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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 
27 /**
28  * \file nir_lower_gs_intrinsics.c
29  *
30  * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
31  * arbitrary number of vertices.  However, the shader must declare the maximum
32  * number of vertices that it will ever output - further attempts to emit
33  * vertices result in undefined behavior according to the GLSL specification.
34  *
35  * Drivers might use this maximum number of vertices to allocate enough space
36  * to hold the geometry shader's output.  Some drivers (such as i965) need to
37  * implement "safety checks" which ensure that the shader hasn't emitted too
38  * many vertices, to avoid overflowing that space and trashing other memory.
39  *
40  * The count of emitted vertices can also be useful in buffer offset
41  * calculations, so drivers know where to write the GS output.
42  *
43  * However, for simple geometry shaders that emit a statically determinable
44  * number of vertices, this extra bookkeeping is unnecessary and inefficient.
45  * By tracking the vertex count in NIR, we allow constant folding/propagation
46  * and dead control flow optimizations to eliminate most of it where possible.
47  *
48  * This pass introduces a new global variable which stores the current vertex
49  * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
50  * to their *_with_counter variants.  emit_vertex is also wrapped in a safety
51  * check to avoid buffer overflows.  Finally, it adds a set_vertex_count
52  * intrinsic at the end of the program, informing the driver of the final
53  * vertex count.
54  */
55 
56 struct state {
57    nir_builder *builder;
58    nir_variable *vertex_count_var;
59    bool progress;
60 };
61 
62 /**
63  * Replace emit_vertex intrinsics with:
64  *
65  * if (vertex_count < max_vertices) {
66  *    emit_vertex_with_counter vertex_count ...
67  *    vertex_count += 1
68  * }
69  */
70 static void
rewrite_emit_vertex(nir_intrinsic_instr * intrin,struct state * state)71 rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
72 {
73    nir_builder *b = state->builder;
74 
75    /* Load the vertex count */
76    b->cursor = nir_before_instr(&intrin->instr);
77    nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
78 
79    nir_ssa_def *max_vertices =
80       nir_imm_int(b, b->shader->info.gs.vertices_out);
81 
82    /* Create: if (vertex_count < max_vertices) and insert it.
83     *
84     * The new if statement needs to be hooked up to the control flow graph
85     * before we start inserting instructions into it.
86     */
87    nir_push_if(b, nir_ilt(b, count, max_vertices));
88 
89    nir_intrinsic_instr *lowered =
90       nir_intrinsic_instr_create(b->shader,
91                                  nir_intrinsic_emit_vertex_with_counter);
92    nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
93    lowered->src[0] = nir_src_for_ssa(count);
94    nir_builder_instr_insert(b, &lowered->instr);
95 
96    /* Increment the vertex count by 1 */
97    nir_store_var(b, state->vertex_count_var,
98                  nir_iadd(b, count, nir_imm_int(b, 1)),
99                  0x1); /* .x */
100 
101    nir_pop_if(b, NULL);
102 
103    nir_instr_remove(&intrin->instr);
104 
105    state->progress = true;
106 }
107 
108 /**
109  * Replace end_primitive with end_primitive_with_counter.
110  */
111 static void
rewrite_end_primitive(nir_intrinsic_instr * intrin,struct state * state)112 rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
113 {
114    nir_builder *b = state->builder;
115 
116    b->cursor = nir_before_instr(&intrin->instr);
117    nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
118 
119    nir_intrinsic_instr *lowered =
120       nir_intrinsic_instr_create(b->shader,
121                                  nir_intrinsic_end_primitive_with_counter);
122    nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
123    lowered->src[0] = nir_src_for_ssa(count);
124    nir_builder_instr_insert(b, &lowered->instr);
125 
126    nir_instr_remove(&intrin->instr);
127 
128    state->progress = true;
129 }
130 
131 static bool
rewrite_intrinsics(nir_block * block,struct state * state)132 rewrite_intrinsics(nir_block *block, struct state *state)
133 {
134    nir_foreach_instr_safe(instr, block) {
135       if (instr->type != nir_instr_type_intrinsic)
136          continue;
137 
138       nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
139       switch (intrin->intrinsic) {
140       case nir_intrinsic_emit_vertex:
141          rewrite_emit_vertex(intrin, state);
142          break;
143       case nir_intrinsic_end_primitive:
144          rewrite_end_primitive(intrin, state);
145          break;
146       default:
147          /* not interesting; skip this */
148          break;
149       }
150    }
151 
152    return true;
153 }
154 
155 /**
156  * Add a set_vertex_count intrinsic at the end of the program
157  * (representing the final vertex count).
158  */
159 static void
append_set_vertex_count(nir_block * end_block,struct state * state)160 append_set_vertex_count(nir_block *end_block, struct state *state)
161 {
162    nir_builder *b = state->builder;
163    nir_shader *shader = state->builder->shader;
164 
165    /* Insert the new intrinsic in all of the predecessors of the end block,
166     * but before any jump instructions (return).
167     */
168    struct set_entry *entry;
169    set_foreach(end_block->predecessors, entry) {
170       nir_block *pred = (nir_block *) entry->key;
171       b->cursor = nir_after_block_before_jump(pred);
172 
173       nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
174 
175       nir_intrinsic_instr *set_vertex_count =
176          nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
177       set_vertex_count->src[0] = nir_src_for_ssa(count);
178 
179       nir_builder_instr_insert(b, &set_vertex_count->instr);
180    }
181 }
182 
183 bool
nir_lower_gs_intrinsics(nir_shader * shader)184 nir_lower_gs_intrinsics(nir_shader *shader)
185 {
186    struct state state;
187    state.progress = false;
188 
189    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
190    assert(impl);
191 
192    nir_builder b;
193    nir_builder_init(&b, impl);
194    state.builder = &b;
195 
196    /* Create the counter variable */
197    state.vertex_count_var =
198       nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
199    /* initialize to 0 */
200    b.cursor = nir_before_cf_list(&impl->body);
201    nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
202 
203    nir_foreach_block_safe(block, impl)
204       rewrite_intrinsics(block, &state);
205 
206    /* This only works because we have a single main() function. */
207    append_set_vertex_count(impl->end_block, &state);
208 
209    nir_metadata_preserve(impl, 0);
210 
211    return state.progress;
212 }
213