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third_party_mesa3d/src/compiler/nir/nir_passthrough_gs.c

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/*
* Copyright © 2022 Collabora Ltc.
*
* 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"
static unsigned int
gs_in_prim_for_topology(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_QUADS:
return SHADER_PRIM_LINES_ADJACENCY;
default:
return prim;
}
}
static enum shader_prim
gs_out_prim_for_topology(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return SHADER_PRIM_POINTS;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
return SHADER_PRIM_LINE_STRIP;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
return SHADER_PRIM_TRIANGLE_STRIP;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
case SHADER_PRIM_PATCHES:
default:
return SHADER_PRIM_QUADS;
}
}
static unsigned int
vertices_for_prim(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
return 3;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
}
static unsigned int
array_size_for_prim(enum shader_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
return 4;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_POLYGON:
return 3;
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
return 6;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
}
/*
* A helper to create a passthrough GS shader for drivers that needs to lower
* some rendering tasks to the GS.
*/
nir_shader *
nir_create_passthrough_gs(const nir_shader_compiler_options *options,
const nir_shader *prev_stage,
enum shader_prim primitive_type)
{
unsigned int vertices_out = vertices_for_prim(primitive_type);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
options,
"gs passthrough");
nir_shader *nir = b.shader;
nir->info.gs.input_primitive = gs_in_prim_for_topology(primitive_type);
nir->info.gs.output_primitive = gs_out_prim_for_topology(primitive_type);
nir->info.gs.vertices_in = vertices_out;
nir->info.gs.vertices_out = vertices_out;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 1;
nir_variable *in_vars[VARYING_SLOT_MAX];
nir_variable *out_vars[VARYING_SLOT_MAX];
unsigned num_inputs = 0, num_outputs = 0;
/* Create input/output variables. */
nir_foreach_shader_out_variable(var, prev_stage) {
assert(!var->data.patch);
char name[100];
if (var->name)
snprintf(name, sizeof(name), "in_%s", var->name);
else
snprintf(name, sizeof(name), "in_%d", var->data.driver_location);
nir_variable *in = nir_variable_create(nir, nir_var_shader_in,
glsl_array_type(var->type,
array_size_for_prim(primitive_type),
false),
name);
in->data.location = var->data.location;
in->data.location_frac = var->data.location_frac;
in->data.driver_location = var->data.driver_location;
in->data.interpolation = var->data.interpolation;
in->data.compact = var->data.compact;
in_vars[num_inputs++] = in;
nir->num_inputs++;
if (in->data.location == VARYING_SLOT_EDGE)
continue;
if (var->data.location != VARYING_SLOT_POS)
nir->num_outputs++;
if (var->name)
snprintf(name, sizeof(name), "out_%s", var->name);
else
snprintf(name, sizeof(name), "out_%d", var->data.driver_location);
nir_variable *out = nir_variable_create(nir, nir_var_shader_out,
var->type, name);
out->data.location = var->data.location;
out->data.location_frac = var->data.location_frac;
out->data.driver_location = var->data.driver_location;
out->data.interpolation = var->data.interpolation;
out->data.compact = var->data.compact;
out_vars[num_outputs++] = out;
}
unsigned int start_vert = 0;
unsigned int end_vert = vertices_out;
unsigned int vert_step = 1;
switch (primitive_type) {
case PIPE_PRIM_LINES_ADJACENCY:
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
start_vert = 1;
end_vert += 1;
break;
case PIPE_PRIM_TRIANGLES_ADJACENCY:
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
end_vert = 5;
vert_step = 2;
break;
default:
break;
}
for (unsigned i = start_vert; i < end_vert; i += vert_step) {
/* Copy inputs to outputs. */
for (unsigned j = 0, oj = 0; j < num_inputs; ++j) {
if (in_vars[j]->data.location == VARYING_SLOT_EDGE) {
continue;
}
/* no need to use copy_var to save a lower pass */
nir_ssa_def *value = nir_load_array_var_imm(&b, in_vars[j], i);
nir_store_var(&b, out_vars[oj], value,
(1u << value->num_components) - 1);
++oj;
}
nir_emit_vertex(&b, 0);
}
nir_end_primitive(&b, 0);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
nir_validate_shader(nir, "in nir_create_passthrough_gs");
return nir;
}