mirror of
https://github.com/elwrcl/intel-hard-graphics.git
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330 lines
11 KiB
C
330 lines
11 KiB
C
/*
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* Copyright © 2020 Intel Corporation
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* SPDX-License-Identifier: MIT
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*/
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#pragma once
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#include <stdint.h>
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#include "compiler/shader_enums.h"
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#include "util/macros.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** Vulkan defines shaderGroupHandleSize = 32 */
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#define BRW_RT_SBT_HANDLE_SIZE 32
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/** RT_DISPATCH_GLOBALS size (see gen_rt.xml) */
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#define BRW_RT_DISPATCH_GLOBALS_SIZE 80
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/** RT_DISPATCH_GLOBALS alignment
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*
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* Use 256B to make sure we can access the pair of RT_DISPATCH_GLOBALS without
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* 64bit math.
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*/
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#define BRW_RT_DISPATCH_GLOBALS_ALIGN 256
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/** Offset after the RT dispatch globals at which "push" constants live */
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#define BRW_RT_PUSH_CONST_OFFSET 128
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/** Stride of the resume SBT */
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#define BRW_BTD_RESUME_SBT_STRIDE 8
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/** Root node offset for BVH */
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#define BRW_RT_ROOT_NODE_OFFSET 256
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/* Vulkan always uses exactly two levels of BVH: world and object. At the API
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* level, these are referred to as top and bottom.
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*/
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enum brw_rt_bvh_level {
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BRW_RT_BVH_LEVEL_WORLD = 0,
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BRW_RT_BVH_LEVEL_OBJECT = 1,
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};
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#define BRW_RT_MAX_BVH_LEVELS 2
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enum brw_rt_bvh_node_type {
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BRW_RT_BVH_NODE_TYPE_INTERNAL = 0,
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BRW_RT_BVH_NODE_TYPE_INSTANCE = 1,
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BRW_RT_BVH_NODE_TYPE_PROCEDURAL = 3,
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BRW_RT_BVH_NODE_TYPE_QUAD = 4,
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};
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/** HitKind values returned for triangle geometry
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*
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* This enum must match the SPIR-V enum.
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*/
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enum brw_rt_hit_kind {
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BRW_RT_HIT_KIND_FRONT_FACE = 0xfe,
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BRW_RT_HIT_KIND_BACK_FACE = 0xff,
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};
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/** Ray flags
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*
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* This enum must match the SPIR-V RayFlags enum.
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*/
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enum brw_rt_ray_flags {
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BRW_RT_RAY_FLAG_FORCE_OPAQUE = 0x01,
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BRW_RT_RAY_FLAG_FORCE_NON_OPAQUE = 0x02,
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BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04,
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BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08,
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BRW_RT_RAY_FLAG_CULL_BACK_FACING_TRIANGLES = 0x10,
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BRW_RT_RAY_FLAG_CULL_FRONT_FACING_TRIANGLES = 0x20,
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BRW_RT_RAY_FLAG_CULL_OPAQUE = 0x40,
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BRW_RT_RAY_FLAG_CULL_NON_OPAQUE = 0x80,
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BRW_RT_RAY_FLAG_SKIP_TRIANGLES = 0x100,
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BRW_RT_RAY_FLAG_SKIP_AABBS = 0x200,
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};
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struct brw_rt_scratch_layout {
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/** Number of stack IDs per DSS */
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uint32_t stack_ids_per_dss;
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/** Start offset (in bytes) of the hardware MemRay stack */
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uint32_t ray_stack_start;
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/** Stride (in bytes) of the hardware MemRay stack */
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uint32_t ray_stack_stride;
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/** Start offset (in bytes) of the SW stacks */
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uint64_t sw_stack_start;
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/** Size (in bytes) of the SW stack for a single shader invocation */
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uint32_t sw_stack_size;
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/** Total size (in bytes) of the RT scratch memory area */
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uint64_t total_size;
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};
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/** Parameters passed to the raygen trampoline shader
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*
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* This struct is carefully construected to be 32B and must be passed to the
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* raygen trampoline shader as as inline constant data.
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*/
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struct brw_rt_raygen_trampoline_params {
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/** The GPU address of the RT_DISPATCH_GLOBALS */
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uint64_t rt_disp_globals_addr;
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/** The GPU address of the BINDLESS_SHADER_RECORD for the raygen shader */
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uint64_t raygen_bsr_addr;
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/** 1 if this is an indirect dispatch, 0 otherwise */
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uint8_t is_indirect;
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/** The integer log2 of the local group size
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*
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* Ray-tracing shaders don't have a concept of local vs. global workgroup
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* size. They only have a single 3D launch size. The raygen trampoline
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* shader is always dispatched with a local workgroup size equal to the
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* SIMD width but the shape of the local workgroup is determined at
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* dispatch time based on the shape of the launch and passed to the
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* trampoline via this field. (There's no sense having a Z dimension on
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* the local workgroup if the launch is 2D.)
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*
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* We use the integer log2 of the size because there's no point in
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* non-power-of-two sizes and shifts are cheaper than division.
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*/
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uint8_t local_group_size_log2[3];
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uint32_t pad[3];
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};
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/** Size of the "hot zone" in bytes
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*
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* The hot zone is a SW-defined data structure which is a single uvec4
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* containing two bits of information:
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*
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* - hotzone.x: Stack offset (in bytes)
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*
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* This is the offset (in bytes) into the per-thread scratch space at which
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* the current shader's stack starts. This is incremented by the calling
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* shader prior to any shader call type instructions and gets decremented
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* by the resume shader as part of completing the return operation.
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*
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*
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* - hotzone.yzw: The launch ID associated with the current thread
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*
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* Inside a bindless shader, the only information we have is the DSS ID
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* from the hardware EU and a per-DSS stack ID. In particular, the three-
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* dimensional launch ID is lost the moment we leave the raygen trampoline.
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*/
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#define BRW_RT_SIZEOF_HOTZONE 16
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/* From the BSpec "Address Computation for Memory Based Data Structures:
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* Ray and TraversalStack (Async Ray Tracing)":
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*
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* sizeof(Ray) = 64B, sizeof(HitInfo) = 32B, sizeof(TravStack) = 32B.
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*/
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#define BRW_RT_SIZEOF_RAY 64
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#define BRW_RT_SIZEOF_HIT_INFO 32
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#define BRW_RT_SIZEOF_TRAV_STACK 32
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/* From the BSpec:
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*
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* syncStackSize = (maxBVHLevels % 2 == 1) ?
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* (sizeof(HitInfo) * 2 +
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* (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels + 32B) :
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* (sizeof(HitInfo) * 2 +
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* (sizeof(Ray) + sizeof(TravStack)) * maxBVHLevels);
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*
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* The select is just to align to 64B.
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*/
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#define BRW_RT_SIZEOF_RAY_QUERY \
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(BRW_RT_SIZEOF_HIT_INFO * 2 + \
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(BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS + \
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(BRW_RT_MAX_BVH_LEVELS % 2 ? 32 : 0))
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#define BRW_RT_SIZEOF_SHADOW_RAY_QUERY \
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(BRW_RT_SIZEOF_HIT_INFO * 2 + \
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(BRW_RT_SIZEOF_RAY + BRW_RT_SIZEOF_TRAV_STACK) * BRW_RT_MAX_BVH_LEVELS)
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#define BRW_RT_SIZEOF_HW_STACK \
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(BRW_RT_SIZEOF_HIT_INFO * 2 + \
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BRW_RT_SIZEOF_RAY * BRW_RT_MAX_BVH_LEVELS + \
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BRW_RT_SIZEOF_TRAV_STACK * BRW_RT_MAX_BVH_LEVELS)
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/* This is a mesa-defined region for hit attribute data */
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#define BRW_RT_SIZEOF_HIT_ATTRIB_DATA 64
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#define BRW_RT_OFFSETOF_HIT_ATTRIB_DATA BRW_RT_SIZEOF_HW_STACK
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#define BRW_RT_ASYNC_STACK_STRIDE \
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ALIGN_POT(BRW_RT_OFFSETOF_HIT_ATTRIB_DATA + \
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BRW_RT_SIZEOF_HIT_ATTRIB_DATA, 64)
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static inline void
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brw_rt_compute_scratch_layout(struct brw_rt_scratch_layout *layout,
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const struct intel_device_info *devinfo,
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uint32_t stack_ids_per_dss,
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uint32_t sw_stack_size)
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{
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layout->stack_ids_per_dss = stack_ids_per_dss;
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const uint32_t dss_count = intel_device_info_dual_subslice_id_bound(devinfo);
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const uint32_t num_stack_ids = dss_count * stack_ids_per_dss;
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uint64_t size = 0;
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/* The first thing in our scratch area is an array of "hot zones" which
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* store the stack offset as well as the launch IDs for each active
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* invocation.
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*/
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size += BRW_RT_SIZEOF_HOTZONE * num_stack_ids;
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/* Next, we place the HW ray stacks */
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assert(size % 64 == 0); /* Cache-line aligned */
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assert(size < UINT32_MAX);
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layout->ray_stack_start = size;
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/* Wa_14021821874, Wa_14018813551, Wa_14026600921:
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*
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* StackIDControlOverride_RTGlobals = 0 (i.e. 2k)
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* SetStackSizePerRay = 64 (64*64B)
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* DisableRTGlobalsKnownValues = 1
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*
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* StackSizePerRay is the RTDispatchGlobals::AsyncStackSize and
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* DisableRTGlobalsKnownValues is to interpret how many Max BVH levels we
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* need to use. It's not relevant to Vulkan, since we have just 2 fixed BVH
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* levels.
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*/
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if (intel_needs_workaround(devinfo, 14021821874) ||
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intel_needs_workaround(devinfo, 14018813551) ||
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intel_needs_workaround(devinfo, 14026600921)) {
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layout->ray_stack_stride = 64 * 64;
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} else {
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layout->ray_stack_stride = BRW_RT_ASYNC_STACK_STRIDE;
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}
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size += num_stack_ids * layout->ray_stack_stride;
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/* Finally, we place the SW stacks for the individual ray-tracing shader
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* invocations. We align these to 64B to ensure that we don't have any
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* shared cache lines which could hurt performance.
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*/
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assert(size % 64 == 0);
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layout->sw_stack_start = size;
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layout->sw_stack_size = align(sw_stack_size, 64);
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/* Currently it's always the case that sw_stack_size is a power of
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* two, but power-of-two SW stack sizes are prone to causing
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* collisions in the hashing function used by the L3 to map memory
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* addresses to banks, which can cause stack accesses from most
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* DSSes to bottleneck on a single L3 bank. Fix it by padding the
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* SW stack by a single cacheline if it was a power of two.
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*/
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if (layout->sw_stack_size > 64 &&
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util_is_power_of_two_nonzero(layout->sw_stack_size))
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layout->sw_stack_size += 64;
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size += num_stack_ids * layout->sw_stack_size;
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layout->total_size = size;
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}
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static inline uint32_t
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brw_rt_ray_queries_hw_stacks_size(const struct intel_device_info *devinfo)
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{
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/* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids
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* which includes all the threads.
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*/
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uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE];
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uint32_t max_simd_size = 32;
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return max_eu_id * max_simd_size * BRW_RT_SIZEOF_RAY_QUERY;
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}
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static inline uint32_t
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brw_rt_ray_queries_stack_ids_per_dss(const struct intel_device_info *devinfo)
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{
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/* ATSM PRMs Vol 9, "State Model for Ray Tracing - RTDispatchGlobals"
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*
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* "For Sync Ray tracing (i.e. using RayQueries), SW must allocate
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* space assuming 2K StackIDs"
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*/
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uint32_t num_stack_id_per_dss = 2048;
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/* Wa_14021821874, Wa_14018813551, Wa_14026600921:
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*
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* StackIDControlOverride_RTGlobals = 0 (i.e. 2k)
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* SetStackSizePerRay = 64 (64*64B)
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* DisableRTGlobalsKnownValues = 1
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*
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* StackSizePerRay is the RTDispatchGlobals::AsyncStackSize and
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* DisableRTGlobalsKnownValues is to interpret how many Max BVH levels we
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* need to use. It's not relevant to Vulkan, since we have just 2 fixed BVH
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* levels.
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*/
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if (intel_needs_workaround(devinfo, 14021821874) ||
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intel_needs_workaround(devinfo, 14018813551) ||
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intel_needs_workaround(devinfo, 14026600921))
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num_stack_id_per_dss = 2048;
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return num_stack_id_per_dss;
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}
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static inline uint32_t
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brw_rt_ray_queries_shadow_stack_size(const struct intel_device_info *devinfo)
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{
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/* Maximum slice/subslice/EU ID can be computed from the max_scratch_ids
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* which includes all the threads.
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*/
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uint32_t max_eu_id = devinfo->max_scratch_ids[MESA_SHADER_COMPUTE];
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uint32_t max_simd_size = 32;
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return max_eu_id * max_simd_size * BRW_RT_SIZEOF_SHADOW_RAY_QUERY;
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}
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static inline uint32_t
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brw_rt_ray_queries_shadow_stacks_size(const struct intel_device_info *devinfo,
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uint32_t ray_queries)
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{
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/* Don't bother a shadow stack if we only have a single query. We can
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* directly write in the HW buffer.
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*/
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return (ray_queries > 1 ? ray_queries : 0) * brw_rt_ray_queries_shadow_stack_size(devinfo) +
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ray_queries * 4; /* Ctrl + Level data */
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}
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#ifdef __cplusplus
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}
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#endif
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