/*
 * Copyright (c) 2020 Intel 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 "brw_nir_rt.h"
#include "brw_nir_rt_builder.h"

static nir_def *
nir_build_vec3_mat_mult_col_major(nir_builder *b, nir_def *vec,
                                  nir_def *matrix[], bool translation)
{
   nir_def *result_components[3] = {
      nir_channel(b, matrix[3], 0),
      nir_channel(b, matrix[3], 1),
      nir_channel(b, matrix[3], 2),
   };
   for (unsigned i = 0; i < 3; ++i) {
      for (unsigned j = 0; j < 3; ++j) {
         nir_def *v = nir_fmul(b, nir_channels(b, vec, 1 << j), nir_channels(b, matrix[j], 1 << i));
         result_components[i] = (translation || j) ? nir_fadd(b, result_components[i], v) : v;
      }
   }
   return nir_vec(b, result_components, 3);
}

static nir_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_imm(b, hit->leaf_type,
                            BRW_RT_BVH_NODE_TYPE_PROCEDURAL);
   }
}

static void
lower_rt_intrinsics_impl(nir_function_impl *impl,
                         const struct intel_device_info *devinfo)
{
   bool progress = false;

   nir_builder build = nir_builder_at(nir_before_impl(impl));
   nir_builder *b = &build;

   struct brw_nir_rt_globals_defs globals;
   brw_nir_rt_load_globals(b, &globals);

   nir_def *hotzone_addr = brw_nir_rt_sw_hotzone_addr(b, devinfo);
   nir_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);
      FALLTHROUGH;

   case MESA_SHADER_MISS:
      brw_nir_rt_load_mem_ray(b, &world_ray_in,
                              BRW_RT_BVH_LEVEL_WORLD);
      break;

   default:
      break;
   }

   nir_def *thread_stack_base_addr = brw_nir_rt_sw_stack_addr(b, devinfo);
   nir_def *stack_base_offset = nir_channel(b, hotzone, 0);
   nir_def *stack_base_addr =
      nir_iadd(b, thread_stack_base_addr, nir_u2u64(b, stack_base_offset));
   ASSERTED bool seen_scratch_base_ptr_load = false;
   ASSERTED bool found_resume = false;

   nir_foreach_block(block, impl) {
      nir_foreach_instr_safe(instr, block) {
         if (instr->type != nir_instr_type_intrinsic)
            continue;

         nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);

         b->cursor = nir_after_instr(&intrin->instr);

         nir_def *sysval = NULL;
         switch (intrin->intrinsic) {
         case nir_intrinsic_load_scratch_base_ptr:
            assert(nir_intrinsic_base(intrin) == 1);
            seen_scratch_base_ptr_load = true;
            sysval = stack_base_addr;
            break;

         case nir_intrinsic_btd_stack_push_intel: {
            int32_t stack_size = nir_intrinsic_stack_size(intrin);
            if (stack_size > 0) {
               nir_def *child_stack_offset =
                  nir_iadd_imm(b, stack_base_offset, stack_size);
               nir_store_global(b, hotzone_addr, 16, child_stack_offset, 0x1);
            }
            nir_instr_remove(instr);
            break;
         }

         case nir_intrinsic_rt_resume:
            /* This is the first "interesting" instruction */
            assert(block == nir_start_block(impl));
            assert(!seen_scratch_base_ptr_load);
            found_resume = true;

            int32_t stack_size = nir_intrinsic_stack_size(intrin);
            if (stack_size > 0) {
               stack_base_offset =
                  nir_iadd_imm(b, stack_base_offset, -stack_size);
               nir_store_global(b, hotzone_addr, 16, stack_base_offset, 0x1);
               stack_base_addr = nir_iadd(b, thread_stack_base_addr,
                                          nir_u2u64(b, stack_base_offset));
            }
            nir_instr_remove(instr);
            break;

         case nir_intrinsic_load_uniform: {
            /* We don't want to lower this in the launch trampoline. */
            if (stage == MESA_SHADER_COMPUTE)
               break;

            sysval = brw_nir_load_global_const(b, intrin,
                        nir_load_btd_global_arg_addr_intel(b),
                        BRW_RT_PUSH_CONST_OFFSET);

            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:
            if (stage == MESA_SHADER_CLOSEST_HIT) {
               struct brw_nir_rt_bvh_instance_leaf_defs leaf;
               brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);

               sysval = nir_build_vec3_mat_mult_col_major(
                  b, world_ray_in.orig, leaf.world_to_object, true);
            } else {
               sysval = object_ray_in.orig;
            }
            break;

         case nir_intrinsic_load_ray_object_direction:
            if (stage == MESA_SHADER_CLOSEST_HIT) {
               struct brw_nir_rt_bvh_instance_leaf_defs leaf;
               brw_nir_rt_load_bvh_instance_leaf(b, &leaf, hit_in.inst_leaf_ptr);

               sysval = nir_build_vec3_mat_mult_col_major(
                  b, world_ray_in.dir, leaf.world_to_object, false);
            } else {
               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:
            sysval = brw_nir_rt_load_primitive_id_from_hit(b,
                                                           build_leaf_is_procedural(b, &hit_in),
                                                           &hit_in);
            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_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:
            /* We need to fetch the original ray flags we stored in the
             * leaf pointer, because the actual ray flags we get here
             * will include any flags passed on the pipeline at creation
             * time, and the spec for IncomingRayFlagsKHR says:
             *   Setting pipeline flags on the raytracing pipeline must not
             *   cause any corresponding flags to be set in variables with
             *   this decoration.
             */
            sysval = nir_u2u32(b, world_ray_in.inst_leaf_ptr);
            break;

         case nir_intrinsic_load_cull_mask:
            sysval = nir_u2u32(b, world_ray_in.ray_mask);
            break;

         case nir_intrinsic_load_ray_geometry_index: {
            nir_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_shader_record_ptr:
            /* We can't handle this intrinsic in resume shaders because the
             * handle we get there won't be from the original SBT.  The shader
             * call lowering/splitting pass should have ensured that this
             * value was spilled from the initial shader and unspilled in any
             * resume shaders that need it.
             */
            assert(!found_resume);
            sysval = nir_load_btd_local_arg_addr_intel(b);
            break;

         case nir_intrinsic_load_ray_base_mem_addr_intel:
            sysval = globals.base_mem_addr;
            break;

         case nir_intrinsic_load_ray_hw_stack_size_intel:
            sysval = nir_imul_imm(b, globals.hw_stack_size, 64);
            break;

         case nir_intrinsic_load_ray_sw_stack_size_intel:
            sysval = nir_imul_imm(b, globals.sw_stack_size, 64);
            break;

         case nir_intrinsic_load_ray_num_dss_rt_stacks_intel:
            sysval = globals.num_dss_rt_stacks;
            break;

         case nir_intrinsic_load_ray_hit_sbt_addr_intel:
            sysval = globals.hit_sbt_addr;
            break;

         case nir_intrinsic_load_ray_hit_sbt_stride_intel:
            sysval = globals.hit_sbt_stride;
            break;

         case nir_intrinsic_load_ray_miss_sbt_addr_intel:
            sysval = globals.miss_sbt_addr;
            break;

         case nir_intrinsic_load_ray_miss_sbt_stride_intel:
            sysval = globals.miss_sbt_stride;
            break;

         case nir_intrinsic_load_callable_sbt_addr_intel:
            sysval = globals.call_sbt_addr;
            break;

         case nir_intrinsic_load_callable_sbt_stride_intel:
            sysval = globals.call_sbt_stride;
            break;

         case nir_intrinsic_load_btd_resume_sbt_addr_intel:
            sysval = nir_pack_64_2x32_split(b,
               nir_load_reloc_const_intel(b, BRW_SHADER_RELOC_RESUME_SBT_ADDR_LOW),
               nir_load_reloc_const_intel(b, BRW_SHADER_RELOC_RESUME_SBT_ADDR_HIGH));
            break;

         case nir_intrinsic_load_leaf_procedural_intel:
            sysval = build_leaf_is_procedural(b, &hit_in);
            break;

         case nir_intrinsic_load_ray_triangle_vertex_positions: {
            struct brw_nir_rt_bvh_primitive_leaf_positions_defs pos;
            brw_nir_rt_load_bvh_primitive_leaf_positions(b, &pos, hit_in.prim_leaf_ptr);
            sysval = pos.positions[nir_intrinsic_column(intrin)];
            break;
         }

         case nir_intrinsic_load_leaf_opaque_intel: {
            if (stage == MESA_SHADER_INTERSECTION) {
               /* In intersection shaders, the opaque bit is passed to us in
                * the front_face bit.
                */
               sysval = hit_in.front_face;
            } else {
               nir_def *flags_dw =
                  nir_load_global(b, nir_iadd_imm(b, hit_in.prim_leaf_ptr, 4), 4,
                                  1, 32);
               sysval = nir_i2b(b, nir_iand_imm(b, flags_dw, 1u << 30));
            }
            break;
         }

         default:
            continue;
         }

         progress = true;

         if (sysval) {
            nir_def_replace(&intrin->def, sysval);
         }
      }
   }

   nir_metadata_preserve(impl,
                         progress ?
                         nir_metadata_none :
                         (nir_metadata_control_flow));
}

/** 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 intel_device_info *devinfo)
{
   nir_foreach_function_impl(impl, nir) {
      lower_rt_intrinsics_impl(impl, devinfo);
   }
}
