radv: Add main loop variables.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12592>
This commit is contained in:
Bas Nieuwenhuizen 2021-08-25 02:11:49 +02:00 committed by Marge Bot
parent 701803e340
commit dcb02dbe73

View file

@ -135,6 +135,174 @@ fail:
return VK_ERROR_OUT_OF_HOST_MEMORY;
}
/*
* Global variables for an RT pipeline
*/
struct rt_variables {
/* idx of the next shader to run in the next iteration of the main loop */
nir_variable *idx;
/* scratch offset of the argument area relative to stack_ptr */
nir_variable *arg;
nir_variable *stack_ptr;
/* global address of the SBT entry used for the shader */
nir_variable *shader_record_ptr;
/* trace_ray arguments */
nir_variable *accel_struct;
nir_variable *flags;
nir_variable *cull_mask;
nir_variable *sbt_offset;
nir_variable *sbt_stride;
nir_variable *miss_index;
nir_variable *origin;
nir_variable *tmin;
nir_variable *direction;
nir_variable *tmax;
/* from the BTAS instance currently being visited */
nir_variable *custom_instance_and_mask;
/* Properties of the primitive currently being visited. */
nir_variable *primitive_id;
nir_variable *geometry_id_and_flags;
nir_variable *instance_id;
nir_variable *instance_addr;
nir_variable *hit_kind;
nir_variable *opaque;
/* Safeguard to ensure we don't end up in an infinite loop of non-existing case. Should not be
* needed but is extra anti-hang safety during bring-up. */
nir_variable *main_loop_case_visited;
/* Output variable for intersection & anyhit shaders. */
nir_variable *ahit_status;
/* Array of stack size struct for recording the max stack size for each group. */
struct radv_pipeline_shader_stack_size *stack_sizes;
unsigned group_idx;
};
static struct rt_variables
create_rt_variables(nir_shader *shader, struct radv_pipeline_shader_stack_size *stack_sizes)
{
struct rt_variables vars = {
NULL,
};
vars.idx = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "idx");
vars.arg = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "arg");
vars.stack_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "stack_ptr");
vars.shader_record_ptr =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "shader_record_ptr");
const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3);
vars.accel_struct =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "accel_struct");
vars.flags = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ray_flags");
vars.cull_mask = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "cull_mask");
vars.sbt_offset =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_offset");
vars.sbt_stride =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_stride");
vars.miss_index =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "miss_index");
vars.origin = nir_variable_create(shader, nir_var_shader_temp, vec3_type, "ray_origin");
vars.tmin = nir_variable_create(shader, nir_var_shader_temp, glsl_float_type(), "ray_tmin");
vars.direction = nir_variable_create(shader, nir_var_shader_temp, vec3_type, "ray_direction");
vars.tmax = nir_variable_create(shader, nir_var_shader_temp, glsl_float_type(), "ray_tmax");
vars.custom_instance_and_mask = nir_variable_create(
shader, nir_var_shader_temp, glsl_uint_type(), "custom_instance_and_mask");
vars.primitive_id =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "primitive_id");
vars.geometry_id_and_flags =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "geometry_id_and_flags");
vars.instance_id =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "instance_id");
vars.instance_addr =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "instance_addr");
vars.hit_kind = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "hit_kind");
vars.opaque = nir_variable_create(shader, nir_var_shader_temp, glsl_bool_type(), "opaque");
vars.main_loop_case_visited =
nir_variable_create(shader, nir_var_shader_temp, glsl_bool_type(), "main_loop_case_visited");
vars.ahit_status =
nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ahit_status");
vars.stack_sizes = stack_sizes;
return vars;
}
/*
* Remap all the variables between the two rt_variables struct for inlining.
*/
static void
map_rt_variables(struct hash_table *var_remap, struct rt_variables *src,
const struct rt_variables *dst)
{
_mesa_hash_table_insert(var_remap, src->idx, dst->idx);
_mesa_hash_table_insert(var_remap, src->arg, dst->arg);
_mesa_hash_table_insert(var_remap, src->stack_ptr, dst->stack_ptr);
_mesa_hash_table_insert(var_remap, src->shader_record_ptr, dst->shader_record_ptr);
_mesa_hash_table_insert(var_remap, src->accel_struct, dst->accel_struct);
_mesa_hash_table_insert(var_remap, src->flags, dst->flags);
_mesa_hash_table_insert(var_remap, src->cull_mask, dst->cull_mask);
_mesa_hash_table_insert(var_remap, src->sbt_offset, dst->sbt_offset);
_mesa_hash_table_insert(var_remap, src->sbt_stride, dst->sbt_stride);
_mesa_hash_table_insert(var_remap, src->miss_index, dst->miss_index);
_mesa_hash_table_insert(var_remap, src->origin, dst->origin);
_mesa_hash_table_insert(var_remap, src->tmin, dst->tmin);
_mesa_hash_table_insert(var_remap, src->direction, dst->direction);
_mesa_hash_table_insert(var_remap, src->tmax, dst->tmax);
_mesa_hash_table_insert(var_remap, src->custom_instance_and_mask, dst->custom_instance_and_mask);
_mesa_hash_table_insert(var_remap, src->primitive_id, dst->primitive_id);
_mesa_hash_table_insert(var_remap, src->geometry_id_and_flags, dst->geometry_id_and_flags);
_mesa_hash_table_insert(var_remap, src->instance_id, dst->instance_id);
_mesa_hash_table_insert(var_remap, src->instance_addr, dst->instance_addr);
_mesa_hash_table_insert(var_remap, src->hit_kind, dst->hit_kind);
_mesa_hash_table_insert(var_remap, src->opaque, dst->opaque);
_mesa_hash_table_insert(var_remap, src->ahit_status, dst->ahit_status);
src->stack_sizes = dst->stack_sizes;
src->group_idx = dst->group_idx;
}
/*
* Create a copy of the global rt variables where the primitive/instance related variables are
* independent.This is needed as we need to keep the old values of the global variables around
* in case e.g. an anyhit shader reject the collision. So there are inner variables that get copied
* to the outer variables once we commit to a better hit.
*/
static struct rt_variables
create_inner_vars(nir_builder *b, const struct rt_variables *vars)
{
struct rt_variables inner_vars = *vars;
inner_vars.idx =
nir_variable_create(b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_idx");
inner_vars.shader_record_ptr = nir_variable_create(
b->shader, nir_var_shader_temp, glsl_uint64_t_type(), "inner_shader_record_ptr");
inner_vars.primitive_id =
nir_variable_create(b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_primitive_id");
inner_vars.geometry_id_and_flags = nir_variable_create(
b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_geometry_id_and_flags");
inner_vars.tmax =
nir_variable_create(b->shader, nir_var_shader_temp, glsl_float_type(), "inner_tmax");
inner_vars.instance_id =
nir_variable_create(b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_instance_id");
inner_vars.instance_addr = nir_variable_create(b->shader, nir_var_shader_temp,
glsl_uint64_t_type(), "inner_instance_addr");
inner_vars.hit_kind =
nir_variable_create(b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_hit_kind");
inner_vars.custom_instance_and_mask = nir_variable_create(
b->shader, nir_var_shader_temp, glsl_uint_type(), "inner_custom_instance_and_mask");
return inner_vars;
}
static nir_shader *
create_rt_shader(struct radv_device *device, const VkRayTracingPipelineCreateInfoKHR *pCreateInfo,
struct radv_pipeline_shader_stack_size *stack_sizes)