/* * Copyright © 2022 Valve Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * */ #include "ac_nir.h" #include "nir_builder.h" #include "amdgfxregs.h" #include "util/u_math.h" /* * These NIR passes are used to lower NIR cross-stage I/O intrinsics * between task and mesh shader stages into the memory accesses * that actually happen on the HW. * */ typedef struct { unsigned payload_entry_bytes; unsigned draw_entry_bytes; unsigned num_entries; } lower_tsms_io_state; typedef struct { nir_ssa_def *hw_workgroup_id; nir_ssa_def *api_workgroup_id; } add_first_task_to_workgroup_id_state; static bool filter_workgroup_id(const nir_instr *instr, UNUSED const void *state) { if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); return intrin->intrinsic == nir_intrinsic_load_workgroup_id; } static nir_ssa_def * replace_workgroup_id_use_first_task(nir_builder *b, nir_instr *instr, void *state) { add_first_task_to_workgroup_id_state *s = (add_first_task_to_workgroup_id_state *) state; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); assert(s->hw_workgroup_id); if (s->hw_workgroup_id == &intrin->dest.ssa) return NULL; return s->api_workgroup_id; } void ac_nir_apply_first_task_to_task_shader(nir_shader *shader) { /* The draw packets on RDNA2 GPUs don't support adding an offset to the task shader * workgroups, so we have to emulate the firstTask feature for NV_mesh_shader. * * 1. Pass the address of the IB (indirect buffer) from the NV_mesh_shader draw call * to the shader in an SGPR argument (2 SGPRs for address, 1 SGPR for stride). * 2. Create a descriptor for the IB in the shader. * 3. Load the firstTask value from the IB * 4. Add the firstTask value the workgroup ID and use the result instead of the * workgroup ID generated by the HW. * * NOTE: This pass must run _before_ lowering the task shader outputs to memory * accesses. The lowering uses the workgroup ID and that must be unchanged * because it has to be the real HW workgroup ID. */ /* If the shader doesn't use workgroup ID, nothing to do here. */ if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_WORKGROUP_ID)) return; nir_function_impl *impl = nir_shader_get_entrypoint(shader); assert(impl); nir_builder builder; nir_builder *b = &builder; /* This is to avoid the & */ nir_builder_init(b, impl); b->cursor = nir_before_cf_list(&impl->body); /* This is the stride passed to vkCmdDrawMeshTasksIndirectNV */ nir_ssa_def *ib_stride = nir_load_task_ib_stride(b); nir_ssa_def *zero = nir_imm_int(b, 0); nir_ssa_def *first_task = NULL; /* If the stride is zero, we assume that firstTask is also 0. */ nir_if *if_stride = nir_push_if(b, nir_ine(b, ib_stride, zero)); { /* Address of the IB (indirect buffer) used by the current draw call. */ nir_ssa_def *ib_addr = nir_load_task_ib_addr(b); /* Compose a 64-bit address from the IB address. */ nir_ssa_def *addr = nir_pack_64_2x32_split(b, nir_channel(b, ib_addr, 0), nir_channel(b, ib_addr, 1)); /* The IB needs to be addressed by draw ID * stride. */ addr = nir_iadd(b, addr, nir_u2u64(b, nir_imul(b, nir_load_draw_id(b), ib_stride))); /* Byte offset of the firstTask field in VkDrawMeshTasksIndirectCommandNV. */ addr = nir_iadd_imm(b, addr, 4); first_task = nir_build_load_global(b, 1, 32, addr, .access = ACCESS_NON_WRITEABLE | ACCESS_COHERENT); } nir_pop_if(b, if_stride); first_task = nir_if_phi(b, first_task, zero); /* NV_mesh_shader workgroups are 1 dimensional. * Apply firstTask to the X dimension, but leave Y and Z intact. */ nir_ssa_def *hw_workgroup_id = nir_load_workgroup_id(b, 32); nir_ssa_def *api_workgroup_id_x = nir_iadd(b, nir_channel(b, hw_workgroup_id, 0), first_task); nir_ssa_def *api_workgroup_id = nir_vector_insert_imm(b, hw_workgroup_id, api_workgroup_id_x, 0); add_first_task_to_workgroup_id_state state = { .hw_workgroup_id = hw_workgroup_id, .api_workgroup_id = api_workgroup_id, }; nir_shader_lower_instructions(shader, filter_workgroup_id, replace_workgroup_id_use_first_task, &state); nir_validate_shader(shader, "after including firstTask in the task shader workgroup ID"); } static nir_ssa_def * task_workgroup_index(nir_builder *b, lower_tsms_io_state *s) { nir_ssa_def *id = nir_load_workgroup_id(b, 32); nir_ssa_def *x = nir_channel(b, id, 0); nir_ssa_def *y = nir_channel(b, id, 1); nir_ssa_def *z = nir_channel(b, id, 2); nir_ssa_def *grid_size = nir_load_num_workgroups(b, 32); nir_ssa_def *grid_size_x = nir_channel(b, grid_size, 0); nir_ssa_def *grid_size_y = nir_channel(b, grid_size, 1); return nir_iadd(b, nir_imul(b, nir_imul(b, grid_size_x, grid_size_y), z), nir_iadd(b, nir_imul(b, grid_size_x, y), x)); } static nir_ssa_def * task_ring_entry_index(nir_builder *b, lower_tsms_io_state *s) { /* Task shader ring_entry shader argument: * * - It's a copy of write_ptr[31:0] from the task control buffer. * - The same value (which is the initial value at dispatch) * seems to be copied to all workgroups in the same dispatch, * therefore a workgroup index needs to be added. * - write_ptr must be initialized to num_entries so ring_entry needs * AND with num_entries - 1 to get the correct meaning. * Note that num_entries must be a power of two. */ nir_ssa_def *ring_entry = nir_load_task_ring_entry_amd(b); nir_ssa_def *idx = nir_iadd_nuw(b, ring_entry, task_workgroup_index(b, s)); return nir_iand_imm(b, idx, s->num_entries - 1); } static nir_ssa_def * task_draw_ready_bit(nir_builder *b, lower_tsms_io_state *s) { /* Value of the ready bit is 1 for odd and 0 for even passes through the draw ring. * * The ring_entry is a copy of the write_ptr. We use that to determine whether * the current pass through the draw ring is odd or even, so we can write the * correct value to the draw ready bit. * * This tells the firmware that it can now start launching mesh shader workgroups. * The encoding of the last dword of the draw ring entry is: * - bit 0: Draw ready bit. * Its meaning flips on every pass through the entry. * - bit 1: Packet end bit. * The firmware uses this to mark the entry after the last one * used by the current task dispatch. * - bits [2:31] unused. * * Task shaders MUST write the draw ready bit to the draw ring * before they finish. The firmware waits for the shader to write * this bit before it reads the mesh dispatch size to launch the * mesh shader workgroups. * * If the task shader doesn't write this bit, the HW hangs. */ nir_ssa_def *ring_entry = nir_load_task_ring_entry_amd(b); nir_ssa_def *workgroup_index = task_workgroup_index(b, s); nir_ssa_def *idx = nir_iadd_nuw(b, ring_entry, workgroup_index); return nir_ubfe(b, idx, nir_imm_int(b, util_bitcount(s->num_entries - 1)), nir_imm_int(b, 1)); } static nir_ssa_def * mesh_ring_entry_index(nir_builder *b, lower_tsms_io_state *s) { /* Mesh shader ring_entry shader argument: * * - It's a copy of the read_ptr[31:0] from the task control buffer. * - All workgroups in the same task->mesh dispatch get the same value, * which is fine because they need to read the same entry. * - read_ptr must be initialized to num_entries so ring_entry needs * AND with num_entries - 1 to get the correct meaning. * Note that num_entries must be a power of two. */ return nir_iand_imm(b, nir_load_task_ring_entry_amd(b), s->num_entries - 1); } static void task_write_draw_ring(nir_builder *b, nir_ssa_def *store_val, unsigned const_off, lower_tsms_io_state *s) { nir_ssa_def *ptr = task_ring_entry_index(b, s); nir_ssa_def *ring = nir_load_ring_task_draw_amd(b); nir_ssa_def *scalar_off = nir_imul_imm(b, ptr, s->draw_entry_bytes); nir_ssa_def *vector_off = nir_imm_int(b, 0); nir_ssa_def *zero = nir_imm_int(b, 0); nir_store_buffer_amd(b, store_val, ring, vector_off, scalar_off, zero, .base = const_off, .memory_modes = nir_var_shader_out, .access = ACCESS_COHERENT); } static bool filter_task_intrinsics(const nir_instr *instr, UNUSED const void *state) { if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); return intrin->intrinsic == nir_intrinsic_launch_mesh_workgroups || intrin->intrinsic == nir_intrinsic_store_task_payload || intrin->intrinsic == nir_intrinsic_load_task_payload; } static nir_ssa_def * lower_task_launch_mesh_workgroups(nir_builder *b, nir_intrinsic_instr *intrin, lower_tsms_io_state *s) { /* This intrinsic must be always in uniform control flow, * so we assume that all invocations are active here. */ /* Wait for all necessary stores to finish. */ nir_scoped_barrier(b, .execution_scope = NIR_SCOPE_WORKGROUP, .memory_scope = NIR_SCOPE_WORKGROUP, .memory_semantics = NIR_MEMORY_ACQ_REL, .memory_modes = nir_var_mem_task_payload | nir_var_shader_out | nir_var_mem_ssbo | nir_var_mem_global); /* On the first invocation, write the full draw ring entry. */ nir_ssa_def *invocation_index = nir_load_local_invocation_index(b); nir_if *if_invocation_index_zero = nir_push_if(b, nir_ieq_imm(b, invocation_index, 0)); { nir_ssa_def *dimensions = intrin->src[0].ssa; nir_ssa_def *x = nir_channel(b, dimensions, 0); nir_ssa_def *y = nir_channel(b, dimensions, 1); nir_ssa_def *z = nir_channel(b, dimensions, 2); nir_ssa_def *rdy = task_draw_ready_bit(b, s); nir_ssa_def *store_val = nir_vec4(b, x, y, z, rdy); task_write_draw_ring(b, store_val, 0, s); } nir_pop_if(b, if_invocation_index_zero); return NIR_LOWER_INSTR_PROGRESS_REPLACE; } static nir_ssa_def * lower_task_payload_store(nir_builder *b, nir_intrinsic_instr *intrin, lower_tsms_io_state *s) { unsigned write_mask = nir_intrinsic_write_mask(intrin); unsigned base = nir_intrinsic_base(intrin); nir_ssa_def *store_val = intrin->src[0].ssa; nir_ssa_def *addr = intrin->src[1].ssa; nir_ssa_def *ring = nir_load_ring_task_payload_amd(b); nir_ssa_def *ptr = task_ring_entry_index(b, s); nir_ssa_def *ring_off = nir_imul_imm(b, ptr, s->payload_entry_bytes); nir_ssa_def *zero = nir_imm_int(b, 0); nir_store_buffer_amd(b, store_val, ring, addr, ring_off, zero, .base = base, .write_mask = write_mask, .memory_modes = nir_var_mem_task_payload, .access = ACCESS_COHERENT); return NIR_LOWER_INSTR_PROGRESS_REPLACE; } static nir_ssa_def * lower_taskmesh_payload_load(nir_builder *b, nir_intrinsic_instr *intrin, lower_tsms_io_state *s) { unsigned base = nir_intrinsic_base(intrin); unsigned num_components = intrin->dest.ssa.num_components; unsigned bit_size = intrin->dest.ssa.bit_size; nir_ssa_def *ptr = b->shader->info.stage == MESA_SHADER_TASK ? task_ring_entry_index(b, s) : mesh_ring_entry_index(b, s); nir_ssa_def *addr = intrin->src[0].ssa; nir_ssa_def *ring = nir_load_ring_task_payload_amd(b); nir_ssa_def *ring_off = nir_imul_imm(b, ptr, s->payload_entry_bytes); nir_ssa_def *zero = nir_imm_int(b, 0); return nir_load_buffer_amd(b, num_components, bit_size, ring, addr, ring_off, zero, .base = base, .memory_modes = nir_var_mem_task_payload, .access = ACCESS_COHERENT); } static nir_ssa_def * lower_task_intrinsics(nir_builder *b, nir_instr *instr, void *state) { assert(instr->type == nir_instr_type_intrinsic); nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); lower_tsms_io_state *s = (lower_tsms_io_state *)state; switch (intrin->intrinsic) { case nir_intrinsic_store_task_payload: return lower_task_payload_store(b, intrin, s); case nir_intrinsic_load_task_payload: return lower_taskmesh_payload_load(b, intrin, s); case nir_intrinsic_launch_mesh_workgroups: return lower_task_launch_mesh_workgroups(b, intrin, s); default: unreachable("unsupported task shader intrinsic"); } } void ac_nir_lower_task_outputs_to_mem(nir_shader *shader, unsigned task_payload_entry_bytes, unsigned task_num_entries) { assert(util_is_power_of_two_nonzero(task_num_entries)); nir_lower_task_shader_options lower_ts_opt = { .payload_to_shared_for_atomics = true, }; nir_lower_task_shader(shader, lower_ts_opt); lower_tsms_io_state state = { .draw_entry_bytes = 16, .payload_entry_bytes = task_payload_entry_bytes, .num_entries = task_num_entries, }; nir_function_impl *impl = nir_shader_get_entrypoint(shader); nir_builder builder; nir_builder *b = &builder; /* This is to avoid the & */ nir_builder_init(b, impl); nir_shader_lower_instructions(shader, filter_task_intrinsics, lower_task_intrinsics, &state); nir_metadata_preserve(impl, nir_metadata_none); nir_validate_shader(shader, "after lowering task shader outputs to memory stores"); } static bool filter_mesh_input_load(const nir_instr *instr, UNUSED const void *state) { if (instr->type != nir_instr_type_intrinsic) return false; nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); return intrin->intrinsic == nir_intrinsic_load_task_payload; } static nir_ssa_def * lower_mesh_intrinsics(nir_builder *b, nir_instr *instr, void *state) { assert(instr->type == nir_instr_type_intrinsic); nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); lower_tsms_io_state *s = (lower_tsms_io_state *)state; if (intrin->intrinsic == nir_intrinsic_load_task_payload) return lower_taskmesh_payload_load(b, intrin, s); else unreachable("unsupported mesh shader intrinsic"); } void ac_nir_lower_mesh_inputs_to_mem(nir_shader *shader, unsigned task_payload_entry_bytes, unsigned task_num_entries) { assert(util_is_power_of_two_nonzero(task_num_entries)); lower_tsms_io_state state = { .draw_entry_bytes = 16, .payload_entry_bytes = task_payload_entry_bytes, .num_entries = task_num_entries, }; nir_shader_lower_instructions(shader, filter_mesh_input_load, lower_mesh_intrinsics, &state); }