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>
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@@ -4730,6 +4730,7 @@ typedef enum {
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nir_lower_gs_intrinsics_per_stream = 1 << 0,
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nir_lower_gs_intrinsics_per_stream = 1 << 0,
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nir_lower_gs_intrinsics_count_primitives = 1 << 1,
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nir_lower_gs_intrinsics_count_primitives = 1 << 1,
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nir_lower_gs_intrinsics_count_vertices_per_primitive = 1 << 2,
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nir_lower_gs_intrinsics_count_vertices_per_primitive = 1 << 2,
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nir_lower_gs_intrinsics_overwrite_incomplete = 1 << 3,
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} nir_lower_gs_intrinsics_flags;
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} nir_lower_gs_intrinsics_flags;
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bool nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options);
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bool nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options);
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@@ -62,6 +62,7 @@ struct state {
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bool per_stream;
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bool per_stream;
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bool count_prims;
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bool count_prims;
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bool count_vtx_per_prim;
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bool count_vtx_per_prim;
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bool overwrite_incomplete;
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bool progress;
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bool progress;
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};
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};
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@@ -130,6 +131,73 @@ rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
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state->progress = true;
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state->progress = true;
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}
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}
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/**
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* Emits code that overwrites incomplete primitives and their vertices.
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*
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* A primitive is considered incomplete when it doesn't have enough vertices.
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* For example, a triangle strip that has 2 or fewer vertices, or a line strip
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* with 1 vertex are considered incomplete.
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*
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* After each end_primitive and at the end of the shader before emitting
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* set_vertex_and_primitive_count, we check if the primitive that is being
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* emitted has enough vertices or not, and we adjust the vertex and primitive
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* counters accordingly.
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*
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* This means that the following emit_vertex can reuse the vertex index of
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* a previous vertex, if the previous primitive was incomplete, so the compiler
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* backend is expected to simply overwrite any data that belonged to those.
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*/
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static void
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overwrite_incomplete_primitives(struct state *state, unsigned stream)
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{
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assert(state->count_vtx_per_prim);
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nir_builder *b = state->builder;
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unsigned outprim = b->shader->info.gs.output_primitive;
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unsigned outprim_min_vertices;
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if (outprim == GL_POINTS)
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outprim_min_vertices = 1;
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else if (outprim == GL_LINE_STRIP)
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outprim_min_vertices = 2;
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else if (outprim == GL_TRIANGLE_STRIP)
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outprim_min_vertices = 3;
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else
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unreachable("Invalid GS output primitive type.");
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/* Total count of vertices emitted so far. */
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nir_ssa_def *vtxcnt_total =
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nir_load_var(b, state->vertex_count_vars[stream]);
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/* Number of vertices emitted for the last primitive */
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nir_ssa_def *vtxcnt_per_primitive =
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nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
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/* See if the current primitive is a incomplete */
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nir_ssa_def *is_inc_prim =
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nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices));
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/* Number of vertices in the incomplete primitive */
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nir_ssa_def *num_inc_vtx =
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nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0));
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/* Store corrected total vertex count */
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nir_store_var(b, state->vertex_count_vars[stream],
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nir_isub(b, vtxcnt_total, num_inc_vtx),
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0x1); /* .x */
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if (state->count_prims) {
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/* Number of incomplete primitives (0 or 1) */
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nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim);
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/* Store corrected primitive count */
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nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
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nir_store_var(b, state->primitive_count_vars[stream],
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nir_isub(b, prim_cnt, num_inc_prim),
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0x1); /* .x */
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}
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}
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/**
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/**
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* Replace end_primitive with end_primitive_with_counter.
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* Replace end_primitive with end_primitive_with_counter.
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*/
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*/
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@@ -166,6 +234,9 @@ rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
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}
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}
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if (state->count_vtx_per_prim) {
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if (state->count_vtx_per_prim) {
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if (state->overwrite_incomplete)
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overwrite_incomplete_primitives(state, stream);
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/* Store 0 to per-primitive vertex count */
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/* Store 0 to per-primitive vertex count */
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nir_store_var(b, state->vtxcnt_per_prim_vars[stream],
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nir_store_var(b, state->vtxcnt_per_prim_vars[stream],
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nir_imm_int(b, 0),
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nir_imm_int(b, 0),
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@@ -226,6 +297,9 @@ append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state)
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if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream)))
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if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream)))
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continue;
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continue;
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if (state->overwrite_incomplete)
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overwrite_incomplete_primitives(state, stream);
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nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
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nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
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nir_ssa_def *prim_cnt;
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nir_ssa_def *prim_cnt;
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@@ -251,13 +325,16 @@ nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags option
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{
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{
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bool per_stream = options & nir_lower_gs_intrinsics_per_stream;
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bool per_stream = options & nir_lower_gs_intrinsics_per_stream;
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bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives;
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bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives;
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bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete;
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bool count_vtx_per_prim =
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bool count_vtx_per_prim =
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options & nir_lower_gs_intrinsics_count_vertices_per_primitive;
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overwrite_incomplete ||
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(options & nir_lower_gs_intrinsics_count_vertices_per_primitive);
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struct state state;
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struct state state;
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state.progress = false;
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state.progress = false;
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state.count_prims = count_primitives;
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state.count_prims = count_primitives;
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state.count_vtx_per_prim = count_vtx_per_prim;
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state.count_vtx_per_prim = count_vtx_per_prim;
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state.overwrite_incomplete = overwrite_incomplete;
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state.per_stream = per_stream;
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state.per_stream = per_stream;
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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