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In the C23 standard unreachable() is now a predefined function-like macro in <stddef.h> See https://android.googlesource.com/platform/bionic/+/HEAD/docs/c23.md#is-now-a-predefined-function_like-macro-in And this causes build errors when building for C23: ----------------------------------------------------------------------- In file included from ../src/util/log.h:30, from ../src/util/log.c:30: ../src/util/macros.h:123:9: warning: "unreachable" redefined 123 | #define unreachable(str) \ | ^~~~~~~~~~~ In file included from ../src/util/macros.h:31: /usr/lib/gcc/x86_64-linux-gnu/14/include/stddef.h:456:9: note: this is the location of the previous definition 456 | #define unreachable() (__builtin_unreachable ()) | ^~~~~~~~~~~ ----------------------------------------------------------------------- So don't redefine it with the same name, but use the name UNREACHABLE() to also signify it's a macro. Using a different name also makes sense because the behavior of the macro was extending the one of __builtin_unreachable() anyway, and it also had a different signature, accepting one argument, compared to the standard unreachable() with no arguments. This change improves the chances of building mesa with the C23 standard, which for instance is the default in recent AOSP versions. All the instances of the macro, including the definition, were updated with the following command line: git grep -l '[^_]unreachable(' -- "src/**" | sort | uniq | \ while read file; \ do \ sed -e 's/\([^_]\)unreachable(/\1UNREACHABLE(/g' -i "$file"; \ done && \ sed -e 's/#undef unreachable/#undef UNREACHABLE/g' -i src/intel/isl/isl_aux_info.c Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36437>
391 lines
15 KiB
C
391 lines
15 KiB
C
/*
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* Copyright © 2020 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_nir_rt.h"
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#include "brw_nir_rt_builder.h"
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#include "nir_phi_builder.h"
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UNUSED static bool
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no_load_scratch_base_ptr_intrinsic(nir_shader *shader)
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{
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nir_foreach_function_impl(impl, shader) {
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nir_foreach_block(block, impl) {
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nir_foreach_instr(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic == nir_intrinsic_load_scratch_base_ptr)
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return false;
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}
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}
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}
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return true;
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}
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/** Insert the appropriate return instruction at the end of the shader */
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bool
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brw_nir_lower_shader_returns(nir_shader *shader)
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{
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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/* Reserve scratch space at the start of the shader's per-thread scratch
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* space for the return BINDLESS_SHADER_RECORD address and data payload.
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* When a shader is called, the calling shader will write the return BSR
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* address in this region of the callee's scratch space.
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*
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* We could also put it at the end of the caller's scratch space. However,
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* doing this way means that a shader never accesses its caller's scratch
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* space unless given an explicit pointer (such as for ray payloads). It
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* also makes computing the address easier given that we want to apply an
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* alignment to the scratch offset to ensure we can make alignment
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* assumptions in the called shader.
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*
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* This isn't needed for ray-gen shaders because they end the thread and
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* never return to the calling trampoline shader.
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*/
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assert(no_load_scratch_base_ptr_intrinsic(shader));
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if (shader->info.stage != MESA_SHADER_RAYGEN)
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shader->scratch_size += BRW_BTD_STACK_CALLEE_DATA_SIZE;
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nir_builder b = nir_builder_create(impl);
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set_foreach(impl->end_block->predecessors, block_entry) {
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struct nir_block *block = (void *)block_entry->key;
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b.cursor = nir_after_block_before_jump(block);
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switch (shader->info.stage) {
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case MESA_SHADER_RAYGEN:
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/* A raygen shader is always the root of the shader call tree. When
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* it ends, we retire the bindless stack ID and no further shaders
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* will be executed.
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*/
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assert(impl->end_block->predecessors->entries == 1);
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brw_nir_btd_retire(&b);
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break;
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case MESA_SHADER_ANY_HIT:
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/* The default action of an any-hit shader is to accept the ray
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* intersection. Any-hit shaders may have more than one exit. Only
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* the final "normal" exit will actually need to accept the
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* intersection as any others should come from nir_jump_halt
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* instructions inserted after ignore_ray_intersection or
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* terminate_ray or the like. However, inserting an accept after
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* the ignore or terminate is safe because it'll get deleted later.
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*/
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nir_accept_ray_intersection(&b);
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break;
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case MESA_SHADER_CALLABLE:
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case MESA_SHADER_MISS:
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case MESA_SHADER_CLOSEST_HIT:
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/* Callable, miss, and closest-hit shaders don't take any special
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* action at the end. They simply return back to the previous shader
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* in the call stack.
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*/
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assert(impl->end_block->predecessors->entries == 1);
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brw_nir_btd_return(&b);
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break;
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case MESA_SHADER_INTERSECTION:
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/* This will be handled by brw_nir_lower_intersection_shader */
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break;
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default:
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{
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UNREACHABLE("Invalid callable shader stage");
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return false;
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}
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}
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}
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nir_progress(true, impl, nir_metadata_control_flow);
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return true;
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}
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static void
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store_resume_addr(nir_builder *b, nir_intrinsic_instr *call)
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{
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uint32_t call_idx = nir_intrinsic_call_idx(call);
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uint32_t offset = nir_intrinsic_stack_size(call);
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/* First thing on the called shader's stack is the resume address
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* followed by a pointer to the payload.
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*/
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nir_def *resume_record_addr =
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nir_iadd_imm(b, nir_load_btd_resume_sbt_addr_intel(b),
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call_idx * BRW_BTD_RESUME_SBT_STRIDE);
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/* By the time we get here, any remaining shader/function memory
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* pointers have been lowered to SSA values.
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*/
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nir_def *payload_addr =
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nir_get_shader_call_payload_src(call)->ssa;
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brw_nir_rt_store_scratch(b, offset, BRW_BTD_STACK_ALIGN,
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nir_vec2(b, resume_record_addr, payload_addr),
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0xf /* write_mask */);
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nir_btd_stack_push_intel(b, offset);
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}
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static bool
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lower_shader_trace_ray_instr(struct nir_builder *b, nir_instr *instr, void *data)
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{
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const struct brw_nir_lower_shader_calls_state *state = data;
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const struct intel_device_info *devinfo = state->devinfo;
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struct brw_bs_prog_key *key = state->key;
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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/* Leave nir_intrinsic_rt_resume to be lowered by
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* brw_nir_lower_rt_intrinsics()
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*/
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nir_intrinsic_instr *call = nir_instr_as_intrinsic(instr);
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if (call->intrinsic != nir_intrinsic_rt_trace_ray)
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return false;
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b->cursor = nir_instr_remove(instr);
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store_resume_addr(b, call);
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nir_def *as_addr = call->src[0].ssa;
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nir_def *ray_flags = call->src[1].ssa;
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/* From the SPIR-V spec:
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*
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* "Only the 8 least-significant bits of Cull Mask are used by this
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* instruction - other bits are ignored.
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*
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* Only the 4 least-significant bits of SBT Offset and SBT Stride are
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* used by this instruction - other bits are ignored.
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*
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* Only the 16 least-significant bits of Miss Index are used by this
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* instruction - other bits are ignored."
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*/
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nir_def *cull_mask = nir_iand_imm(b, call->src[2].ssa, 0xff);
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nir_def *sbt_offset = nir_iand_imm(b, call->src[3].ssa, 0xf);
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nir_def *sbt_stride = nir_iand_imm(b, call->src[4].ssa, 0xf);
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nir_def *miss_index = nir_iand_imm(b, call->src[5].ssa, 0xffff);
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nir_def *ray_orig = call->src[6].ssa;
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nir_def *ray_t_min = call->src[7].ssa;
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nir_def *ray_dir = call->src[8].ssa;
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nir_def *ray_t_max = call->src[9].ssa;
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nir_def *root_node_ptr =
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brw_nir_rt_acceleration_structure_to_root_node(b, as_addr);
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/* The hardware packet requires an address to the first element of the
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* hit SBT.
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*
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* In order to calculate this, we must multiply the "SBT Offset"
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* provided to OpTraceRay by the SBT stride provided for the hit SBT in
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* the call to vkCmdTraceRay() and add that to the base address of the
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* hit SBT. This stride is not to be confused with the "SBT Stride"
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* provided to OpTraceRay which is in units of this stride. It's a
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* rather terrible overload of the word "stride". The hardware docs
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* calls the SPIR-V stride value the "shader index multiplier" which is
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* a much more sane name.
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*/
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nir_def *hit_sbt_stride_B =
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nir_load_ray_hit_sbt_stride_intel(b);
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nir_def *hit_sbt_offset_B =
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nir_imul(b, sbt_offset, nir_u2u32(b, hit_sbt_stride_B));
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nir_def *hit_sbt_addr =
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nir_iadd(b, nir_load_ray_hit_sbt_addr_intel(b),
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nir_u2u64(b, hit_sbt_offset_B));
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/* The hardware packet takes an address to the miss BSR. */
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nir_def *miss_sbt_stride_B =
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nir_load_ray_miss_sbt_stride_intel(b);
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nir_def *miss_sbt_offset_B =
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nir_imul(b, miss_index, nir_u2u32(b, miss_sbt_stride_B));
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nir_def *miss_sbt_addr =
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nir_iadd(b, nir_load_ray_miss_sbt_addr_intel(b),
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nir_u2u64(b, miss_sbt_offset_B));
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struct brw_nir_rt_mem_ray_defs ray_defs = {
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.root_node_ptr = root_node_ptr,
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/* Combine the shader value given to traceRayEXT() with the pipeline
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* creation value VkPipelineCreateFlags.
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*/
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.ray_flags = nir_ior_imm(b, nir_u2u16(b, ray_flags), key->pipeline_ray_flags),
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.ray_mask = cull_mask,
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.orig = ray_orig,
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.t_near = ray_t_min,
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.dir = ray_dir,
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.t_far = ray_t_max,
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.shader_index_multiplier = sbt_stride,
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/* The instance leaf pointer is unused in the top level BVH traversal
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* since we always start from the root node. We can reuse that field to
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* store the ray_flags handed to traceRayEXT(). This will be reloaded
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* when the shader accesses gl_IncomingRayFlagsEXT (see
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* nir_intrinsic_load_ray_flags brw_nir_lower_rt_intrinsic.c)
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*/
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.inst_leaf_ptr = nir_u2u64(b, ray_flags),
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};
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if (devinfo->ver >= 30) {
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ray_defs.hit_group_index = sbt_offset;
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ray_defs.miss_shader_index = nir_u2u16(b, miss_index);
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} else {
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ray_defs.hit_group_sr_base_ptr = hit_sbt_addr;
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ray_defs.hit_group_sr_stride = nir_u2u16(b, hit_sbt_stride_B);
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ray_defs.miss_sr_ptr = miss_sbt_addr;
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}
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brw_nir_rt_store_mem_ray(b, &ray_defs, BRW_RT_BVH_LEVEL_WORLD, devinfo);
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nir_trace_ray_intel(b,
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nir_load_btd_global_arg_addr_intel(b),
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nir_imm_int(b, BRW_RT_BVH_LEVEL_WORLD),
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nir_imm_int(b, GEN_RT_TRACE_RAY_INITAL),
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.synchronous = false);
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return true;
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}
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static bool
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lower_shader_call_instr(struct nir_builder *b, nir_intrinsic_instr *call,
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void *data)
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{
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if (call->intrinsic != nir_intrinsic_rt_execute_callable)
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return false;
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b->cursor = nir_instr_remove(&call->instr);
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store_resume_addr(b, call);
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nir_def *sbt_offset32 =
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nir_imul(b, call->src[0].ssa,
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nir_u2u32(b, nir_load_callable_sbt_stride_intel(b)));
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nir_def *sbt_addr =
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nir_iadd(b, nir_load_callable_sbt_addr_intel(b),
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nir_u2u64(b, sbt_offset32));
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brw_nir_btd_spawn(b, sbt_addr);
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return true;
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}
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bool
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brw_nir_lower_shader_calls(nir_shader *shader,
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struct brw_nir_lower_shader_calls_state *state)
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{
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bool a = nir_shader_instructions_pass(shader,
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lower_shader_trace_ray_instr,
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nir_metadata_none,
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state);
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bool b = nir_shader_intrinsics_pass(shader, lower_shader_call_instr,
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nir_metadata_control_flow,
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NULL);
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return a || b;
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}
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/** Creates a trivial return shader
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*
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* In most cases this shader doesn't actually do anything. It just needs to
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* return to the caller.
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*
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* By default, our HW has the ability to handle the fact that a shader is not
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* available and will execute the next following shader in the tracing call.
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* For instance, a RAYGEN shader traces a ray, the tracing generates a hit,
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* but there is no ANYHIT shader available. The HW should follow up by
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* execution the CLOSESTHIT shader.
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*
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* This default behavior can be changed through the RT_CTRL register
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* (privileged access) and when NULL shader checks are disabled, the HW will
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* instead call the call stack handler (this shader). This is what i915 is
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* doing as part of Wa_14013202645.
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*
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* In order to ensure the call to the CLOSESTHIT shader, this shader needs to
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* commit the ray and will not proceed with the BTD return. Similarly when the
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* same thing happen with the INTERSECTION shader, we should just carry on the
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* ray traversal with the continue operation.
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*
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*/
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nir_shader *
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brw_nir_create_trivial_return_shader(const struct brw_compiler *compiler,
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void *mem_ctx)
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{
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const nir_shader_compiler_options *nir_options =
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compiler->nir_options[MESA_SHADER_CALLABLE];
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nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_CALLABLE,
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nir_options,
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"RT Trivial Return");
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nir_builder *b = &_b;
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ralloc_steal(mem_ctx, b->shader);
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nir_shader *nir = b->shader;
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NIR_PASS(_, nir, brw_nir_lower_shader_returns);
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return nir;
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}
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/** Creates a null any-hit shader
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*
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* By default, our HW has the ability to handle the fact that a shader is not
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* available and will execute the next following shader in the tracing call.
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* For instance, a RAYGEN shader traces a ray, the tracing generates a hit,
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* but there is no ANYHIT shader available. The HW should follow up by
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* execution the CLOSESTHIT shader.
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*
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* This default behavior can be changed through the RT_CTRL register
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* (privileged access) and when NULL shader checks are disabled, we assign
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* this null ahs shader as any hit shader in case app did not provide one.
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*
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* In order to ensure the call to the CLOSESTHIT shader, this shader needs to
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* commit the ray and will not proceed with the BTD return.
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*
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* "SW must ensure that callstack handler sends a TraceRay message with
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* TraceRay_COMMIT for any hit shader invocation so that it matches with HW
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* behavior of trivially accepting that hit."
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*
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*/
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nir_shader *
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brw_nir_create_null_ahs_shader(const struct brw_compiler *compiler,
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void *mem_ctx)
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{
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const nir_shader_compiler_options *nir_options =
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compiler->nir_options[MESA_SHADER_CALLABLE];
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nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_CALLABLE,
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nir_options,
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"RT Null any-hit shader");
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nir_builder *b = &_b;
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ralloc_steal(mem_ctx, b->shader);
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nir_shader *nir = b->shader;
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nir->scratch_size = BRW_BTD_STACK_CALLEE_DATA_SIZE;
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nir_function_impl *impl = nir_shader_get_entrypoint(nir);
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b->cursor = nir_before_block(nir_start_block(impl));
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struct brw_nir_rt_mem_hit_defs hit_in = {};
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brw_nir_rt_load_mem_hit(b, &hit_in, false, compiler->devinfo);
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nir_def *ray_level = hit_in.bvh_level;
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nir_def *ray_op = nir_imm_int(b, GEN_RT_TRACE_RAY_COMMIT);
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nir_trace_ray_intel(b,
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nir_load_btd_global_arg_addr_intel(b),
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ray_level, ray_op);
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return nir;
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}
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