, offset);
145 }
146 
147 static bool
lower_shader_trace_ray_instr(struct nir_builder * b,nir_instr * instr,void * data)148 lower_shader_trace_ray_instr(struct nir_builder *b, nir_instr *instr, void *data)
149 {
150    struct brw_bs_prog_key *key = data;
151 
152    if (instr->type != nir_instr_type_intrinsic)
153       return false;
154 
155    /* Leave nir_intrinsic_rt_resume to be lowered by
156     * brw_nir_lower_rt_intrinsics()
157     */
158    nir_intrinsic_instr *call = nir_instr_as_intrinsic(instr);
159    if (call->intrinsic != nir_intrinsic_rt_trace_ray)
160       return false;
161 
162    b->cursor = nir_instr_remove(instr);
163 
164    store_resume_addr(b, call);
165 
166    nir_def *as_addr = call->src[0].ssa;
167    nir_def *ray_flags = call->src[1].ssa;
168    /* From the SPIR-V spec:
169     *
170     *    "Only the 8 least-significant bits of Cull Mask are used by this
171     *    instruction - other bits are ignored.
172     *
173     *    Only the 4 least-significant bits of SBT Offset and SBT Stride are
174     *    used by this instruction - other bits are ignored.
175     *
176     *    Only the 16 least-significant bits of Miss Index are used by this
177     *    instruction - other bits are ignored."
178     */
179    nir_def *cull_mask = nir_iand_imm(b, call->src[2].ssa, 0xff);
180    nir_def *sbt_offset = nir_iand_imm(b, call->src[3].ssa, 0xf);
181    nir_def *sbt_stride = nir_iand_imm(b, call->src[4].ssa, 0xf);
182    nir_def *miss_index = nir_iand_imm(b, call->src[5].ssa, 0xffff);
183    nir_def *ray_orig = call->src[6].ssa;
184    nir_def *ray_t_min = call->src[7].ssa;
185    nir_def *ray_dir = call->src[8].ssa;
186    nir_def *ray_t_max = call->src[9].ssa;
187 
188    nir_def *root_node_ptr =
189       brw_nir_rt_acceleration_structure_to_root_node(b, as_addr);
190 
191    /* The hardware packet requires an address to the first element of the
192     * hit SBT.
193     *
194     * In order to calculate this, we must multiply the "SBT Offset"
195     * provided to OpTraceRay by the SBT stride provided for the hit SBT in
196     * the call to vkCmdTraceRay() and add that to the base address of the
197     * hit SBT. This stride is not to be confused with the "SBT Stride"
198     * provided to OpTraceRay which is in units of this stride. It's a
199     * rather terrible overload of the word "stride". The hardware docs
200     * calls the SPIR-V stride value the "shader index multiplier" which is
201     * a much more sane name.
202     */
203    nir_def *hit_sbt_stride_B =
204       nir_load_ray_hit_sbt_stride_intel(b);
205    nir_def *hit_sbt_offset_B =
206       nir_imul(b, sbt_offset, nir_u2u32(b, hit_sbt_stride_B));
207    nir_def *hit_sbt_addr =
208       nir_iadd(b, nir_load_ray_hit_sbt_addr_intel(b),
209                   nir_u2u64(b, hit_sbt_offset_B));
210 
211    /* The hardware packet takes an address to the miss BSR. */
212    nir_def *miss_sbt_stride_B =
213       nir_load_ray_miss_sbt_stride_intel(b);
214    nir_def *miss_sbt_offset_B =
215       nir_imul(b, miss_index, nir_u2u32(b, miss_sbt_stride_B));
216    nir_def *miss_sbt_addr =
217       nir_iadd(b, nir_load_ray_miss_sbt_addr_intel(b),
218                   nir_u2u64(b, miss_sbt_offset_B));
219 
220    struct brw_nir_rt_mem_ray_defs ray_defs = {
221       .root_node_ptr = root_node_ptr,
222       /* Combine the shader value given to traceRayEXT() with the pipeline
223        * creation value VkPipelineCreateFlags.
224        */
225       .ray_flags = nir_ior_imm(b, nir_u2u16(b, ray_flags), key->pipeline_ray_flags),
226       .ray_mask = cull_mask,
227       .hit_group_sr_base_ptr = hit_sbt_addr,
228       .hit_group_sr_stride = nir_u2u16(b, hit_sbt_stride_B),
229       .miss_sr_ptr = miss_sbt_addr,
230       .orig = ray_orig,
231       .t_near = ray_t_min,
232       .dir = ray_dir,
233       .t_far = ray_t_max,
234       .shader_index_multiplier = sbt_stride,
235       /* The instance leaf pointer is unused in the top level BVH traversal
236        * since we always start from the root node. We can reuse that field to
237        * store the ray_flags handed to traceRayEXT(). This will be reloaded
238        * when the shader accesses gl_IncomingRayFlagsEXT (see
239        * nir_intrinsic_load_ray_flags brw_nir_lower_rt_intrinsic.c)
240        */
241       .inst_leaf_ptr = nir_u2u64(b, ray_flags),
242    };
243    brw_nir_rt_store_mem_ray(b, &ray_defs, BRW_RT_BVH_LEVEL_WORLD);
244 
245    nir_trace_ray_intel(b,
246                        nir_load_btd_global_arg_addr_intel(b),
247                        nir_imm_int(b, BRW_RT_BVH_LEVEL_WORLD),
248                        nir_imm_int(b, GEN_RT_TRACE_RAY_INITAL),
249                        .synchronous = false);
250    return true;
251 }
252 
253 static bool
lower_shader_call_instr(struct nir_builder * b,nir_intrinsic_instr * call,void * data)254 lower_shader_call_instr(struct nir_builder *b, nir_intrinsic_instr *call,
255                         void *data)
256 {
257    if (call->intrinsic != nir_intrinsic_rt_execute_callable)
258       return false;
259 
260    b->cursor = nir_instr_remove(&call->instr);
261 
262    store_resume_addr(b, call);
263 
264    nir_def *sbt_offset32 =
265       nir_imul(b, call->src[0].ssa,
266                nir_u2u32(b, nir_load_callable_sbt_stride_intel(b)));
267    nir_def *sbt_addr =
268       nir_iadd(b, nir_load_callable_sbt_addr_intel(b),
269                nir_u2u64(b, sbt_offset32));
270    brw_nir_btd_spawn(b, sbt_addr);
271    return true;
272 }
273 
274 bool
brw_nir_lower_shader_calls(nir_shader * shader,struct brw_bs_prog_key * key)275 brw_nir_lower_shader_calls(nir_shader *shader, struct brw_bs_prog_key *key)
276 {
277    bool a = nir_shader_instructions_pass(shader,
278                                          lower_shader_trace_ray_instr,
279                                          nir_metadata_none,
280                                          key);
281    bool b = nir_shader_intrinsics_pass(shader, lower_shader_call_instr,
282                                          nir_metadata_control_flow,
283                                          NULL);
284    return a || b;
285 }
286 
287 /** Creates a trivial return shader
288  *
289  * In most cases this shader doesn't actually do anything. It just needs to
290  * return to the caller.
291  *
292  * By default, our HW has the ability to handle the fact that a shader is not
293  * available and will execute the next following shader in the tracing call.
294  * For instance, a RAYGEN shader traces a ray, the tracing generates a hit,
295  * but there is no ANYHIT shader available. The HW should follow up by
296  * execution the CLOSESTHIT shader.
297  *
298  * This default behavior can be changed through the RT_CTRL register
299  * (privileged access) and when NULL shader checks are disabled, the HW will
300  * instead call the call stack handler (this shader). This is what i915 is
301  * doing as part of Wa_14013202645.
302  *
303  * In order to ensure the call to the CLOSESTHIT shader, this shader needs to
304  * commit the ray and will not proceed with the BTD return. Similarly when the
305  * same thing happen with the INTERSECTION shader, we should just carry on the
306  * ray traversal with the continue operation.
307  *
308  */
309 nir_shader *
brw_nir_create_trivial_return_shader(const struct brw_compiler * compiler,void * mem_ctx)310 brw_nir_create_trivial_return_shader(const struct brw_compiler *compiler,
311                                      void *mem_ctx)
312 {
313    const nir_shader_compiler_options *nir_options =
314       compiler->nir_options[MESA_SHADER_CALLABLE];
315 
316    nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_CALLABLE,
317                                                    nir_options,
318                                                    "RT Trivial Return");
319    nir_builder *b = &_b;
320 
321    ralloc_steal(mem_ctx, b->shader);
322    nir_shader *nir = b->shader;
323 
324    NIR_PASS_V(nir, brw_nir_lower_shader_returns);
325 
326    return nir;
327 }
328