| /* |
| * Copyright © 2015 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
| * IN THE SOFTWARE. |
| */ |
| |
| #include "nir.h" |
| #include "nir_builder.h" |
| #include "nir_xfb_info.h" |
| |
| /** |
| * \file nir_lower_gs_intrinsics.c |
| * |
| * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an |
| * arbitrary number of vertices. However, the shader must declare the maximum |
| * number of vertices that it will ever output - further attempts to emit |
| * vertices result in undefined behavior according to the GLSL specification. |
| * |
| * Drivers might use this maximum number of vertices to allocate enough space |
| * to hold the geometry shader's output. Some drivers (such as i965) need to |
| * implement "safety checks" which ensure that the shader hasn't emitted too |
| * many vertices, to avoid overflowing that space and trashing other memory. |
| * |
| * The count of emitted vertices can also be useful in buffer offset |
| * calculations, so drivers know where to write the GS output. |
| * |
| * However, for simple geometry shaders that emit a statically determinable |
| * number of vertices, this extra bookkeeping is unnecessary and inefficient. |
| * By tracking the vertex count in NIR, we allow constant folding/propagation |
| * and dead control flow optimizations to eliminate most of it where possible. |
| * |
| * This pass introduces a new global variable which stores the current vertex |
| * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics |
| * to their *_with_counter variants. emit_vertex is also wrapped in a safety |
| * check to avoid buffer overflows. Finally, it adds a set_vertex_count |
| * intrinsic at the end of the program, informing the driver of the final |
| * vertex count. |
| */ |
| |
| struct state { |
| nir_builder *builder; |
| nir_variable *vertex_count_vars[NIR_MAX_XFB_STREAMS]; |
| nir_variable *vtxcnt_per_prim_vars[NIR_MAX_XFB_STREAMS]; |
| nir_variable *primitive_count_vars[NIR_MAX_XFB_STREAMS]; |
| bool per_stream; |
| bool count_prims; |
| bool count_vtx_per_prim; |
| bool overwrite_incomplete; |
| bool progress; |
| }; |
| |
| /** |
| * Replace emit_vertex intrinsics with: |
| * |
| * if (vertex_count < max_vertices) { |
| * emit_vertex_with_counter vertex_count, vertex_count_per_primitive (optional) ... |
| * vertex_count += 1 |
| * vertex_count_per_primitive += 1 |
| * } |
| */ |
| static void |
| rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state) |
| { |
| nir_builder *b = state->builder; |
| unsigned stream = nir_intrinsic_stream_id(intrin); |
| |
| /* Load the vertex count */ |
| b->cursor = nir_before_instr(&intrin->instr); |
| assert(state->vertex_count_vars[stream] != NULL); |
| nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]); |
| nir_ssa_def *count_per_primitive; |
| |
| if (state->count_vtx_per_prim) |
| count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); |
| else |
| count_per_primitive = nir_ssa_undef(b, 1, 32); |
| |
| nir_ssa_def *max_vertices = |
| nir_imm_int(b, b->shader->info.gs.vertices_out); |
| |
| /* Create: if (vertex_count < max_vertices) and insert it. |
| * |
| * The new if statement needs to be hooked up to the control flow graph |
| * before we start inserting instructions into it. |
| */ |
| nir_push_if(b, nir_ilt(b, count, max_vertices)); |
| |
| nir_emit_vertex_with_counter(b, count, count_per_primitive, stream); |
| |
| /* Increment the vertex count by 1 */ |
| nir_store_var(b, state->vertex_count_vars[stream], |
| nir_iadd_imm(b, count, 1), |
| 0x1); /* .x */ |
| |
| if (state->count_vtx_per_prim) { |
| /* Increment the per-primitive vertex count by 1 */ |
| nir_variable *var = state->vtxcnt_per_prim_vars[stream]; |
| nir_ssa_def *vtx_per_prim_cnt = nir_load_var(b, var); |
| nir_store_var(b, var, |
| nir_iadd_imm(b, vtx_per_prim_cnt, 1), |
| 0x1); /* .x */ |
| } |
| |
| nir_pop_if(b, NULL); |
| |
| nir_instr_remove(&intrin->instr); |
| |
| state->progress = true; |
| } |
| |
| /** |
| * Emits code that overwrites incomplete primitives and their vertices. |
| * |
| * A primitive is considered incomplete when it doesn't have enough vertices. |
| * For example, a triangle strip that has 2 or fewer vertices, or a line strip |
| * with 1 vertex are considered incomplete. |
| * |
| * After each end_primitive and at the end of the shader before emitting |
| * set_vertex_and_primitive_count, we check if the primitive that is being |
| * emitted has enough vertices or not, and we adjust the vertex and primitive |
| * counters accordingly. |
| * |
| * This means that the following emit_vertex can reuse the vertex index of |
| * a previous vertex, if the previous primitive was incomplete, so the compiler |
| * backend is expected to simply overwrite any data that belonged to those. |
| */ |
| static void |
| overwrite_incomplete_primitives(struct state *state, unsigned stream) |
| { |
| assert(state->count_vtx_per_prim); |
| |
| nir_builder *b = state->builder; |
| unsigned outprim = b->shader->info.gs.output_primitive; |
| unsigned outprim_min_vertices; |
| |
| if (outprim == GL_POINTS) |
| outprim_min_vertices = 1; |
| else if (outprim == GL_LINE_STRIP) |
| outprim_min_vertices = 2; |
| else if (outprim == GL_TRIANGLE_STRIP) |
| outprim_min_vertices = 3; |
| else |
| unreachable("Invalid GS output primitive type."); |
| |
| /* Total count of vertices emitted so far. */ |
| nir_ssa_def *vtxcnt_total = |
| nir_load_var(b, state->vertex_count_vars[stream]); |
| |
| /* Number of vertices emitted for the last primitive */ |
| nir_ssa_def *vtxcnt_per_primitive = |
| nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); |
| |
| /* See if the current primitive is a incomplete */ |
| nir_ssa_def *is_inc_prim = |
| nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices)); |
| |
| /* Number of vertices in the incomplete primitive */ |
| nir_ssa_def *num_inc_vtx = |
| nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0)); |
| |
| /* Store corrected total vertex count */ |
| nir_store_var(b, state->vertex_count_vars[stream], |
| nir_isub(b, vtxcnt_total, num_inc_vtx), |
| 0x1); /* .x */ |
| |
| if (state->count_prims) { |
| /* Number of incomplete primitives (0 or 1) */ |
| nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim); |
| |
| /* Store corrected primitive count */ |
| nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); |
| nir_store_var(b, state->primitive_count_vars[stream], |
| nir_isub(b, prim_cnt, num_inc_prim), |
| 0x1); /* .x */ |
| } |
| } |
| |
| /** |
| * Replace end_primitive with end_primitive_with_counter. |
| */ |
| static void |
| rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state) |
| { |
| nir_builder *b = state->builder; |
| unsigned stream = nir_intrinsic_stream_id(intrin); |
| |
| b->cursor = nir_before_instr(&intrin->instr); |
| assert(state->vertex_count_vars[stream] != NULL); |
| nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]); |
| nir_ssa_def *count_per_primitive; |
| |
| if (state->count_vtx_per_prim) |
| count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); |
| else |
| count_per_primitive = nir_ssa_undef(b, count->num_components, count->bit_size); |
| |
| nir_end_primitive_with_counter(b, count, count_per_primitive, stream); |
| |
| if (state->count_prims) { |
| /* Increment the primitive count by 1 */ |
| nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); |
| nir_store_var(b, state->primitive_count_vars[stream], |
| nir_iadd_imm(b, prim_cnt, 1), |
| 0x1); /* .x */ |
| } |
| |
| if (state->count_vtx_per_prim) { |
| if (state->overwrite_incomplete) |
| overwrite_incomplete_primitives(state, stream); |
| |
| /* Store 0 to per-primitive vertex count */ |
| nir_store_var(b, state->vtxcnt_per_prim_vars[stream], |
| nir_imm_int(b, 0), |
| 0x1); /* .x */ |
| } |
| |
| nir_instr_remove(&intrin->instr); |
| |
| state->progress = true; |
| } |
| |
| static bool |
| rewrite_intrinsics(nir_block *block, struct state *state) |
| { |
| nir_foreach_instr_safe(instr, block) { |
| if (instr->type != nir_instr_type_intrinsic) |
| continue; |
| |
| nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); |
| switch (intrin->intrinsic) { |
| case nir_intrinsic_emit_vertex: |
| rewrite_emit_vertex(intrin, state); |
| break; |
| case nir_intrinsic_end_primitive: |
| rewrite_end_primitive(intrin, state); |
| break; |
| default: |
| /* not interesting; skip this */ |
| break; |
| } |
| } |
| |
| return true; |
| } |
| |
| /** |
| * Add a set_vertex_and_primitive_count intrinsic at the end of the program |
| * (representing the final total vertex and primitive count). |
| */ |
| static void |
| append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state) |
| { |
| nir_builder *b = state->builder; |
| nir_shader *shader = state->builder->shader; |
| |
| /* Insert the new intrinsic in all of the predecessors of the end block, |
| * but before any jump instructions (return). |
| */ |
| set_foreach(end_block->predecessors, entry) { |
| nir_block *pred = (nir_block *) entry->key; |
| b->cursor = nir_after_block_before_jump(pred); |
| |
| for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) { |
| /* When it's not per-stream, we only need to write one variable. */ |
| if (!state->per_stream && stream != 0) |
| continue; |
| |
| nir_ssa_def *vtx_cnt; |
| nir_ssa_def *prim_cnt; |
| |
| if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) { |
| /* Inactive stream: vertex count is 0, primitive count is 0 or undef. */ |
| vtx_cnt = nir_imm_int(b, 0); |
| prim_cnt = state->count_prims |
| ? nir_imm_int(b, 0) |
| : nir_ssa_undef(b, 1, 32); |
| } else { |
| if (state->overwrite_incomplete) |
| overwrite_incomplete_primitives(state, stream); |
| |
| vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]); |
| prim_cnt = state->count_prims |
| ? nir_load_var(b, state->primitive_count_vars[stream]) |
| : nir_ssa_undef(b, 1, 32); |
| } |
| |
| nir_set_vertex_and_primitive_count(b, vtx_cnt, prim_cnt, stream); |
| } |
| } |
| } |
| |
| bool |
| nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options) |
| { |
| bool per_stream = options & nir_lower_gs_intrinsics_per_stream; |
| bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives; |
| bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete; |
| bool count_vtx_per_prim = |
| overwrite_incomplete || |
| (options & nir_lower_gs_intrinsics_count_vertices_per_primitive); |
| |
| struct state state; |
| state.progress = false; |
| state.count_prims = count_primitives; |
| state.count_vtx_per_prim = count_vtx_per_prim; |
| state.overwrite_incomplete = overwrite_incomplete; |
| state.per_stream = per_stream; |
| |
| nir_function_impl *impl = nir_shader_get_entrypoint(shader); |
| assert(impl); |
| |
| nir_builder b; |
| nir_builder_init(&b, impl); |
| state.builder = &b; |
| |
| b.cursor = nir_before_cf_list(&impl->body); |
| |
| for (unsigned i = 0; i < NIR_MAX_XFB_STREAMS; i++) { |
| if (per_stream && !(shader->info.gs.active_stream_mask & (1 << i))) |
| continue; |
| |
| if (i == 0 || per_stream) { |
| state.vertex_count_vars[i] = |
| nir_local_variable_create(impl, glsl_uint_type(), "vertex_count"); |
| /* initialize to 0 */ |
| nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1); |
| |
| if (count_primitives) { |
| state.primitive_count_vars[i] = |
| nir_local_variable_create(impl, glsl_uint_type(), "primitive_count"); |
| /* initialize to 1 */ |
| nir_store_var(&b, state.primitive_count_vars[i], nir_imm_int(&b, 1), 0x1); |
| } |
| if (count_vtx_per_prim) { |
| state.vtxcnt_per_prim_vars[i] = |
| nir_local_variable_create(impl, glsl_uint_type(), "vertices_per_primitive"); |
| /* initialize to 0 */ |
| nir_store_var(&b, state.vtxcnt_per_prim_vars[i], nir_imm_int(&b, 0), 0x1); |
| } |
| } else { |
| /* If per_stream is false, we only have one counter of each kind which we |
| * want to use for all streams. Duplicate the counter pointers so all |
| * streams use the same counters. |
| */ |
| state.vertex_count_vars[i] = state.vertex_count_vars[0]; |
| |
| if (count_primitives) |
| state.primitive_count_vars[i] = state.primitive_count_vars[0]; |
| if (count_vtx_per_prim) |
| state.vtxcnt_per_prim_vars[i] = state.vtxcnt_per_prim_vars[0]; |
| } |
| } |
| |
| nir_foreach_block_safe(block, impl) |
| rewrite_intrinsics(block, &state); |
| |
| /* This only works because we have a single main() function. */ |
| append_set_vertex_and_primitive_count(impl->end_block, &state); |
| |
| nir_metadata_preserve(impl, 0); |
| |
| return state.progress; |
| } |