220 lines
7.4 KiB
C
220 lines
7.4 KiB
C
/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/**
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* \file nir_lower_gs_intrinsics.c
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*
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* Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
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* arbitrary number of vertices. However, the shader must declare the maximum
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* number of vertices that it will ever output - further attempts to emit
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* vertices result in undefined behavior according to the GLSL specification.
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*
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* Drivers might use this maximum number of vertices to allocate enough space
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* to hold the geometry shader's output. Some drivers (such as i965) need to
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* implement "safety checks" which ensure that the shader hasn't emitted too
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* many vertices, to avoid overflowing that space and trashing other memory.
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*
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* The count of emitted vertices can also be useful in buffer offset
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* calculations, so drivers know where to write the GS output.
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*
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* However, for simple geometry shaders that emit a statically determinable
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* number of vertices, this extra bookkeeping is unnecessary and inefficient.
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* By tracking the vertex count in NIR, we allow constant folding/propagation
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* and dead control flow optimizations to eliminate most of it where possible.
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*
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* This pass introduces a new global variable which stores the current vertex
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* count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
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* to their *_with_counter variants. emit_vertex is also wrapped in a safety
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* check to avoid buffer overflows. Finally, it adds a set_vertex_count
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* intrinsic at the end of the program, informing the driver of the final
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* vertex count.
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*/
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struct state {
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nir_builder *builder;
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nir_variable *vertex_count_var;
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bool progress;
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};
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/**
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* Replace emit_vertex intrinsics with:
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*
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* if (vertex_count < max_vertices) {
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* emit_vertex_with_counter vertex_count ...
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* vertex_count += 1
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* }
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*/
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static void
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rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
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{
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nir_builder *b = state->builder;
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/* Load the vertex count */
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b->cursor = nir_before_instr(&intrin->instr);
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nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
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nir_ssa_def *max_vertices = nir_imm_int(b, b->shader->info.gs.vertices_out);
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/* Create: if (vertex_count < max_vertices) and insert it.
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*
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* The new if statement needs to be hooked up to the control flow graph
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* before we start inserting instructions into it.
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*/
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nir_if *if_stmt = nir_if_create(b->shader);
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if_stmt->condition = nir_src_for_ssa(nir_ilt(b, count, max_vertices));
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nir_builder_cf_insert(b, &if_stmt->cf_node);
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/* Fill out the new then-block */
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b->cursor = nir_after_cf_list(&if_stmt->then_list);
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nir_intrinsic_instr *lowered =
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nir_intrinsic_instr_create(b->shader,
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nir_intrinsic_emit_vertex_with_counter);
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nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
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lowered->src[0] = nir_src_for_ssa(count);
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nir_builder_instr_insert(b, &lowered->instr);
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/* Increment the vertex count by 1 */
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nir_store_var(b, state->vertex_count_var,
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nir_iadd(b, count, nir_imm_int(b, 1)),
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0x1); /* .x */
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nir_instr_remove(&intrin->instr);
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state->progress = true;
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}
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/**
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* Replace end_primitive with end_primitive_with_counter.
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*/
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static void
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rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
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{
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nir_builder *b = state->builder;
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b->cursor = nir_before_instr(&intrin->instr);
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nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
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nir_intrinsic_instr *lowered =
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nir_intrinsic_instr_create(b->shader,
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nir_intrinsic_end_primitive_with_counter);
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nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
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lowered->src[0] = nir_src_for_ssa(count);
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nir_builder_instr_insert(b, &lowered->instr);
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nir_instr_remove(&intrin->instr);
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state->progress = true;
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}
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static bool
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rewrite_intrinsics(nir_block *block, void *closure)
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{
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struct state *state = closure;
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nir_foreach_instr_safe(block, instr) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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switch (intrin->intrinsic) {
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case nir_intrinsic_emit_vertex:
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rewrite_emit_vertex(intrin, state);
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break;
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case nir_intrinsic_end_primitive:
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rewrite_end_primitive(intrin, state);
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break;
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default:
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/* not interesting; skip this */
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break;
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}
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}
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return true;
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}
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/**
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* Add a set_vertex_count intrinsic at the end of the program
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* (representing the final vertex count).
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*/
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static void
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append_set_vertex_count(nir_block *end_block, struct state *state)
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{
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nir_builder *b = state->builder;
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nir_shader *shader = state->builder->shader;
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/* Insert the new intrinsic in all of the predecessors of the end block,
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* but before any jump instructions (return).
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*/
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struct set_entry *entry;
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set_foreach(end_block->predecessors, entry) {
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nir_block *pred = (nir_block *) entry->key;
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b->cursor = nir_after_block_before_jump(pred);
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nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
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nir_intrinsic_instr *set_vertex_count =
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nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
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set_vertex_count->src[0] = nir_src_for_ssa(count);
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nir_builder_instr_insert(b, &set_vertex_count->instr);
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}
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}
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bool
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nir_lower_gs_intrinsics(nir_shader *shader)
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{
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struct state state;
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state.progress = false;
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/* Create the counter variable */
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nir_variable *var = rzalloc(shader, nir_variable);
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var->data.mode = nir_var_global;
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var->type = glsl_uint_type();
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var->name = "vertex_count";
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var->constant_initializer = rzalloc(shader, nir_constant); /* initialize to 0 */
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exec_list_push_tail(&shader->globals, &var->node);
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state.vertex_count_var = var;
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nir_foreach_function(shader, function) {
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if (function->impl) {
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nir_builder b;
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nir_builder_init(&b, function->impl);
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state.builder = &b;
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nir_foreach_block_call(function->impl, rewrite_intrinsics, &state);
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/* This only works because we have a single main() function. */
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append_set_vertex_count(function->impl->end_block, &state);
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nir_metadata_preserve(function->impl, 0);
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}
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}
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return state.progress;
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}
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