1 /*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "nir.h"
25 #include "nir_builder.h"
26 #include "nir_xfb_info.h"
27
28 /**
29 * \file nir_lower_gs_intrinsics.c
30 *
31 * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
32 * arbitrary number of vertices. However, the shader must declare the maximum
33 * number of vertices that it will ever output - further attempts to emit
34 * vertices result in undefined behavior according to the GLSL specification.
35 *
36 * Drivers might use this maximum number of vertices to allocate enough space
37 * to hold the geometry shader's output. Some drivers (such as i965) need to
38 * implement "safety checks" which ensure that the shader hasn't emitted too
39 * many vertices, to avoid overflowing that space and trashing other memory.
40 *
41 * The count of emitted vertices can also be useful in buffer offset
42 * calculations, so drivers know where to write the GS output.
43 *
44 * However, for simple geometry shaders that emit a statically determinable
45 * number of vertices, this extra bookkeeping is unnecessary and inefficient.
46 * By tracking the vertex count in NIR, we allow constant folding/propagation
47 * and dead control flow optimizations to eliminate most of it where possible.
48 *
49 * This pass introduces a new global variable which stores the current vertex
50 * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
51 * to their *_with_counter variants. emit_vertex is also wrapped in a safety
52 * check to avoid buffer overflows. Finally, it adds a set_vertex_count
53 * intrinsic at the end of the program, informing the driver of the final
54 * vertex count.
55 */
56
57 struct state {
58 nir_builder *builder;
59 nir_variable *vertex_count_vars[NIR_MAX_XFB_STREAMS];
60 nir_variable *vtxcnt_per_prim_vars[NIR_MAX_XFB_STREAMS];
61 nir_variable *primitive_count_vars[NIR_MAX_XFB_STREAMS];
62 bool per_stream;
63 bool count_prims;
64 bool count_vtx_per_prim;
65 bool overwrite_incomplete;
66 bool progress;
67 };
68
69 /**
70 * Replace emit_vertex intrinsics with:
71 *
72 * if (vertex_count < max_vertices) {
73 * emit_vertex_with_counter vertex_count, vertex_count_per_primitive (optional) ...
74 * vertex_count += 1
75 * vertex_count_per_primitive += 1
76 * }
77 */
78 static void
rewrite_emit_vertex(nir_intrinsic_instr * intrin,struct state * state)79 rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
80 {
81 nir_builder *b = state->builder;
82 unsigned stream = nir_intrinsic_stream_id(intrin);
83
84 /* Load the vertex count */
85 b->cursor = nir_before_instr(&intrin->instr);
86 assert(state->vertex_count_vars[stream] != NULL);
87 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
88 nir_ssa_def *count_per_primitive;
89
90 if (state->count_vtx_per_prim)
91 count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
92 else
93 count_per_primitive = nir_ssa_undef(b, 1, 32);
94
95 nir_ssa_def *max_vertices =
96 nir_imm_int(b, b->shader->info.gs.vertices_out);
97
98 /* Create: if (vertex_count < max_vertices) and insert it.
99 *
100 * The new if statement needs to be hooked up to the control flow graph
101 * before we start inserting instructions into it.
102 */
103 nir_push_if(b, nir_ilt(b, count, max_vertices));
104
105 nir_emit_vertex_with_counter(b, count, count_per_primitive, stream);
106
107 /* Increment the vertex count by 1 */
108 nir_store_var(b, state->vertex_count_vars[stream],
109 nir_iadd_imm(b, count, 1),
110 0x1); /* .x */
111
112 if (state->count_vtx_per_prim) {
113 /* Increment the per-primitive vertex count by 1 */
114 nir_variable *var = state->vtxcnt_per_prim_vars[stream];
115 nir_ssa_def *vtx_per_prim_cnt = nir_load_var(b, var);
116 nir_store_var(b, var,
117 nir_iadd_imm(b, vtx_per_prim_cnt, 1),
118 0x1); /* .x */
119 }
120
121 nir_pop_if(b, NULL);
122
123 nir_instr_remove(&intrin->instr);
124
125 state->progress = true;
126 }
127
128 /**
129 * Emits code that overwrites incomplete primitives and their vertices.
130 *
131 * A primitive is considered incomplete when it doesn't have enough vertices.
132 * For example, a triangle strip that has 2 or fewer vertices, or a line strip
133 * with 1 vertex are considered incomplete.
134 *
135 * After each end_primitive and at the end of the shader before emitting
136 * set_vertex_and_primitive_count, we check if the primitive that is being
137 * emitted has enough vertices or not, and we adjust the vertex and primitive
138 * counters accordingly.
139 *
140 * This means that the following emit_vertex can reuse the vertex index of
141 * a previous vertex, if the previous primitive was incomplete, so the compiler
142 * backend is expected to simply overwrite any data that belonged to those.
143 */
144 static void
overwrite_incomplete_primitives(struct state * state,unsigned stream)145 overwrite_incomplete_primitives(struct state *state, unsigned stream)
146 {
147 assert(state->count_vtx_per_prim);
148
149 nir_builder *b = state->builder;
150 unsigned outprim = b->shader->info.gs.output_primitive;
151 unsigned outprim_min_vertices;
152
153 if (outprim == GL_POINTS)
154 outprim_min_vertices = 1;
155 else if (outprim == GL_LINE_STRIP)
156 outprim_min_vertices = 2;
157 else if (outprim == GL_TRIANGLE_STRIP)
158 outprim_min_vertices = 3;
159 else
160 unreachable("Invalid GS output primitive type.");
161
162 /* Total count of vertices emitted so far. */
163 nir_ssa_def *vtxcnt_total =
164 nir_load_var(b, state->vertex_count_vars[stream]);
165
166 /* Number of vertices emitted for the last primitive */
167 nir_ssa_def *vtxcnt_per_primitive =
168 nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
169
170 /* See if the current primitive is a incomplete */
171 nir_ssa_def *is_inc_prim =
172 nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices));
173
174 /* Number of vertices in the incomplete primitive */
175 nir_ssa_def *num_inc_vtx =
176 nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0));
177
178 /* Store corrected total vertex count */
179 nir_store_var(b, state->vertex_count_vars[stream],
180 nir_isub(b, vtxcnt_total, num_inc_vtx),
181 0x1); /* .x */
182
183 if (state->count_prims) {
184 /* Number of incomplete primitives (0 or 1) */
185 nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim);
186
187 /* Store corrected primitive count */
188 nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
189 nir_store_var(b, state->primitive_count_vars[stream],
190 nir_isub(b, prim_cnt, num_inc_prim),
191 0x1); /* .x */
192 }
193 }
194
195 /**
196 * Replace end_primitive with end_primitive_with_counter.
197 */
198 static void
rewrite_end_primitive(nir_intrinsic_instr * intrin,struct state * state)199 rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
200 {
201 nir_builder *b = state->builder;
202 unsigned stream = nir_intrinsic_stream_id(intrin);
203
204 b->cursor = nir_before_instr(&intrin->instr);
205 assert(state->vertex_count_vars[stream] != NULL);
206 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
207 nir_ssa_def *count_per_primitive;
208
209 if (state->count_vtx_per_prim)
210 count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
211 else
212 count_per_primitive = nir_ssa_undef(b, count->num_components, count->bit_size);
213
214 nir_end_primitive_with_counter(b, count, count_per_primitive, stream);
215
216 if (state->count_prims) {
217 /* Increment the primitive count by 1 */
218 nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
219 nir_store_var(b, state->primitive_count_vars[stream],
220 nir_iadd_imm(b, prim_cnt, 1),
221 0x1); /* .x */
222 }
223
224 if (state->count_vtx_per_prim) {
225 if (state->overwrite_incomplete)
226 overwrite_incomplete_primitives(state, stream);
227
228 /* Store 0 to per-primitive vertex count */
229 nir_store_var(b, state->vtxcnt_per_prim_vars[stream],
230 nir_imm_int(b, 0),
231 0x1); /* .x */
232 }
233
234 nir_instr_remove(&intrin->instr);
235
236 state->progress = true;
237 }
238
239 static bool
rewrite_intrinsics(nir_block * block,struct state * state)240 rewrite_intrinsics(nir_block *block, struct state *state)
241 {
242 nir_foreach_instr_safe(instr, block) {
243 if (instr->type != nir_instr_type_intrinsic)
244 continue;
245
246 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
247 switch (intrin->intrinsic) {
248 case nir_intrinsic_emit_vertex:
249 case nir_intrinsic_emit_vertex_with_counter:
250 rewrite_emit_vertex(intrin, state);
251 break;
252 case nir_intrinsic_end_primitive:
253 case nir_intrinsic_end_primitive_with_counter:
254 rewrite_end_primitive(intrin, state);
255 break;
256 default:
257 /* not interesting; skip this */
258 break;
259 }
260 }
261
262 return true;
263 }
264
265 /**
266 * Add a set_vertex_and_primitive_count intrinsic at the end of the program
267 * (representing the final total vertex and primitive count).
268 */
269 static void
append_set_vertex_and_primitive_count(nir_block * end_block,struct state * state)270 append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state)
271 {
272 nir_builder *b = state->builder;
273 nir_shader *shader = state->builder->shader;
274
275 /* Insert the new intrinsic in all of the predecessors of the end block,
276 * but before any jump instructions (return).
277 */
278 set_foreach(end_block->predecessors, entry) {
279 nir_block *pred = (nir_block *) entry->key;
280 b->cursor = nir_after_block_before_jump(pred);
281
282 for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) {
283 /* When it's not per-stream, we only need to write one variable. */
284 if (!state->per_stream && stream != 0)
285 continue;
286
287 nir_ssa_def *vtx_cnt;
288 nir_ssa_def *prim_cnt;
289
290 if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) {
291 /* Inactive stream: vertex count is 0, primitive count is 0 or undef. */
292 vtx_cnt = nir_imm_int(b, 0);
293 prim_cnt = state->count_prims
294 ? nir_imm_int(b, 0)
295 : nir_ssa_undef(b, 1, 32);
296 } else {
297 if (state->overwrite_incomplete)
298 overwrite_incomplete_primitives(state, stream);
299
300 vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
301 prim_cnt = state->count_prims
302 ? nir_load_var(b, state->primitive_count_vars[stream])
303 : nir_ssa_undef(b, 1, 32);
304 }
305
306 nir_set_vertex_and_primitive_count(b, vtx_cnt, prim_cnt, stream);
307 state->progress = true;
308 }
309 }
310 }
311
312 /**
313 * Check to see if there are any blocks that need set_vertex_and_primitive_count
314 *
315 * If every block that could need the set_vertex_and_primitive_count intrinsic
316 * already has one, there is nothing for this pass to do.
317 */
318 static bool
a_block_needs_set_vertex_and_primitive_count(nir_block * end_block,bool per_stream)319 a_block_needs_set_vertex_and_primitive_count(nir_block *end_block, bool per_stream)
320 {
321 set_foreach(end_block->predecessors, entry) {
322 nir_block *pred = (nir_block *) entry->key;
323
324
325 for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) {
326 /* When it's not per-stream, we only need to write one variable. */
327 if (!per_stream && stream != 0)
328 continue;
329
330 bool found = false;
331
332 nir_foreach_instr_reverse(instr, pred) {
333 if (instr->type != nir_instr_type_intrinsic)
334 continue;
335
336 const nir_intrinsic_instr *const intrin =
337 nir_instr_as_intrinsic(instr);
338
339 if (intrin->intrinsic == nir_intrinsic_set_vertex_and_primitive_count &&
340 intrin->const_index[0] == stream) {
341 found = true;
342 break;
343 }
344 }
345
346 if (!found)
347 return true;
348 }
349 }
350
351 return false;
352 }
353
354 bool
nir_lower_gs_intrinsics(nir_shader * shader,nir_lower_gs_intrinsics_flags options)355 nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options)
356 {
357 bool per_stream = options & nir_lower_gs_intrinsics_per_stream;
358 bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives;
359 bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete;
360 bool count_vtx_per_prim =
361 overwrite_incomplete ||
362 (options & nir_lower_gs_intrinsics_count_vertices_per_primitive);
363
364 struct state state;
365 state.progress = false;
366 state.count_prims = count_primitives;
367 state.count_vtx_per_prim = count_vtx_per_prim;
368 state.overwrite_incomplete = overwrite_incomplete;
369 state.per_stream = per_stream;
370
371 nir_function_impl *impl = nir_shader_get_entrypoint(shader);
372 assert(impl);
373
374 if (!a_block_needs_set_vertex_and_primitive_count(impl->end_block, per_stream))
375 return false;
376
377 nir_builder b;
378 nir_builder_init(&b, impl);
379 state.builder = &b;
380
381 b.cursor = nir_before_cf_list(&impl->body);
382
383 for (unsigned i = 0; i < NIR_MAX_XFB_STREAMS; i++) {
384 if (per_stream && !(shader->info.gs.active_stream_mask & (1 << i)))
385 continue;
386
387 if (i == 0 || per_stream) {
388 state.vertex_count_vars[i] =
389 nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
390 /* initialize to 0 */
391 nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1);
392
393 if (count_primitives) {
394 state.primitive_count_vars[i] =
395 nir_local_variable_create(impl, glsl_uint_type(), "primitive_count");
396 /* initialize to 1 */
397 nir_store_var(&b, state.primitive_count_vars[i], nir_imm_int(&b, 1), 0x1);
398 }
399 if (count_vtx_per_prim) {
400 state.vtxcnt_per_prim_vars[i] =
401 nir_local_variable_create(impl, glsl_uint_type(), "vertices_per_primitive");
402 /* initialize to 0 */
403 nir_store_var(&b, state.vtxcnt_per_prim_vars[i], nir_imm_int(&b, 0), 0x1);
404 }
405 } else {
406 /* If per_stream is false, we only have one counter of each kind which we
407 * want to use for all streams. Duplicate the counter pointers so all
408 * streams use the same counters.
409 */
410 state.vertex_count_vars[i] = state.vertex_count_vars[0];
411
412 if (count_primitives)
413 state.primitive_count_vars[i] = state.primitive_count_vars[0];
414 if (count_vtx_per_prim)
415 state.vtxcnt_per_prim_vars[i] = state.vtxcnt_per_prim_vars[0];
416 }
417 }
418
419 nir_foreach_block_safe(block, impl)
420 rewrite_intrinsics(block, &state);
421
422 /* This only works because we have a single main() function. */
423 append_set_vertex_and_primitive_count(impl->end_block, &state);
424
425 nir_metadata_preserve(impl, 0);
426
427 return state.progress;
428 }
429