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