/* * 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; }