ac: add helper ac_build_triangle_strip_indices_to_triangle

Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
This commit is contained in:
Marek Olšák
2020-01-09 19:12:36 -05:00
parent 8db00a51f8
commit 4e4b2d13f0
4 changed files with 47 additions and 37 deletions

View File

@@ -4967,3 +4967,38 @@ LLVMValueRef ac_prefix_bitcount_2x64(struct ac_llvm_context *ctx,
return LLVMBuildAdd(builder, prefix_bcnt[0], prefix_bcnt[1], "");
#endif
}
/**
* Convert triangle strip indices to triangle indices. This is used to decompose
* triangle strips into triangles.
*/
void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
LLVMValueRef is_odd,
LLVMValueRef flatshade_first,
LLVMValueRef index[3])
{
LLVMBuilderRef builder = ctx->builder;
LLVMValueRef out[3];
/* We need to change the vertex order for odd triangles to get correct
* front/back facing by swapping 2 vertex indices, but we also have to
* keep the provoking vertex in the same place.
*
* If the first vertex is provoking, swap index 1 and 2.
* If the last vertex is provoking, swap index 0 and 1.
*/
out[0] = LLVMBuildSelect(builder, flatshade_first,
index[0],
LLVMBuildSelect(builder, is_odd,
index[1], index[0], ""), "");
out[1] = LLVMBuildSelect(builder, flatshade_first,
LLVMBuildSelect(builder, is_odd,
index[2], index[1], ""),
LLVMBuildSelect(builder, is_odd,
index[0], index[1], ""), "");
out[2] = LLVMBuildSelect(builder, flatshade_first,
LLVMBuildSelect(builder, is_odd,
index[1], index[2], ""),
index[2], "");
memcpy(index, out, sizeof(out));
}

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@@ -795,6 +795,10 @@ LLVMValueRef ac_prefix_bitcount(struct ac_llvm_context *ctx,
LLVMValueRef mask, LLVMValueRef index);
LLVMValueRef ac_prefix_bitcount_2x64(struct ac_llvm_context *ctx,
LLVMValueRef mask[2], LLVMValueRef index);
void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
LLVMValueRef is_odd,
LLVMValueRef flatshade_first,
LLVMValueRef index[3]);
#ifdef __cplusplus
}

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@@ -1894,14 +1894,7 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
prim.edgeflag[i] = ctx->ac.i1false;
}
/* Geometry shaders output triangle strips, but NGG expects triangles.
* We need to change the vertex order for odd triangles to get correct
* front/back facing by swapping 2 vertex indices, but we also have to
* keep the provoking vertex in the same place.
*
* If the first vertex is provoking, swap index 1 and 2.
* If the last vertex is provoking, swap index 0 and 1.
*/
/* Geometry shaders output triangle strips, but NGG expects triangles. */
if (verts_per_prim == 3) {
LLVMValueRef is_odd = LLVMBuildLShr(builder, flags, ctx->ac.i8_1, "");
is_odd = LLVMBuildTrunc(builder, is_odd, ctx->i1, "");
@@ -1910,20 +1903,9 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
si_unpack_param(ctx, ctx->vs_state_bits, 4, 2),
ctx->i32_0, "");
struct ac_ngg_prim in = prim;
prim.index[0] = LLVMBuildSelect(builder, flatshade_first,
in.index[0],
LLVMBuildSelect(builder, is_odd,
in.index[1], in.index[0], ""), "");
prim.index[1] = LLVMBuildSelect(builder, flatshade_first,
LLVMBuildSelect(builder, is_odd,
in.index[2], in.index[1], ""),
LLVMBuildSelect(builder, is_odd,
in.index[0], in.index[1], ""), "");
prim.index[2] = LLVMBuildSelect(builder, flatshade_first,
LLVMBuildSelect(builder, is_odd,
in.index[1], in.index[2], ""),
in.index[2], "");
ac_build_triangle_strip_indices_to_triangle(&ctx->ac, is_odd,
flatshade_first,
prim.index);
}
ac_build_export_prim(&ctx->ac, &prim);

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@@ -656,21 +656,10 @@ void si_build_prim_discard_compute_shader(struct si_shader_context *ctx)
LLVMBuildXor(builder, first_is_odd,
LLVMBuildTrunc(builder, thread_id, ctx->i1, ""), "");
/* Determine the primitive orientation.
* Only swap the vertices that are not the provoking vertex. We need to keep
* the provoking vertex in place.
*/
if (key->opt.cs_provoking_vertex_first) {
LLVMValueRef index1 = index[1];
LLVMValueRef index2 = index[2];
index[1] = LLVMBuildSelect(builder, prim_is_odd, index2, index1, "");
index[2] = LLVMBuildSelect(builder, prim_is_odd, index1, index2, "");
} else {
LLVMValueRef index0 = index[0];
LLVMValueRef index1 = index[1];
index[0] = LLVMBuildSelect(builder, prim_is_odd, index1, index0, "");
index[1] = LLVMBuildSelect(builder, prim_is_odd, index0, index1, "");
}
/* Convert triangle strip indices to triangle indices. */
ac_build_triangle_strip_indices_to_triangle(&ctx->ac, prim_is_odd,
LLVMConstInt(ctx->i1, key->opt.cs_provoking_vertex_first, 0),
index);
}
/* Execute the vertex shader for each vertex to get vertex positions. */