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