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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 #if 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 "compiler/nir/nir.h"
40 #include "pipe/p_shader_tokens.h"
41 
42 #include "util/u_math.h"
43 #include "util/u_memory.h"
44 #include "util/u_prim.h"
45 #include "util/ralloc.h"
46 /* fixme: move it from here */
47 #define MAX_PRIMITIVES 64
48 
49 
50 static inline int
draw_gs_get_input_index(int semantic,int index,const struct tgsi_shader_info * input_info)51 draw_gs_get_input_index(int semantic, int index,
52                         const struct tgsi_shader_info *input_info)
53 {
54    const uint8_t *input_semantic_names = input_info->output_semantic_name;
55    const uint8_t *input_semantic_indices = input_info->output_semantic_index;
56    for (int i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
57       if (input_semantic_names[i] == semantic &&
58           input_semantic_indices[i] == index)
59          return i;
60    }
61    return -1;
62 }
63 
64 
65 /**
66  * We execute geometry shaders in the SOA mode, so ideally we want to
67  * flush when the number of currently fetched primitives is equal to
68  * the number of elements in the SOA vector. This ensures that the
69  * throughput is optimized for the given vector instruction set.
70  */
71 static inline bool
draw_gs_should_flush(struct draw_geometry_shader * shader)72 draw_gs_should_flush(struct draw_geometry_shader *shader)
73 {
74    return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
75 }
76 
77 
78 /*#define DEBUG_OUTPUTS 1*/
79 static void
tgsi_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])80 tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
81                       unsigned stream,
82                       unsigned num_primitives,
83                       float (**p_output)[4])
84 {
85    struct tgsi_exec_machine *machine = shader->machine;
86    float (*output)[4];
87 
88    output = *p_output;
89 
90    /* Unswizzle all output results.
91     */
92 
93    for (unsigned prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
94       unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
95       unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
96       shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
97          machine->Primitives[stream][prim_idx];
98       shader->stream[stream].emitted_vertices += num_verts_per_prim;
99 
100       for (unsigned j = 0; j < num_verts_per_prim; j++) {
101          int idx = prim_offset + j * shader->info.num_outputs;
102 #ifdef DEBUG_OUTPUTS
103          debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
104 #endif
105          for (unsigned slot = 0; slot < shader->info.num_outputs; slot++) {
106             output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
107             output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
108             output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
109             output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
110 #ifdef DEBUG_OUTPUTS
111             debug_printf("\t%d: %f %f %f %f\n", slot,
112                          output[slot][0],
113                          output[slot][1],
114                          output[slot][2],
115                          output[slot][3]);
116 #endif
117          }
118          output = (float (*)[4])((char *)output + shader->vertex_size);
119       }
120    }
121    *p_output = output;
122    shader->stream[stream].emitted_primitives += num_primitives;
123 }
124 
125 
126 #define DEBUG_INPUTS 0
127 static void
tgsi_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)128 tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
129                     unsigned *indices,
130                     unsigned num_vertices,
131                     unsigned prim_idx)
132 {
133    struct tgsi_exec_machine *machine = shader->machine;
134    const unsigned input_vertex_stride = shader->input_vertex_stride;
135 
136    int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
137    if (primid_sv != -1) {
138       for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
139          machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
140    }
141 
142    const float (*input_ptr)[4] = shader->input;
143 
144    for (unsigned i = 0; i < num_vertices; ++i) {
145 #if DEBUG_INPUTS
146       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
147                    i, indices[i], prim_idx);
148 #endif
149       const float (*input)[4] = (const float (*)[4])
150          ((const char *)input_ptr + (indices[i] * input_vertex_stride));
151       for (unsigned 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             /* TODO: Move this call out of the for(i) loop */
160             int vs_slot = draw_gs_get_input_index(
161                shader->info.input_semantic_name[slot],
162                shader->info.input_semantic_index[slot],
163                shader->input_info);
164             if (vs_slot < 0) {
165                debug_printf("VS/GS signature mismatch!\n");
166                machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
167                machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
168                machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
169                machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
170             } else {
171 #if DEBUG_INPUTS
172                debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
173                             slot, vs_slot, idx);
174                assert(!util_is_inf_or_nan(input[vs_slot][0]));
175                assert(!util_is_inf_or_nan(input[vs_slot][1]));
176                assert(!util_is_inf_or_nan(input[vs_slot][2]));
177                assert(!util_is_inf_or_nan(input[vs_slot][3]));
178 #endif
179                machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
180                machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
181                machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
182                machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
183 #if DEBUG_INPUTS
184                debug_printf("\t\t%f %f %f %f\n",
185                             machine->Inputs[idx].xyzw[0].f[prim_idx],
186                             machine->Inputs[idx].xyzw[1].f[prim_idx],
187                             machine->Inputs[idx].xyzw[2].f[prim_idx],
188                             machine->Inputs[idx].xyzw[3].f[prim_idx]);
189 #endif
190             }
191          }
192       }
193    }
194 }
195 
196 
197 static void
tgsi_gs_prepare(struct draw_geometry_shader * shader,const struct draw_buffer_info * constants)198 tgsi_gs_prepare(struct draw_geometry_shader *shader,
199                 const struct draw_buffer_info *constants)
200 {
201    struct tgsi_exec_machine *machine = shader->machine;
202    tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
203                                   (const struct tgsi_exec_consts_info *)constants);
204 }
205 
206 
207 static void
tgsi_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)208 tgsi_gs_run(struct draw_geometry_shader *shader,
209             unsigned input_primitives,
210             unsigned *out_prims)
211 {
212    struct tgsi_exec_machine *machine = shader->machine;
213 
214    if (shader->info.uses_invocationid) {
215       unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
216       for (int j = 0; j < TGSI_QUAD_SIZE; j++)
217          machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
218    }
219 
220    /* run interpreter */
221    tgsi_exec_machine_run(machine, 0);
222 
223    for (int i = 0; i < 4; i++)
224       out_prims[i] = machine->OutputPrimCount[i];
225 }
226 
227 
228 #if DRAW_LLVM_AVAILABLE
229 
230 /*
231  * Fetch the vertex attribute values for one primitive.
232  * num_vertices is vertices/prim (1 for points, 2 for lines, 3 for tris)
233  */
234 static void
llvm_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)235 llvm_fetch_gs_input(struct draw_geometry_shader *shader,
236                     unsigned *indices,
237                     unsigned num_vertices,
238                     unsigned prim_idx)
239 {
240    const unsigned input_vertex_stride = shader->input_vertex_stride;
241    float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
242 
243    shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
244 
245    const float (*input_ptr)[4] = shader->input;
246 
247    for (unsigned i = 0; i < num_vertices; ++i) {
248 #if DEBUG_INPUTS
249       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
250                    i, indices[i], prim_idx);
251 #endif
252       const float (*input)[4] = (const float (*)[4])
253          ((const char *)input_ptr + (indices[i] * input_vertex_stride));
254       for (unsigned slot = 0; slot < shader->info.num_inputs; ++slot) {
255          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
256             /* skip. we handle system values through gallivm */
257             /* NOTE: If we hit this case here it's an ordinary input not a sv,
258              * even though it probably should be a sv.
259              * Not sure how to set it up as regular input however if that even,
260              * would make sense so hack around this later in gallivm.
261              */
262          } else {
263             int vs_slot = draw_gs_get_input_index(
264                shader->info.input_semantic_name[slot],
265                shader->info.input_semantic_index[slot],
266                shader->input_info);
267             if (vs_slot < 0) {
268                debug_printf("VS/GS signature mismatch!\n");
269                (*input_data)[i][slot][0][prim_idx] = 0;
270                (*input_data)[i][slot][1][prim_idx] = 0;
271                (*input_data)[i][slot][2][prim_idx] = 0;
272                (*input_data)[i][slot][3][prim_idx] = 0;
273             } else {
274 #if DEBUG_INPUTS
275                debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
276                             slot, vs_slot, i);
277                assert(!util_is_inf_or_nan(input[vs_slot][0]));
278                assert(!util_is_inf_or_nan(input[vs_slot][1]));
279                assert(!util_is_inf_or_nan(input[vs_slot][2]));
280                assert(!util_is_inf_or_nan(input[vs_slot][3]));
281 #endif
282                (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
283                (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
284                (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
285                (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
286 #if DEBUG_INPUTS
287                debug_printf("\t\t%f %f %f %f\n",
288                             (*input_data)[i][slot][0][prim_idx],
289                             (*input_data)[i][slot][1][prim_idx],
290                             (*input_data)[i][slot][2][prim_idx],
291                             (*input_data)[i][slot][3][prim_idx]);
292 #endif
293             }
294          }
295       }
296    }
297 }
298 
299 
300 static void
llvm_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])301 llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
302                       unsigned stream,
303                       unsigned num_primitives,
304                       float (**p_output)[4])
305 {
306    int total_verts = 0;
307    int vertex_count = 0;
308    int total_prims = 0;
309    int max_prims_per_invocation = 0;
310    char *output_ptr = (char*)shader->gs_output[stream];
311    int prim_idx;
312    unsigned next_prim_boundary = shader->primitive_boundary;
313 
314    for (int i = 0; i < shader->vector_length; ++i) {
315       int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
316       total_prims += prims;
317       max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
318    }
319    for (int i = 0; i < shader->vector_length; ++i) {
320       total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
321    }
322 
323    output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
324    for (int i = 0; i < shader->vector_length - 1; ++i) {
325       int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
326       int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
327 #if 0
328       int j;
329       for (j = 0; j < current_verts; ++j) {
330          struct vertex_header *vh = (struct vertex_header *)
331             (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
332          debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
333                       vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
334 
335       }
336 #endif
337       assert(current_verts <= shader->max_output_vertices);
338       assert(next_verts <= shader->max_output_vertices);
339       if (next_verts) {
340          memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
341                  output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
342                  shader->vertex_size * next_verts);
343       }
344       vertex_count += current_verts;
345    }
346 
347 #if 0
348    {
349       for (int i = 0; i < total_verts; ++i) {
350          struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
351          debug_printf("%d) Vertex:\n", i);
352          for (j = 0; j < shader->info.num_outputs; ++j) {
353             unsigned *udata = (unsigned*)vh->data[j];
354             debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
355                          vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
356                          udata[0], udata[1], udata[2], udata[3]);
357          }
358 
359       }
360    }
361 #endif
362 
363    prim_idx = 0;
364    for (int i = 0; i < shader->vector_length; ++i) {
365       int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
366       for (int j = 0; j < num_prims; ++j) {
367          int prim_length =
368             shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
369          shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
370             prim_length;
371          ++prim_idx;
372       }
373    }
374 
375    shader->stream[stream].emitted_primitives += total_prims;
376    shader->stream[stream].emitted_vertices += total_verts;
377 }
378 
379 
380 static void
llvm_gs_prepare(struct draw_geometry_shader * shader,const struct draw_buffer_info * constants)381 llvm_gs_prepare(struct draw_geometry_shader *shader,
382                 const struct draw_buffer_info *constants)
383 {
384 }
385 
386 
387 static void
llvm_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)388 llvm_gs_run(struct draw_geometry_shader *shader,
389             unsigned input_primitives, unsigned *out_prims)
390 {
391    struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
392    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
393       char *tmp = (char *)shader->gs_output[i];
394       tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
395       input[i] = (struct vertex_header *)tmp;
396    }
397 
398    shader->current_variant->jit_func(shader->jit_context,
399                                      shader->jit_resources,
400                                      shader->gs_input->data,
401                                      input,
402                                      input_primitives,
403                                      shader->draw->instance_id,
404                                      shader->llvm_prim_ids,
405                                      shader->invocation_id,
406                                      shader->draw->pt.user.viewid);
407 
408    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
409       out_prims[i] = shader->jit_context->emitted_prims[i];
410    }
411 }
412 
413 #endif
414 
415 
416 static void
gs_flush(struct draw_geometry_shader * shader)417 gs_flush(struct draw_geometry_shader *shader)
418 {
419    unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
420    unsigned i;
421    unsigned input_primitives = shader->fetched_prim_count;
422 
423    if (shader->draw->collect_statistics) {
424       shader->draw->statistics.gs_invocations += input_primitives;
425    }
426 
427    assert(input_primitives > 0 &&
428                 input_primitives <= 4);
429 
430    for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
431       shader->invocation_id = invocation;
432       shader->run(shader, input_primitives, out_prim_count);
433       for (i = 0; i < shader->num_vertex_streams; i++) {
434          shader->fetch_outputs(shader, i, out_prim_count[i],
435                                &shader->stream[i].tmp_output);
436       }
437    }
438 
439 #if 0
440    for (i = 0; i < shader->num_vertex_streams; i++) {
441       debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
442                    i,
443                    shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
444                    out_prim_count[i]);
445    }
446 #endif
447 
448    shader->fetched_prim_count = 0;
449 }
450 
451 
452 static void
increment_prim(struct draw_geometry_shader * shader)453 increment_prim(struct draw_geometry_shader *shader)
454 {
455    /* Primitive ID must be per-patch instead of per
456     * tessellation primitive. If we have patch lengths
457     * we use these to compute the primitive index.
458     * See patch_lengths in llvm_pipeline_generic for
459     * more info.
460     */
461    ++shader->fetched_prim_count;
462    if (shader->next_patch_length) {
463       shader->tess_prim_idx++;
464       if (shader->tess_prim_idx >= *shader->next_patch_length) {
465          ++shader->in_prim_idx;
466          ++shader->next_patch_length;
467          shader->tess_prim_idx = 0;
468       }
469    } else {
470       ++shader->in_prim_idx;
471    }
472 
473    if (draw_gs_should_flush(shader))
474       gs_flush(shader);
475 }
476 
477 
478 static void
gs_point(struct draw_geometry_shader * shader,int idx)479 gs_point(struct draw_geometry_shader *shader, int idx)
480 {
481    unsigned indices[1];
482 
483    indices[0] = idx;
484 
485    shader->fetch_inputs(shader, indices, 1,
486                         shader->fetched_prim_count);
487 
488    increment_prim(shader);
489 }
490 
491 
492 static void
gs_line(struct draw_geometry_shader * shader,int i0,int i1)493 gs_line(struct draw_geometry_shader *shader, int i0, int i1)
494 {
495    unsigned indices[2];
496 
497    indices[0] = i0;
498    indices[1] = i1;
499 
500    shader->fetch_inputs(shader, indices, 2,
501                         shader->fetched_prim_count);
502 
503    increment_prim(shader);
504 }
505 
506 
507 static void
gs_line_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3)508 gs_line_adj(struct draw_geometry_shader *shader,
509             int i0, int i1, int i2, int i3)
510 {
511    unsigned indices[4];
512 
513    indices[0] = i0;
514    indices[1] = i1;
515    indices[2] = i2;
516    indices[3] = i3;
517 
518    shader->fetch_inputs(shader, indices, 4,
519                         shader->fetched_prim_count);
520 
521    increment_prim(shader);
522 }
523 
524 
525 static void
gs_tri(struct draw_geometry_shader * shader,int i0,int i1,int i2)526 gs_tri(struct draw_geometry_shader *shader,
527        int i0, int i1, int i2)
528 {
529    unsigned indices[3];
530 
531    indices[0] = i0;
532    indices[1] = i1;
533    indices[2] = i2;
534 
535    shader->fetch_inputs(shader, indices, 3,
536                         shader->fetched_prim_count);
537 
538    increment_prim(shader);
539 }
540 
541 
542 static void
gs_tri_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3,int i4,int i5)543 gs_tri_adj(struct draw_geometry_shader *shader,
544            int i0, int i1, int i2,
545            int i3, int i4, int i5)
546 {
547    unsigned indices[6];
548 
549    indices[0] = i0;
550    indices[1] = i1;
551    indices[2] = i2;
552    indices[3] = i3;
553    indices[4] = i4;
554    indices[5] = i5;
555 
556    shader->fetch_inputs(shader, indices, 6,
557                         shader->fetched_prim_count);
558 
559    increment_prim(shader);
560 }
561 
562 #define FUNC         gs_run
563 #define GET_ELT(idx) (idx)
564 #include "draw_gs_tmp.h"
565 
566 
567 #define FUNC         gs_run_elts
568 #define LOCAL_VARS   const uint16_t *elts = input_prims->elts;
569 #define GET_ELT(idx) (elts[idx])
570 #include "draw_gs_tmp.h"
571 
572 
573 /**
574  * Execute geometry shader.
575  */
576 void
draw_geometry_shader_run(struct draw_geometry_shader * shader,const struct draw_buffer_info * constants,const struct draw_vertex_info * input_verts,const struct draw_prim_info * input_prim,const struct tgsi_shader_info * input_info,uint32_t * const * patch_lengths,struct draw_vertex_info * output_verts,struct draw_prim_info * output_prims)577 draw_geometry_shader_run(struct draw_geometry_shader *shader,
578                          const struct draw_buffer_info *constants,
579                          const struct draw_vertex_info *input_verts,
580                          const struct draw_prim_info *input_prim,
581                          const struct tgsi_shader_info *input_info,
582                          uint32_t *const *patch_lengths,
583                          struct draw_vertex_info *output_verts,
584                          struct draw_prim_info *output_prims)
585 {
586    const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
587    const unsigned input_stride = input_verts->vertex_size;
588    const unsigned num_outputs = draw_total_gs_outputs(shader->draw);
589    const unsigned vertex_size =
590       sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
591    const unsigned num_input_verts =
592       input_prim->linear ? input_verts->count : input_prim->count;
593    const unsigned num_in_primitives =
594       align(MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
595                                                  num_input_verts),
596                  u_decomposed_prims_for_vertices(shader->input_primitive,
597                                                  num_input_verts)),
598             shader->vector_length);
599    //Assume at least one primitive
600    const unsigned max_out_prims =
601       MAX2(1, u_decomposed_prims_for_vertices(shader->output_primitive,
602                                               shader->max_output_vertices)
603            * num_in_primitives);
604 
605    /* we allocate exactly one extra vertex per primitive to allow the GS to
606     * emit overflown vertices into some area where they won't harm anyone */
607    const unsigned total_verts_per_buffer =
608       shader->primitive_boundary * num_in_primitives;
609 
610 
611    for (int i = 0; i < shader->num_vertex_streams; i++) {
612       /* write all the vertex data into all the streams */
613       output_verts[i].vertex_size = vertex_size;
614       output_verts[i].stride = output_verts[i].vertex_size;
615       output_verts[i].verts =
616          (struct vertex_header *) MALLOC(output_verts[i].vertex_size *
617                                          total_verts_per_buffer *
618                                          shader->num_invocations +
619                                          DRAW_EXTRA_VERTICES_PADDING);
620       assert(output_verts[i].verts);
621    }
622 
623 #if 0
624    debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
625                 __func__, num_input_verts, num_in_primitives,
626                 shader->num_invocations, shader->num_vertex_streams);
627    debug_printf("\tlinear = %d, prim_info->count = %d\n",
628                 input_prim->linear, input_prim->count);
629    debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
630                 u_prim_name(input_prim->prim),
631                 u_prim_name(shader->input_primitive),
632                 u_prim_name(shader->output_primitive));
633    debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
634                 "vertex_size = %d, tverts = %d\n",
635                 shader->max_output_vertices, max_out_prims,
636                 shader->primitive_boundary, output_verts->vertex_size,
637                 total_verts_per_buffer);
638 #endif
639 
640    for (int i = 0; i < shader->num_vertex_streams; i++) {
641       shader->stream[i].emitted_vertices = 0;
642       shader->stream[i].emitted_primitives = 0;
643       FREE(shader->stream[i].primitive_lengths);
644       shader->stream[i].primitive_lengths =
645          MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
646       shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
647    }
648    shader->vertex_size = vertex_size;
649    shader->fetched_prim_count = 0;
650    shader->input_vertex_stride = input_stride;
651    shader->input = input;
652    shader->input_info = input_info;
653    shader->next_patch_length = patch_lengths ? *patch_lengths : NULL;
654 
655 #if DRAW_LLVM_AVAILABLE
656    if (shader->draw->llvm) {
657       for (int i = 0; i < shader->num_vertex_streams; i++) {
658          shader->gs_output[i] = output_verts[i].verts;
659       }
660       if (max_out_prims > shader->max_out_prims) {
661          if (shader->llvm_prim_lengths) {
662             for (unsigned i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
663                align_free(shader->llvm_prim_lengths[i]);
664             }
665             FREE(shader->llvm_prim_lengths);
666          }
667 
668          shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
669          for (unsigned i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
670             int vector_size = shader->vector_length * sizeof(unsigned);
671             shader->llvm_prim_lengths[i] =
672                align_malloc(vector_size, vector_size);
673          }
674 
675          shader->max_out_prims = max_out_prims;
676       }
677       shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
678       shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
679       shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
680    }
681 #endif
682 
683    shader->prepare(shader, constants);
684 
685    if (input_prim->linear)
686       gs_run(shader, input_prim, input_verts,
687              output_prims, output_verts);
688    else
689       gs_run_elts(shader, input_prim, input_verts,
690                   output_prims, output_verts);
691 
692    /* Flush the remaining primitives. Will happen if
693     * num_input_primitives % 4 != 0
694     */
695    if (shader->fetched_prim_count > 0) {
696       gs_flush(shader);
697    }
698    assert(shader->fetched_prim_count == 0);
699 
700    /* Update prim_info:
701     */
702    for (int i = 0; i < shader->num_vertex_streams; i++) {
703       output_prims[i].linear = true;
704       output_prims[i].elts = NULL;
705       output_prims[i].start = 0;
706       output_prims[i].count = shader->stream[i].emitted_vertices;
707       output_prims[i].prim = shader->output_primitive;
708       output_prims[i].flags = 0x0;
709       output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
710       output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
711       output_verts[i].count = shader->stream[i].emitted_vertices;
712 
713       if (shader->draw->collect_statistics) {
714          for (unsigned j = 0; j < shader->stream[i].emitted_primitives; ++j) {
715             shader->draw->statistics.gs_primitives +=
716                u_decomposed_prims_for_vertices(shader->output_primitive,
717                                     shader->stream[i].primitive_lengths[j]);
718          }
719       }
720    }
721 
722 #if 0
723    debug_printf("GS finished\n");
724    for (int i = 0; i < 4; i++)
725       debug_printf("stream %d: prims = %d verts = %d\n", i,
726                    output_prims[i].primitive_count, output_verts[i].count);
727 #endif
728 }
729 
730 
731 void
draw_geometry_shader_prepare(struct draw_geometry_shader * shader,struct draw_context * draw)732 draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
733                              struct draw_context *draw)
734 {
735    bool use_llvm = draw->llvm != NULL;
736    if (!use_llvm &&
737        shader && shader->machine->Tokens != shader->state.tokens) {
738       tgsi_exec_machine_bind_shader(shader->machine,
739                                     shader->state.tokens,
740                                     draw->gs.tgsi.sampler,
741                                     draw->gs.tgsi.image,
742                                     draw->gs.tgsi.buffer);
743    }
744 }
745 
746 
747 bool
draw_gs_init(struct draw_context * draw)748 draw_gs_init(struct draw_context *draw)
749 {
750    if (!draw->llvm) {
751       draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
752 
753       for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
754          draw->gs.tgsi.machine->Primitives[i] = align_malloc(
755             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
756          draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
757             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
758          if (!draw->gs.tgsi.machine->Primitives[i] ||
759              !draw->gs.tgsi.machine->PrimitiveOffsets[i])
760             return false;
761          memset(draw->gs.tgsi.machine->Primitives[i], 0,
762                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
763          memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
764                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
765       }
766    }
767 
768    return true;
769 }
770 
771 
772 void
draw_gs_destroy(struct draw_context * draw)773 draw_gs_destroy(struct draw_context *draw)
774 {
775    if (draw->gs.tgsi.machine) {
776       for (int i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
777          align_free(draw->gs.tgsi.machine->Primitives[i]);
778          align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
779       }
780       tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
781    }
782 }
783 
784 
785 /*
786  * num_vertices is vertices/prim (1 for points, 2 for lines, 3 for tris)
787  */
788 struct draw_geometry_shader *
draw_create_geometry_shader(struct draw_context * draw,const struct pipe_shader_state * state)789 draw_create_geometry_shader(struct draw_context *draw,
790                             const struct pipe_shader_state *state)
791 {
792 #if DRAW_LLVM_AVAILABLE
793    bool use_llvm = draw->llvm != NULL;
794    struct llvm_geometry_shader *llvm_gs = NULL;
795 #endif
796    struct draw_geometry_shader *gs;
797 
798 #if DRAW_LLVM_AVAILABLE
799    if (use_llvm) {
800       llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
801 
802       if (!llvm_gs)
803          return NULL;
804 
805       gs = &llvm_gs->base;
806 
807       list_inithead(&llvm_gs->variants.list);
808    } else
809 #endif
810    {
811       gs = CALLOC_STRUCT(draw_geometry_shader);
812    }
813 
814    if (!gs)
815       return NULL;
816 
817    gs->draw = draw;
818    gs->state = *state;
819 
820    if (state->type == PIPE_SHADER_IR_TGSI) {
821       gs->state.tokens = tgsi_dup_tokens(state->tokens);
822       if (!gs->state.tokens) {
823          FREE(gs);
824          return NULL;
825       }
826 
827       tgsi_scan_shader(state->tokens, &gs->info);
828       gs->num_vertex_streams = 1;
829       for (unsigned i = 0; i < gs->state.stream_output.num_outputs; i++) {
830          if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
831             gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
832       }
833    } else {
834       nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
835       nir_shader *nir = state->ir.nir;
836       gs->num_vertex_streams = util_last_bit(nir->info.gs.active_stream_mask);
837    }
838 
839    /* setup the defaults */
840    gs->max_out_prims = 0;
841 
842 #if DRAW_LLVM_AVAILABLE
843    if (use_llvm) {
844       /* TODO: change the input array to handle the following
845          vector length, instead of the currently hardcoded
846          TGSI_NUM_CHANNELS
847       gs->vector_length = lp_native_vector_width / 32;*/
848       gs->vector_length = TGSI_NUM_CHANNELS;
849    } else
850 #endif
851    {
852       gs->vector_length = 1;
853    }
854 
855    gs->input_primitive =
856          gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
857    gs->output_primitive =
858          gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
859    gs->max_output_vertices =
860          gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
861    gs->num_invocations =
862       gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
863    if (!gs->max_output_vertices)
864       gs->max_output_vertices = 32;
865 
866    /* Primitive boundary is bigger than max_output_vertices by one, because
867     * the specification says that the geometry shader should exit if the
868     * number of emitted vertices is bigger or equal to max_output_vertices and
869     * we can't do that because we're running in the SoA mode, which means that
870     * our storing routines will keep getting called on channels that have
871     * overflown.
872     * So we need some scratch area where we can keep writing the overflown
873     * vertices without overwriting anything important or crashing.
874     */
875    gs->primitive_boundary = gs->max_output_vertices + 1;
876 
877    gs->position_output = -1;
878    bool found_clipvertex = false;
879    for (unsigned i = 0; i < gs->info.num_outputs; i++) {
880       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
881           gs->info.output_semantic_index[i] == 0)
882          gs->position_output = i;
883       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
884          gs->viewport_index_output = i;
885       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
886           gs->info.output_semantic_index[i] == 0) {
887          found_clipvertex = true;
888          gs->clipvertex_output = i;
889       }
890       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
891          assert(gs->info.output_semantic_index[i] <
892                       PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
893          gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
894       }
895    }
896 
897    if (!found_clipvertex)
898       gs->clipvertex_output = gs->position_output;
899 
900    gs->machine = draw->gs.tgsi.machine;
901 
902 #if DRAW_LLVM_AVAILABLE
903    if (use_llvm) {
904       int vector_size = gs->vector_length * sizeof(float);
905       gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
906       memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
907       gs->llvm_prim_lengths = 0;
908 
909       gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
910       gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
911       gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
912 
913       gs->fetch_outputs = llvm_fetch_gs_outputs;
914       gs->fetch_inputs = llvm_fetch_gs_input;
915       gs->prepare = llvm_gs_prepare;
916       gs->run = llvm_gs_run;
917 
918       gs->jit_context = &draw->llvm->gs_jit_context;
919       gs->jit_resources = &draw->llvm->jit_resources[PIPE_SHADER_GEOMETRY];
920 
921       llvm_gs->variant_key_size =
922          draw_gs_llvm_variant_key_size(
923             gs->info.file_max[TGSI_FILE_SAMPLER]+1,
924             gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1,
925             gs->info.file_max[TGSI_FILE_IMAGE]+1);
926    } else
927 #endif
928    {
929       gs->fetch_outputs = tgsi_fetch_gs_outputs;
930       gs->fetch_inputs = tgsi_fetch_gs_input;
931       gs->prepare = tgsi_gs_prepare;
932       gs->run = tgsi_gs_run;
933    }
934 
935    return gs;
936 }
937 
938 
939 void
draw_bind_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)940 draw_bind_geometry_shader(struct draw_context *draw,
941                           struct draw_geometry_shader *dgs)
942 {
943    draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
944 
945    if (dgs) {
946       draw->gs.geometry_shader = dgs;
947       draw->gs.num_gs_outputs = dgs->info.num_outputs;
948       draw->gs.position_output = dgs->position_output;
949       draw->gs.clipvertex_output = dgs->clipvertex_output;
950       draw_geometry_shader_prepare(dgs, draw);
951    } else {
952       draw->gs.geometry_shader = NULL;
953       draw->gs.num_gs_outputs = 0;
954    }
955 }
956 
957 
958 void
draw_delete_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)959 draw_delete_geometry_shader(struct draw_context *draw,
960                             struct draw_geometry_shader *dgs)
961 {
962    if (!dgs) {
963       return;
964    }
965 #if DRAW_LLVM_AVAILABLE
966    if (draw->llvm) {
967       struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
968       struct draw_gs_llvm_variant_list_item *li, *next;
969 
970       LIST_FOR_EACH_ENTRY_SAFE(li, next, &shader->variants.list, list) {
971          draw_gs_llvm_destroy_variant(li->base);
972       }
973 
974       assert(shader->variants_cached == 0);
975 
976       if (dgs->llvm_prim_lengths) {
977          for (unsigned i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
978             align_free(dgs->llvm_prim_lengths[i]);
979          }
980          FREE(dgs->llvm_prim_lengths);
981       }
982       align_free(dgs->llvm_emitted_primitives);
983       align_free(dgs->llvm_emitted_vertices);
984       align_free(dgs->llvm_prim_ids);
985 
986       align_free(dgs->gs_input);
987    }
988 #endif
989 
990    if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
991       draw->gs.tgsi.machine->Tokens = NULL;
992 
993    for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
994       FREE(dgs->stream[i].primitive_lengths);
995 
996    if (dgs->state.type == PIPE_SHADER_IR_NIR && dgs->state.ir.nir)
997       ralloc_free(dgs->state.ir.nir);
998    FREE((void*) dgs->state.tokens);
999    FREE(dgs);
1000 }
1001 
1002 
1003 #if DRAW_LLVM_AVAILABLE
1004 void
draw_gs_set_current_variant(struct draw_geometry_shader * shader,struct draw_gs_llvm_variant * variant)1005 draw_gs_set_current_variant(struct draw_geometry_shader *shader,
1006                             struct draw_gs_llvm_variant *variant)
1007 {
1008    shader->current_variant = variant;
1009 }
1010 #endif
1011 
1012 /*
1013  * Called at the very begin of the draw call with a new instance
1014  * Used to reset state that should persist between primitive restart.
1015  */
1016 void
draw_geometry_shader_new_instance(struct draw_geometry_shader * gs)1017 draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
1018 {
1019    if (!gs)
1020       return;
1021 
1022    gs->in_prim_idx = 0;
1023    gs->tess_prim_idx = 0;
1024 }
1025