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authorJason Ekstrand <jason@jlekstrand.net>2020-08-06 15:59:30 -0500
committerMarge Bot <eric+marge@anholt.net>2020-11-25 05:37:10 +0000
commit9ba7d459a3a193b002586ddbee2720948002421c (patch)
tree1874b8c465d474e57efe80bc97eed0403f0655a3 /src
parent7ce7c93755fd62ea91e384255e85f6689b6d890b (diff)
intel/rt: Implement the new ray-tracing system values
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7356>
Diffstat (limited to 'src')
-rw-r--r--src/intel/compiler/brw_nir_lower_rt_intrinsics.c166
-rw-r--r--src/intel/compiler/brw_rt.h16
2 files changed, 182 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_nir_lower_rt_intrinsics.c b/src/intel/compiler/brw_nir_lower_rt_intrinsics.c
index 2a59891d842..441a21dc328 100644
--- a/src/intel/compiler/brw_nir_lower_rt_intrinsics.c
+++ b/src/intel/compiler/brw_nir_lower_rt_intrinsics.c
@@ -24,6 +24,26 @@
#include "brw_nir_rt.h"
#include "brw_nir_rt_builder.h"
+static nir_ssa_def *
+build_leaf_is_procedural(nir_builder *b, struct brw_nir_rt_mem_hit_defs *hit)
+{
+ switch (b->shader->info.stage) {
+ case MESA_SHADER_ANY_HIT:
+ /* Any-hit shaders are always compiled into intersection shaders for
+ * procedural geometry. If we got here in an any-hit shader, it's for
+ * triangles.
+ */
+ return nir_imm_false(b);
+
+ case MESA_SHADER_INTERSECTION:
+ return nir_imm_true(b);
+
+ default:
+ return nir_ieq(b, hit->leaf_type,
+ nir_imm_int(b, BRW_RT_BVH_NODE_TYPE_PROCEDURAL));
+ }
+}
+
static void
lower_rt_intrinsics_impl(nir_function_impl *impl,
const struct gen_device_info *devinfo)
@@ -40,6 +60,29 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_ssa_def *hotzone_addr = brw_nir_rt_sw_hotzone_addr(b, devinfo);
nir_ssa_def *hotzone = nir_load_global(b, hotzone_addr, 16, 4, 32);
+ gl_shader_stage stage = b->shader->info.stage;
+ struct brw_nir_rt_mem_ray_defs world_ray_in = {};
+ struct brw_nir_rt_mem_ray_defs object_ray_in = {};
+ struct brw_nir_rt_mem_hit_defs hit_in = {};
+ switch (stage) {
+ case MESA_SHADER_ANY_HIT:
+ case MESA_SHADER_CLOSEST_HIT:
+ case MESA_SHADER_INTERSECTION:
+ brw_nir_rt_load_mem_hit(b, &hit_in,
+ stage == MESA_SHADER_CLOSEST_HIT);
+ brw_nir_rt_load_mem_ray(b, &object_ray_in,
+ BRW_RT_BVH_LEVEL_OBJECT);
+ /* Fall through */
+
+ case MESA_SHADER_MISS:
+ brw_nir_rt_load_mem_ray(b, &world_ray_in,
+ BRW_RT_BVH_LEVEL_WORLD);
+ break;
+
+ default:
+ break;
+ }
+
nir_ssa_def *thread_stack_base_addr = brw_nir_rt_sw_stack_addr(b, devinfo);
nir_ssa_def *stack_base_offset = nir_channel(b, hotzone, 0);
nir_ssa_def *stack_base_addr =
@@ -90,6 +133,107 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_instr_remove(instr);
break;
+ case nir_intrinsic_load_ray_launch_id:
+ sysval = nir_channels(b, hotzone, 0xe);
+ break;
+
+ case nir_intrinsic_load_ray_launch_size:
+ sysval = globals.launch_size;
+ break;
+
+ case nir_intrinsic_load_ray_world_origin:
+ sysval = world_ray_in.orig;
+ break;
+
+ case nir_intrinsic_load_ray_world_direction:
+ sysval = world_ray_in.dir;
+ break;
+
+ case nir_intrinsic_load_ray_object_origin:
+ sysval = object_ray_in.orig;
+ break;
+
+ case nir_intrinsic_load_ray_object_direction:
+ sysval = object_ray_in.dir;
+ break;
+
+ case nir_intrinsic_load_ray_t_min:
+ /* It shouldn't matter which we pull this from */
+ sysval = world_ray_in.t_near;
+ break;
+
+ case nir_intrinsic_load_ray_t_max:
+ if (stage == MESA_SHADER_MISS)
+ sysval = world_ray_in.t_far;
+ else
+ sysval = hit_in.t;
+ break;
+
+ case nir_intrinsic_load_primitive_id: {
+ /* It's in dw[3] for procedural and dw[2] for quad
+ *
+ * TODO: We really need some helpers here.
+ */
+ nir_ssa_def *offset =
+ nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
+ nir_iadd_imm(b, hit_in.prim_leaf_index, 12),
+ nir_imm_int(b, 8));
+ sysval = nir_load_global(b, nir_iadd(b, hit_in.prim_leaf_ptr,
+ nir_u2u64(b, offset)),
+ 4, /* align */ 1, 32);
+ break;
+ }
+
+ case nir_intrinsic_load_instance_id: {
+ struct brw_nir_rt_bvh_instance_leaf_defs leaf;
+ brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
+ sysval = leaf.instance_index;
+ break;
+ }
+
+ case nir_intrinsic_load_ray_object_to_world: {
+ struct brw_nir_rt_bvh_instance_leaf_defs leaf;
+ brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
+ sysval = leaf.object_to_world[nir_intrinsic_column(intrin)];
+ break;
+ }
+
+ case nir_intrinsic_load_ray_world_to_object: {
+ struct brw_nir_rt_bvh_instance_leaf_defs leaf;
+ brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
+ sysval = leaf.world_to_object[nir_intrinsic_column(intrin)];
+ break;
+ }
+
+ case nir_intrinsic_load_ray_hit_kind: {
+ nir_ssa_def *tri_hit_kind =
+ nir_bcsel(b, hit_in.front_face,
+ nir_imm_int(b, BRW_RT_HIT_KIND_FRONT_FACE),
+ nir_imm_int(b, BRW_RT_HIT_KIND_BACK_FACE));
+ sysval = nir_bcsel(b, build_leaf_is_procedural(b, &hit_in),
+ hit_in.aabb_hit_kind, tri_hit_kind);
+ break;
+ }
+
+ case nir_intrinsic_load_ray_flags:
+ sysval = nir_u2u32(b, world_ray_in.ray_flags);
+ break;
+
+ case nir_intrinsic_load_ray_geometry_index: {
+ nir_ssa_def *geometry_index_dw =
+ nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
+ 1, 32);
+ sysval = nir_iand_imm(b, geometry_index_dw, BITFIELD_MASK(29));
+ break;
+ }
+
+ case nir_intrinsic_load_ray_instance_custom_index: {
+ struct brw_nir_rt_bvh_instance_leaf_defs leaf;
+ brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);
+ sysval = leaf.instance_id;
+ break;
+ }
+
case nir_intrinsic_load_ray_base_mem_addr_intel:
sysval = globals.base_mem_addr;
break;
@@ -151,6 +295,28 @@ lower_rt_intrinsics_impl(nir_function_impl *impl,
nir_metadata_dominance);
}
+/** Lower ray-tracing system values and intrinsics
+ *
+ * In most 3D shader stages, intrinsics are a fairly thin wrapper around
+ * hardware functionality and system values represent magic bits that come
+ * into the shader from FF hardware. Ray-tracing, however, looks a bit more
+ * like the OpenGL 1.0 world where the underlying hardware is simple and most
+ * of the API implementation is software.
+ *
+ * In particular, most things that are treated as system values (or built-ins
+ * in SPIR-V) don't get magically dropped into registers for us. Instead, we
+ * have to fetch them from the relevant data structures shared with the
+ * ray-tracing hardware. Most come from either the RT_DISPATCH_GLOBALS or
+ * from one of the MemHit data structures. Some, such as primitive_id require
+ * us to fetch the leaf address from the MemHit struct and then manually read
+ * the data out of the BVH. Instead of trying to emit all this code deep in
+ * the back-end where we can't effectively optimize it, we lower it all to
+ * global memory access in NIR.
+ *
+ * Once this pass is complete, the only real system values left are the two
+ * argument pointer system values for BTD dispatch: btd_local_arg_addr and
+ * btd_global_arg_addr.
+ */
void
brw_nir_lower_rt_intrinsics(nir_shader *nir,
const struct gen_device_info *devinfo)
diff --git a/src/intel/compiler/brw_rt.h b/src/intel/compiler/brw_rt.h
index 573842062e4..10e54e23ced 100644
--- a/src/intel/compiler/brw_rt.h
+++ b/src/intel/compiler/brw_rt.h
@@ -43,6 +43,22 @@ enum brw_rt_bvh_level {
};
#define BRW_RT_MAX_BVH_LEVELS 2
+enum brw_rt_bvh_node_type {
+ BRW_RT_BVH_NODE_TYPE_INTERNAL = 0,
+ BRW_RT_BVH_NODE_TYPE_INSTANCE = 1,
+ BRW_RT_BVH_NODE_TYPE_PROCEDURAL = 3,
+ BRW_RT_BVH_NODE_TYPE_QUAD = 4,
+};
+
+/** HitKind values returned for triangle geometry
+ *
+ * This enum must match the SPIR-V enum.
+ */
+enum brw_rt_hit_kind {
+ BRW_RT_HIT_KIND_FRONT_FACE = 0xfe,
+ BRW_RT_HIT_KIND_BACK_FACE = 0xff,
+};
+
struct brw_rt_scratch_layout {
/** Number of stack IDs per DSS */
uint32_t stack_ids_per_dss;