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1 /**************************************************************************
2  *
3  * Copyright 2009 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 #include "draw_gs.h"
29 
30 #include "draw_private.h"
31 #include "draw_context.h"
32 #ifdef DRAW_LLVM_AVAILABLE
33 #include "draw_llvm.h"
34 #endif
35 
36 #include "tgsi/tgsi_parse.h"
37 #include "tgsi/tgsi_exec.h"
38 #include "nir/nir_to_tgsi_info.h"
39 #include "pipe/p_shader_tokens.h"
40 
41 #include "util/u_math.h"
42 #include "util/u_memory.h"
43 #include "util/u_prim.h"
44 #include "util/ralloc.h"
45 /* fixme: move it from here */
46 #define MAX_PRIMITIVES 64
47 
48 static inline int
draw_gs_get_input_index(int semantic,int index,const struct tgsi_shader_info * input_info)49 draw_gs_get_input_index(int semantic, int index,
50                         const struct tgsi_shader_info *input_info)
51 {
52    int i;
53    const ubyte *input_semantic_names = input_info->output_semantic_name;
54    const ubyte *input_semantic_indices = input_info->output_semantic_index;
55    for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
56       if (input_semantic_names[i] == semantic &&
57           input_semantic_indices[i] == index)
58          return i;
59    }
60    return -1;
61 }
62 
63 /**
64  * We execute geometry shaders in the SOA mode, so ideally we want to
65  * flush when the number of currently fetched primitives is equal to
66  * the number of elements in the SOA vector. This ensures that the
67  * throughput is optimized for the given vector instruction set.
68  */
69 static inline boolean
draw_gs_should_flush(struct draw_geometry_shader * shader)70 draw_gs_should_flush(struct draw_geometry_shader *shader)
71 {
72    return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
73 }
74 
75 /*#define DEBUG_OUTPUTS 1*/
76 static void
tgsi_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])77 tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
78                       unsigned stream,
79                       unsigned num_primitives,
80                       float (**p_output)[4])
81 {
82    struct tgsi_exec_machine *machine = shader->machine;
83    unsigned prim_idx, j, slot;
84    float (*output)[4];
85 
86    output = *p_output;
87 
88    /* Unswizzle all output results.
89     */
90 
91    for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
92       unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
93       unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
94       shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
95          machine->Primitives[stream][prim_idx];
96       shader->stream[stream].emitted_vertices += num_verts_per_prim;
97 
98       for (j = 0; j < num_verts_per_prim; j++) {
99          int idx = prim_offset + j * shader->info.num_outputs;
100 #ifdef DEBUG_OUTPUTS
101          debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
102 #endif
103          for (slot = 0; slot < shader->info.num_outputs; slot++) {
104             output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
105             output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
106             output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
107             output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
108 #ifdef DEBUG_OUTPUTS
109             debug_printf("\t%d: %f %f %f %f\n", slot,
110                          output[slot][0],
111                          output[slot][1],
112                          output[slot][2],
113                          output[slot][3]);
114 #endif
115          }
116          output = (float (*)[4])((char *)output + shader->vertex_size);
117       }
118    }
119    *p_output = output;
120    shader->stream[stream].emitted_primitives += num_primitives;
121 }
122 
123 /*#define DEBUG_INPUTS 1*/
tgsi_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)124 static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
125                                 unsigned *indices,
126                                 unsigned num_vertices,
127                                 unsigned prim_idx)
128 {
129    struct tgsi_exec_machine *machine = shader->machine;
130    unsigned slot, i;
131    int vs_slot;
132    unsigned input_vertex_stride = shader->input_vertex_stride;
133    const float (*input_ptr)[4];
134 
135    int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
136    if (primid_sv != -1) {
137       for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
138          machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
139    }
140 
141    input_ptr = shader->input;
142 
143    for (i = 0; i < num_vertices; ++i) {
144       const float (*input)[4];
145 #if DEBUG_INPUTS
146       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
147                    i, indices[i], prim_idx);
148 #endif
149       input = (const float (*)[4])(
150          (const char *)input_ptr + (indices[i] * input_vertex_stride));
151       for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
152          unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
153          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
154             machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
155             machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
156             machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
157             machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
158          } else {
159             vs_slot = draw_gs_get_input_index(
160                shader->info.input_semantic_name[slot],
161                shader->info.input_semantic_index[slot],
162                shader->input_info);
163             if (vs_slot < 0) {
164                debug_printf("VS/GS signature mismatch!\n");
165                machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
166                machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
167                machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
168                machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
169             } else {
170 #if DEBUG_INPUTS
171                debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
172                             slot, vs_slot, idx);
173                assert(!util_is_inf_or_nan(input[vs_slot][0]));
174                assert(!util_is_inf_or_nan(input[vs_slot][1]));
175                assert(!util_is_inf_or_nan(input[vs_slot][2]));
176                assert(!util_is_inf_or_nan(input[vs_slot][3]));
177 #endif
178                machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
179                machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
180                machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
181                machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
182 #if DEBUG_INPUTS
183                debug_printf("\t\t%f %f %f %f\n",
184                             machine->Inputs[idx].xyzw[0].f[prim_idx],
185                             machine->Inputs[idx].xyzw[1].f[prim_idx],
186                             machine->Inputs[idx].xyzw[2].f[prim_idx],
187                             machine->Inputs[idx].xyzw[3].f[prim_idx]);
188 #endif
189                ++vs_slot;
190             }
191          }
192       }
193    }
194 }
195 
tgsi_gs_prepare(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])196 static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
197                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
198                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
199 {
200    struct tgsi_exec_machine *machine = shader->machine;
201    tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
202                                   constants, constants_size);
203 }
204 
tgsi_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)205 static void tgsi_gs_run(struct draw_geometry_shader *shader,
206                             unsigned input_primitives,
207                             unsigned *out_prims)
208 {
209    struct tgsi_exec_machine *machine = shader->machine;
210    int i;
211 
212    if (shader->info.uses_invocationid) {
213       unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
214       for (int j = 0; j < TGSI_QUAD_SIZE; j++)
215          machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
216    }
217 
218    /* run interpreter */
219    tgsi_exec_machine_run(machine, 0);
220 
221    for (i = 0; i < 4; i++)
222       out_prims[i] = machine->OutputPrimCount[i];
223 }
224 
225 #ifdef DRAW_LLVM_AVAILABLE
226 
227 static void
llvm_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)228 llvm_fetch_gs_input(struct draw_geometry_shader *shader,
229                     unsigned *indices,
230                     unsigned num_vertices,
231                     unsigned prim_idx)
232 {
233    unsigned slot, i;
234    int vs_slot;
235    unsigned input_vertex_stride = shader->input_vertex_stride;
236    const float (*input_ptr)[4];
237    float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
238 
239    shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
240 
241    input_ptr = shader->input;
242 
243    for (i = 0; i < num_vertices; ++i) {
244       const float (*input)[4];
245 #if DEBUG_INPUTS
246       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
247                    i, indices[i], prim_idx);
248 #endif
249       input = (const float (*)[4])(
250          (const char *)input_ptr + (indices[i] * input_vertex_stride));
251       for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
252          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
253             /* skip. we handle system values through gallivm */
254             /* NOTE: If we hit this case here it's an ordinary input not a sv,
255              * even though it probably should be a sv.
256              * Not sure how to set it up as regular input however if that even,
257              * would make sense so hack around this later in gallivm.
258              */
259          } else {
260             vs_slot = draw_gs_get_input_index(
261                shader->info.input_semantic_name[slot],
262                shader->info.input_semantic_index[slot],
263                shader->input_info);
264             if (vs_slot < 0) {
265                debug_printf("VS/GS signature mismatch!\n");
266                (*input_data)[i][slot][0][prim_idx] = 0;
267                (*input_data)[i][slot][1][prim_idx] = 0;
268                (*input_data)[i][slot][2][prim_idx] = 0;
269                (*input_data)[i][slot][3][prim_idx] = 0;
270             } else {
271 #if DEBUG_INPUTS
272                debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
273                             slot, vs_slot, i);
274                assert(!util_is_inf_or_nan(input[vs_slot][0]));
275                assert(!util_is_inf_or_nan(input[vs_slot][1]));
276                assert(!util_is_inf_or_nan(input[vs_slot][2]));
277                assert(!util_is_inf_or_nan(input[vs_slot][3]));
278 #endif
279                (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
280                (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
281                (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
282                (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
283 #if DEBUG_INPUTS
284                debug_printf("\t\t%f %f %f %f\n",
285                             (*input_data)[i][slot][0][prim_idx],
286                             (*input_data)[i][slot][1][prim_idx],
287                             (*input_data)[i][slot][2][prim_idx],
288                             (*input_data)[i][slot][3][prim_idx]);
289 #endif
290                ++vs_slot;
291             }
292          }
293       }
294    }
295 }
296 
297 static void
llvm_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])298 llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
299                       unsigned stream,
300                       unsigned num_primitives,
301                       float (**p_output)[4])
302 {
303    int total_verts = 0;
304    int vertex_count = 0;
305    int total_prims = 0;
306    int max_prims_per_invocation = 0;
307    char *output_ptr = (char*)shader->gs_output[stream];
308    int i, j, prim_idx;
309    unsigned next_prim_boundary = shader->primitive_boundary;
310 
311    for (i = 0; i < shader->vector_length; ++i) {
312       int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
313       total_prims += prims;
314       max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
315    }
316    for (i = 0; i < shader->vector_length; ++i) {
317       total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
318    }
319 
320    output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
321    for (i = 0; i < shader->vector_length - 1; ++i) {
322       int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
323       int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
324 #if 0
325       int j;
326       for (j = 0; j < current_verts; ++j) {
327          struct vertex_header *vh = (struct vertex_header *)
328             (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
329          debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
330                       vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
331 
332       }
333 #endif
334       debug_assert(current_verts <= shader->max_output_vertices);
335       debug_assert(next_verts <= shader->max_output_vertices);
336       if (next_verts) {
337          memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
338                  output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
339                  shader->vertex_size * next_verts);
340       }
341       vertex_count += current_verts;
342    }
343 
344 #if 0
345    {
346       int i;
347       for (i = 0; i < total_verts; ++i) {
348          struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
349          debug_printf("%d) Vertex:\n", i);
350          for (j = 0; j < shader->info.num_outputs; ++j) {
351             unsigned *udata = (unsigned*)vh->data[j];
352             debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
353                          vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
354                          udata[0], udata[1], udata[2], udata[3]);
355          }
356 
357       }
358    }
359 #endif
360 
361    prim_idx = 0;
362    for (i = 0; i < shader->vector_length; ++i) {
363       int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
364       for (j = 0; j < num_prims; ++j) {
365          int prim_length =
366             shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
367          shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
368             prim_length;
369          ++prim_idx;
370       }
371    }
372 
373    shader->stream[stream].emitted_primitives += total_prims;
374    shader->stream[stream].emitted_vertices += total_verts;
375 }
376 
377 static void
llvm_gs_prepare(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])378 llvm_gs_prepare(struct draw_geometry_shader *shader,
379                 const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
380                 const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
381 {
382 }
383 
384 static void
llvm_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)385 llvm_gs_run(struct draw_geometry_shader *shader,
386             unsigned input_primitives, unsigned *out_prims)
387 {
388    struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
389    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
390       char *tmp = (char *)shader->gs_output[i];
391       tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
392       input[i] = (struct vertex_header *)tmp;
393    }
394 
395    shader->current_variant->jit_func(
396       shader->jit_context, shader->gs_input->data,
397       input,
398       input_primitives,
399       shader->draw->instance_id,
400       shader->llvm_prim_ids,
401       shader->invocation_id,
402       shader->draw->pt.user.viewid);
403 
404    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
405       out_prims[i] = shader->jit_context->emitted_prims[i];
406    }
407 }
408 
409 #endif
410 
gs_flush(struct draw_geometry_shader * shader)411 static void gs_flush(struct draw_geometry_shader *shader)
412 {
413    unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
414    unsigned i;
415    unsigned input_primitives = shader->fetched_prim_count;
416 
417    if (shader->draw->collect_statistics) {
418       shader->draw->statistics.gs_invocations += input_primitives;
419    }
420 
421    debug_assert(input_primitives > 0 &&
422                 input_primitives <= 4);
423 
424    for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
425       shader->invocation_id = invocation;
426       shader->run(shader, input_primitives, out_prim_count);
427       for (i = 0; i < shader->num_vertex_streams; i++) {
428          shader->fetch_outputs(shader, i, out_prim_count[i],
429                                &shader->stream[i].tmp_output);
430       }
431    }
432 
433 #if 0
434    for (i = 0; i < shader->num_vertex_streams; i++) {
435       debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
436                    i,
437                    shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
438                    out_prim_count[i]);
439    }
440 #endif
441 
442    shader->fetched_prim_count = 0;
443 }
444 
gs_point(struct draw_geometry_shader * shader,int idx)445 static void gs_point(struct draw_geometry_shader *shader,
446                      int idx)
447 {
448    unsigned indices[1];
449 
450    indices[0] = idx;
451 
452    shader->fetch_inputs(shader, indices, 1,
453                         shader->fetched_prim_count);
454    ++shader->in_prim_idx;
455    ++shader->fetched_prim_count;
456 
457    if (draw_gs_should_flush(shader))
458       gs_flush(shader);
459 }
460 
gs_line(struct draw_geometry_shader * shader,int i0,int i1)461 static void gs_line(struct draw_geometry_shader *shader,
462                     int i0, int i1)
463 {
464    unsigned indices[2];
465 
466    indices[0] = i0;
467    indices[1] = i1;
468 
469    shader->fetch_inputs(shader, indices, 2,
470                         shader->fetched_prim_count);
471    ++shader->in_prim_idx;
472    ++shader->fetched_prim_count;
473 
474    if (draw_gs_should_flush(shader))
475       gs_flush(shader);
476 }
477 
gs_line_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3)478 static void gs_line_adj(struct draw_geometry_shader *shader,
479                         int i0, int i1, int i2, int i3)
480 {
481    unsigned indices[4];
482 
483    indices[0] = i0;
484    indices[1] = i1;
485    indices[2] = i2;
486    indices[3] = i3;
487 
488    shader->fetch_inputs(shader, indices, 4,
489                         shader->fetched_prim_count);
490    ++shader->in_prim_idx;
491    ++shader->fetched_prim_count;
492 
493    if (draw_gs_should_flush(shader))
494       gs_flush(shader);
495 }
496 
gs_tri(struct draw_geometry_shader * shader,int i0,int i1,int i2)497 static void gs_tri(struct draw_geometry_shader *shader,
498                    int i0, int i1, int i2)
499 {
500    unsigned indices[3];
501 
502    indices[0] = i0;
503    indices[1] = i1;
504    indices[2] = i2;
505 
506    shader->fetch_inputs(shader, indices, 3,
507                         shader->fetched_prim_count);
508    ++shader->in_prim_idx;
509    ++shader->fetched_prim_count;
510 
511    if (draw_gs_should_flush(shader))
512       gs_flush(shader);
513 }
514 
gs_tri_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3,int i4,int i5)515 static void gs_tri_adj(struct draw_geometry_shader *shader,
516                        int i0, int i1, int i2,
517                        int i3, int i4, int i5)
518 {
519    unsigned indices[6];
520 
521    indices[0] = i0;
522    indices[1] = i1;
523    indices[2] = i2;
524    indices[3] = i3;
525    indices[4] = i4;
526    indices[5] = i5;
527 
528    shader->fetch_inputs(shader, indices, 6,
529                         shader->fetched_prim_count);
530    ++shader->in_prim_idx;
531    ++shader->fetched_prim_count;
532 
533    if (draw_gs_should_flush(shader))
534       gs_flush(shader);
535 }
536 
537 #define FUNC         gs_run
538 #define GET_ELT(idx) (idx)
539 #include "draw_gs_tmp.h"
540 
541 
542 #define FUNC         gs_run_elts
543 #define LOCAL_VARS   const ushort *elts = input_prims->elts;
544 #define GET_ELT(idx) (elts[idx])
545 #include "draw_gs_tmp.h"
546 
547 
548 /**
549  * Execute geometry shader.
550  */
draw_geometry_shader_run(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],const struct draw_vertex_info * input_verts,const struct draw_prim_info * input_prim,const struct tgsi_shader_info * input_info,struct draw_vertex_info * output_verts,struct draw_prim_info * output_prims)551 int draw_geometry_shader_run(struct draw_geometry_shader *shader,
552                              const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
553                              const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
554                              const struct draw_vertex_info *input_verts,
555                              const struct draw_prim_info *input_prim,
556                              const struct tgsi_shader_info *input_info,
557                              struct draw_vertex_info *output_verts,
558                              struct draw_prim_info *output_prims )
559 {
560    const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
561    unsigned input_stride = input_verts->vertex_size;
562    unsigned num_outputs = draw_total_gs_outputs(shader->draw);
563    unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
564    unsigned num_input_verts = input_prim->linear ?
565       input_verts->count :
566       input_prim->count;
567    unsigned num_in_primitives =
568       align(
569          MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
570                                               num_input_verts),
571               u_decomposed_prims_for_vertices(shader->input_primitive,
572                                               num_input_verts)),
573          shader->vector_length);
574    unsigned max_out_prims =
575       u_decomposed_prims_for_vertices(shader->output_primitive,
576                                       shader->max_output_vertices)
577       * num_in_primitives;
578    /* we allocate exactly one extra vertex per primitive to allow the GS to emit
579     * overflown vertices into some area where they won't harm anyone */
580    unsigned total_verts_per_buffer = shader->primitive_boundary *
581       num_in_primitives;
582    int i;
583    //Assume at least one primitive
584    max_out_prims = MAX2(max_out_prims, 1);
585 
586    for (i = 0; i < shader->num_vertex_streams; i++) {
587       /* write all the vertex data into all the streams */
588       output_verts[i].vertex_size = vertex_size;
589       output_verts[i].stride = output_verts[i].vertex_size;
590       output_verts[i].verts =
591          (struct vertex_header *)MALLOC(output_verts[i].vertex_size *
592                                         total_verts_per_buffer * shader->num_invocations +
593                                         DRAW_EXTRA_VERTICES_PADDING);
594       debug_assert(output_verts[i].verts);
595    }
596 
597 #if 0
598    debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
599                 __FUNCTION__, num_input_verts, num_in_primitives,
600                 shader->num_invocations, shader->num_vertex_streams);
601    debug_printf("\tlinear = %d, prim_info->count = %d\n",
602                 input_prim->linear, input_prim->count);
603    debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
604                 u_prim_name(input_prim->prim),
605                 u_prim_name(shader->input_primitive),
606                 u_prim_name(shader->output_primitive));
607    debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
608                 "vertex_size = %d, tverts = %d\n",
609                 shader->max_output_vertices, max_out_prims,
610                 shader->primitive_boundary, output_verts->vertex_size,
611                 total_verts_per_buffer);
612 #endif
613 
614    for (i = 0; i < shader->num_vertex_streams; i++) {
615       shader->stream[i].emitted_vertices = 0;
616       shader->stream[i].emitted_primitives = 0;
617       FREE(shader->stream[i].primitive_lengths);
618       shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
619       shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
620    }
621    shader->vertex_size = vertex_size;
622    shader->fetched_prim_count = 0;
623    shader->input_vertex_stride = input_stride;
624    shader->input = input;
625    shader->input_info = input_info;
626 
627 #ifdef DRAW_LLVM_AVAILABLE
628    if (shader->draw->llvm) {
629       for (i = 0; i < shader->num_vertex_streams; i++) {
630          shader->gs_output[i] = output_verts[i].verts;
631       }
632       if (max_out_prims > shader->max_out_prims) {
633          unsigned i;
634          if (shader->llvm_prim_lengths) {
635             for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
636                align_free(shader->llvm_prim_lengths[i]);
637             }
638             FREE(shader->llvm_prim_lengths);
639          }
640 
641          shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
642          for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
643             int vector_size = shader->vector_length * sizeof(unsigned);
644             shader->llvm_prim_lengths[i] =
645                align_malloc(vector_size, vector_size);
646          }
647 
648          shader->max_out_prims = max_out_prims;
649       }
650       shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
651       shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
652       shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
653    }
654 #endif
655 
656    shader->prepare(shader, constants, constants_size);
657 
658    if (input_prim->linear)
659       gs_run(shader, input_prim, input_verts,
660              output_prims, output_verts);
661    else
662       gs_run_elts(shader, input_prim, input_verts,
663                   output_prims, output_verts);
664 
665    /* Flush the remaining primitives. Will happen if
666     * num_input_primitives % 4 != 0
667     */
668    if (shader->fetched_prim_count > 0) {
669       gs_flush(shader);
670    }
671    debug_assert(shader->fetched_prim_count == 0);
672 
673    /* Update prim_info:
674     */
675    for (i = 0; i < shader->num_vertex_streams; i++) {
676       output_prims[i].linear = TRUE;
677       output_prims[i].elts = NULL;
678       output_prims[i].start = 0;
679       output_prims[i].count = shader->stream[i].emitted_vertices;
680       output_prims[i].prim = shader->output_primitive;
681       output_prims[i].flags = 0x0;
682       output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
683       output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
684       output_verts[i].count = shader->stream[i].emitted_vertices;
685 
686       if (shader->draw->collect_statistics) {
687          unsigned j;
688          for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
689             shader->draw->statistics.gs_primitives +=
690                u_decomposed_prims_for_vertices(shader->output_primitive,
691                                                shader->stream[i].primitive_lengths[j]);
692          }
693       }
694    }
695 
696 #if 0
697    debug_printf("GS finished\n");
698    for (i = 0; i < 4; i++)
699       debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
700 #endif
701 
702    return 0;
703 }
704 
draw_geometry_shader_prepare(struct draw_geometry_shader * shader,struct draw_context * draw)705 void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
706                                   struct draw_context *draw)
707 {
708    boolean use_llvm = draw->llvm != NULL;
709    if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
710       tgsi_exec_machine_bind_shader(shader->machine,
711                                     shader->state.tokens,
712                                     draw->gs.tgsi.sampler,
713                                     draw->gs.tgsi.image,
714                                     draw->gs.tgsi.buffer);
715    }
716 }
717 
718 
719 boolean
draw_gs_init(struct draw_context * draw)720 draw_gs_init( struct draw_context *draw )
721 {
722    if (!draw->llvm) {
723       draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
724 
725       for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
726          draw->gs.tgsi.machine->Primitives[i] = align_malloc(
727             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
728          draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
729             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
730          if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
731             return FALSE;
732          memset(draw->gs.tgsi.machine->Primitives[i], 0,
733                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
734          memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
735                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
736       }
737    }
738 
739    return TRUE;
740 }
741 
draw_gs_destroy(struct draw_context * draw)742 void draw_gs_destroy( struct draw_context *draw )
743 {
744    int i;
745    if (draw->gs.tgsi.machine) {
746       for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
747          align_free(draw->gs.tgsi.machine->Primitives[i]);
748          align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
749       }
750       tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
751    }
752 }
753 
754 struct draw_geometry_shader *
draw_create_geometry_shader(struct draw_context * draw,const struct pipe_shader_state * state)755 draw_create_geometry_shader(struct draw_context *draw,
756                             const struct pipe_shader_state *state)
757 {
758 #ifdef DRAW_LLVM_AVAILABLE
759    boolean use_llvm = draw->llvm != NULL;
760    struct llvm_geometry_shader *llvm_gs = NULL;
761 #endif
762    struct draw_geometry_shader *gs;
763    unsigned i;
764 
765 #ifdef DRAW_LLVM_AVAILABLE
766    if (use_llvm) {
767       llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
768 
769       if (!llvm_gs)
770          return NULL;
771 
772       gs = &llvm_gs->base;
773 
774       make_empty_list(&llvm_gs->variants);
775    } else
776 #endif
777    {
778       gs = CALLOC_STRUCT(draw_geometry_shader);
779    }
780 
781    if (!gs)
782       return NULL;
783 
784    gs->draw = draw;
785    gs->state = *state;
786 
787    if (state->type == PIPE_SHADER_IR_TGSI) {
788       gs->state.tokens = tgsi_dup_tokens(state->tokens);
789       if (!gs->state.tokens) {
790          FREE(gs);
791          return NULL;
792       }
793 
794       tgsi_scan_shader(state->tokens, &gs->info);
795    } else
796       nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
797 
798    /* setup the defaults */
799    gs->max_out_prims = 0;
800 
801 #ifdef DRAW_LLVM_AVAILABLE
802    if (use_llvm) {
803       /* TODO: change the input array to handle the following
804          vector length, instead of the currently hardcoded
805          TGSI_NUM_CHANNELS
806       gs->vector_length = lp_native_vector_width / 32;*/
807       gs->vector_length = TGSI_NUM_CHANNELS;
808    } else
809 #endif
810    {
811       gs->vector_length = 1;
812    }
813 
814    gs->input_primitive =
815          gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
816    gs->output_primitive =
817          gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
818    gs->max_output_vertices =
819          gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
820    gs->num_invocations =
821       gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
822    if (!gs->max_output_vertices)
823       gs->max_output_vertices = 32;
824 
825    /* Primitive boundary is bigger than max_output_vertices by one, because
826     * the specification says that the geometry shader should exit if the
827     * number of emitted vertices is bigger or equal to max_output_vertices and
828     * we can't do that because we're running in the SoA mode, which means that
829     * our storing routines will keep getting called on channels that have
830     * overflown.
831     * So we need some scratch area where we can keep writing the overflown
832     * vertices without overwriting anything important or crashing.
833     */
834    gs->primitive_boundary = gs->max_output_vertices + 1;
835 
836    gs->position_output = -1;
837    bool found_clipvertex = false;
838    for (i = 0; i < gs->info.num_outputs; i++) {
839       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
840           gs->info.output_semantic_index[i] == 0)
841          gs->position_output = i;
842       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
843          gs->viewport_index_output = i;
844       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
845           gs->info.output_semantic_index[i] == 0) {
846          found_clipvertex = true;
847          gs->clipvertex_output = i;
848       }
849       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
850          debug_assert(gs->info.output_semantic_index[i] <
851                       PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
852          gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
853       }
854    }
855 
856    if (!found_clipvertex)
857       gs->clipvertex_output = gs->position_output;
858 
859    gs->machine = draw->gs.tgsi.machine;
860 
861    gs->num_vertex_streams = 1;
862    for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
863       if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
864          gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
865    }
866 
867 #ifdef DRAW_LLVM_AVAILABLE
868    if (use_llvm) {
869       int vector_size = gs->vector_length * sizeof(float);
870       gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
871       memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
872       gs->llvm_prim_lengths = 0;
873 
874       gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
875       gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
876       gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
877 
878       gs->fetch_outputs = llvm_fetch_gs_outputs;
879       gs->fetch_inputs = llvm_fetch_gs_input;
880       gs->prepare = llvm_gs_prepare;
881       gs->run = llvm_gs_run;
882 
883       gs->jit_context = &draw->llvm->gs_jit_context;
884 
885 
886       llvm_gs->variant_key_size =
887          draw_gs_llvm_variant_key_size(
888             MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
889                  gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
890             gs->info.file_max[TGSI_FILE_IMAGE]+1);
891    } else
892 #endif
893    {
894       gs->fetch_outputs = tgsi_fetch_gs_outputs;
895       gs->fetch_inputs = tgsi_fetch_gs_input;
896       gs->prepare = tgsi_gs_prepare;
897       gs->run = tgsi_gs_run;
898    }
899 
900    return gs;
901 }
902 
draw_bind_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)903 void draw_bind_geometry_shader(struct draw_context *draw,
904                                struct draw_geometry_shader *dgs)
905 {
906    draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
907 
908    if (dgs) {
909       draw->gs.geometry_shader = dgs;
910       draw->gs.num_gs_outputs = dgs->info.num_outputs;
911       draw->gs.position_output = dgs->position_output;
912       draw->gs.clipvertex_output = dgs->clipvertex_output;
913       draw_geometry_shader_prepare(dgs, draw);
914    }
915    else {
916       draw->gs.geometry_shader = NULL;
917       draw->gs.num_gs_outputs = 0;
918    }
919 }
920 
draw_delete_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)921 void draw_delete_geometry_shader(struct draw_context *draw,
922                                  struct draw_geometry_shader *dgs)
923 {
924    int i;
925    if (!dgs) {
926       return;
927    }
928 #ifdef DRAW_LLVM_AVAILABLE
929    if (draw->llvm) {
930       struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
931       struct draw_gs_llvm_variant_list_item *li;
932 
933       li = first_elem(&shader->variants);
934       while(!at_end(&shader->variants, li)) {
935          struct draw_gs_llvm_variant_list_item *next = next_elem(li);
936          draw_gs_llvm_destroy_variant(li->base);
937          li = next;
938       }
939 
940       assert(shader->variants_cached == 0);
941 
942       if (dgs->llvm_prim_lengths) {
943          unsigned i;
944          for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
945             align_free(dgs->llvm_prim_lengths[i]);
946          }
947          FREE(dgs->llvm_prim_lengths);
948       }
949       align_free(dgs->llvm_emitted_primitives);
950       align_free(dgs->llvm_emitted_vertices);
951       align_free(dgs->llvm_prim_ids);
952 
953       align_free(dgs->gs_input);
954    }
955 #endif
956 
957    if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
958       draw->gs.tgsi.machine->Tokens = NULL;
959 
960    for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
961       FREE(dgs->stream[i].primitive_lengths);
962 
963    if (dgs->state.ir.nir)
964       ralloc_free(dgs->state.ir.nir);
965    FREE((void*) dgs->state.tokens);
966    FREE(dgs);
967 }
968 
969 
970 #ifdef DRAW_LLVM_AVAILABLE
draw_gs_set_current_variant(struct draw_geometry_shader * shader,struct draw_gs_llvm_variant * variant)971 void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
972                                  struct draw_gs_llvm_variant *variant)
973 {
974    shader->current_variant = variant;
975 }
976 #endif
977 
978 /*
979  * Called at the very begin of the draw call with a new instance
980  * Used to reset state that should persist between primitive restart.
981  */
982 void
draw_geometry_shader_new_instance(struct draw_geometry_shader * gs)983 draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
984 {
985    if (!gs)
986       return;
987 
988    gs->in_prim_idx = 0;
989 }
990