nir: Add ability to overwrite incomplete GS primitives.

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.

As a result, if the backend uses this option, the backend compiler
will not have to worry about discarding the unneeded vertices
and primitives.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6964>
This commit is contained in:
Timur Kristóf
2020-07-15 13:44:39 +02:00
parent c977c369d3
commit 70b94adddb
2 changed files with 79 additions and 1 deletions

View File

@@ -4730,6 +4730,7 @@ typedef enum {
nir_lower_gs_intrinsics_per_stream = 1 << 0, nir_lower_gs_intrinsics_per_stream = 1 << 0,
nir_lower_gs_intrinsics_count_primitives = 1 << 1, nir_lower_gs_intrinsics_count_primitives = 1 << 1,
nir_lower_gs_intrinsics_count_vertices_per_primitive = 1 << 2, nir_lower_gs_intrinsics_count_vertices_per_primitive = 1 << 2,
nir_lower_gs_intrinsics_overwrite_incomplete = 1 << 3,
} nir_lower_gs_intrinsics_flags; } nir_lower_gs_intrinsics_flags;
bool nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options); bool nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options);

View File

@@ -62,6 +62,7 @@ struct state {
bool per_stream; bool per_stream;
bool count_prims; bool count_prims;
bool count_vtx_per_prim; bool count_vtx_per_prim;
bool overwrite_incomplete;
bool progress; bool progress;
}; };
@@ -130,6 +131,73 @@ rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
state->progress = true; 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. * Replace end_primitive with end_primitive_with_counter.
*/ */
@@ -166,6 +234,9 @@ rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
} }
if (state->count_vtx_per_prim) { if (state->count_vtx_per_prim) {
if (state->overwrite_incomplete)
overwrite_incomplete_primitives(state, stream);
/* Store 0 to per-primitive vertex count */ /* Store 0 to per-primitive vertex count */
nir_store_var(b, state->vtxcnt_per_prim_vars[stream], nir_store_var(b, state->vtxcnt_per_prim_vars[stream],
nir_imm_int(b, 0), nir_imm_int(b, 0),
@@ -226,6 +297,9 @@ append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state)
if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream)))
continue; continue;
if (state->overwrite_incomplete)
overwrite_incomplete_primitives(state, stream);
nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]); nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
nir_ssa_def *prim_cnt; nir_ssa_def *prim_cnt;
@@ -251,13 +325,16 @@ nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags option
{ {
bool per_stream = options & nir_lower_gs_intrinsics_per_stream; bool per_stream = options & nir_lower_gs_intrinsics_per_stream;
bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives; 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 = bool count_vtx_per_prim =
options & nir_lower_gs_intrinsics_count_vertices_per_primitive; overwrite_incomplete ||
(options & nir_lower_gs_intrinsics_count_vertices_per_primitive);
struct state state; struct state state;
state.progress = false; state.progress = false;
state.count_prims = count_primitives; state.count_prims = count_primitives;
state.count_vtx_per_prim = count_vtx_per_prim; state.count_vtx_per_prim = count_vtx_per_prim;
state.overwrite_incomplete = overwrite_incomplete;
state.per_stream = per_stream; state.per_stream = per_stream;
nir_function_impl *impl = nir_shader_get_entrypoint(shader); nir_function_impl *impl = nir_shader_get_entrypoint(shader);