mesa/src/compiler/nir/nir_passthrough_gs.c

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/*
* 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 "util/ralloc.h"
#include "util/u_memory.h"
#include "nir.h"
#include "nir_builder.h"
#include "nir_xfb_info.h"
static enum mesa_prim
gs_in_prim_for_topology(enum mesa_prim prim)
{
switch (prim) {
case MESA_PRIM_QUADS:
return MESA_PRIM_LINES_ADJACENCY;
default:
return u_decomposed_prim(prim);
}
}
static enum mesa_prim
gs_out_prim_for_topology(enum mesa_prim prim)
{
switch (prim) {
case MESA_PRIM_POINTS:
return MESA_PRIM_POINTS;
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINE_STRIP:
return MESA_PRIM_LINE_STRIP;
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_POLYGON:
return MESA_PRIM_TRIANGLE_STRIP;
case MESA_PRIM_QUADS:
case MESA_PRIM_QUAD_STRIP:
case MESA_PRIM_PATCHES:
default:
return MESA_PRIM_QUADS;
}
}
static unsigned int
vertices_for_prim(enum mesa_prim prim)
{
switch (prim) {
case MESA_PRIM_POINTS:
return 1;
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINE_STRIP:
return 2;
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_POLYGON:
return 3;
case MESA_PRIM_QUADS:
case MESA_PRIM_QUAD_STRIP:
return 4;
case MESA_PRIM_PATCHES:
default:
build: avoid redefining unreachable() which is standard in C23 In the C23 standard unreachable() is now a predefined function-like macro in <stddef.h> See https://android.googlesource.com/platform/bionic/+/HEAD/docs/c23.md#is-now-a-predefined-function_like-macro-in And this causes build errors when building for C23: ----------------------------------------------------------------------- In file included from ../src/util/log.h:30, from ../src/util/log.c:30: ../src/util/macros.h:123:9: warning: "unreachable" redefined 123 | #define unreachable(str) \ | ^~~~~~~~~~~ In file included from ../src/util/macros.h:31: /usr/lib/gcc/x86_64-linux-gnu/14/include/stddef.h:456:9: note: this is the location of the previous definition 456 | #define unreachable() (__builtin_unreachable ()) | ^~~~~~~~~~~ ----------------------------------------------------------------------- So don't redefine it with the same name, but use the name UNREACHABLE() to also signify it's a macro. Using a different name also makes sense because the behavior of the macro was extending the one of __builtin_unreachable() anyway, and it also had a different signature, accepting one argument, compared to the standard unreachable() with no arguments. This change improves the chances of building mesa with the C23 standard, which for instance is the default in recent AOSP versions. All the instances of the macro, including the definition, were updated with the following command line: git grep -l '[^_]unreachable(' -- "src/**" | sort | uniq | \ while read file; \ do \ sed -e 's/\([^_]\)unreachable(/\1UNREACHABLE(/g' -i "$file"; \ done && \ sed -e 's/#undef unreachable/#undef UNREACHABLE/g' -i src/intel/isl/isl_aux_info.c Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36437>
2025-07-23 09:17:35 +02:00
UNREACHABLE("unsupported primitive for gs input");
}
}
static void
copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src)
{
assert(glsl_get_bare_type(dst->type) == glsl_get_bare_type(src->type));
if (glsl_type_is_struct_or_ifc(dst->type)) {
for (unsigned i = 0; i < glsl_get_length(dst->type); ++i) {
copy_vars(b, nir_build_deref_struct(b, dst, i), nir_build_deref_struct(b, src, i));
}
} else if (glsl_type_is_array_or_matrix(dst->type)) {
unsigned count = glsl_type_is_array(dst->type) ? glsl_array_size(dst->type) : glsl_get_matrix_columns(dst->type);
for (unsigned i = 0; i < count; i++) {
copy_vars(b, nir_build_deref_array_imm(b, dst, i), nir_build_deref_array_imm(b, src, i));
}
} else {
nir_def *load = nir_load_deref(b, src);
nir_store_deref(b, dst, load, BITFIELD_MASK(load->num_components));
}
}
/*
* 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 mesa_prim primitive_type,
enum mesa_prim output_primitive_type,
bool emulate_edgeflags,
bool force_line_strip_out,
bool passthrough_prim_id)
{
unsigned int vertices_out = vertices_for_prim(primitive_type);
emulate_edgeflags = emulate_edgeflags && (prev_stage->info.outputs_written & VARYING_BIT_EDGE);
enum mesa_prim original_our_prim = gs_out_prim_for_topology(output_primitive_type);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
options,
"gs passthrough");
bool output_lines = force_line_strip_out || original_our_prim == MESA_PRIM_LINE_STRIP;
bool needs_closing = (force_line_strip_out || (emulate_edgeflags && output_lines)) && vertices_out >= 3;
nir_shader *nir = b.shader;
nir->info.gs.input_primitive = gs_in_prim_for_topology(primitive_type);
nir->info.gs.output_primitive = force_line_strip_out ? MESA_PRIM_LINE_STRIP : original_our_prim;
nir->info.gs.vertices_in = mesa_vertices_per_prim(primitive_type);
nir->info.gs.vertices_out = needs_closing ? vertices_out + 1 : vertices_out;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 1;
nir->info.has_transform_feedback_varyings = prev_stage->info.has_transform_feedback_varyings;
memcpy(nir->info.xfb_stride, prev_stage->info.xfb_stride, sizeof(prev_stage->info.xfb_stride));
if (prev_stage->xfb_info) {
size_t size = nir_xfb_info_size(prev_stage->xfb_info->output_count);
nir->xfb_info = ralloc_memdup(nir, prev_stage->xfb_info, size);
}
bool handle_flat = output_lines && nir->info.gs.output_primitive != gs_out_prim_for_topology(primitive_type);
nir_variable *in_vars[VARYING_SLOT_MAX * 4];
nir_variable *out_vars[VARYING_SLOT_MAX * 4];
unsigned num_inputs = 0, num_outputs = 0;
/* Create input/output variables. */
nir_foreach_shader_out_variable(var, prev_stage) {
assert(!var->data.patch);
assert(var->data.location != VARYING_SLOT_PRIMITIVE_ID &&
"not a VS output");
/* input vars can't be created for those */
if (var->data.location == VARYING_SLOT_LAYER ||
var->data.location == VARYING_SLOT_VIEW_INDEX)
continue;
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_clone(var, nir);
nir_variable_set_name(nir, in, name);
in->type = glsl_array_type(var->type, 6, false);
in->data.mode = nir_var_shader_in;
nir_shader_add_variable(nir, in);
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_clone(var, nir);
nir_variable_set_name(nir, out, name);
out->data.mode = nir_var_shader_out;
nir_shader_add_variable(nir, out);
out_vars[num_outputs++] = out;
}
if (passthrough_prim_id) {
/* When a geometry shader is not used, a fragment shader may read primitive
* ID and get an implicit value without the vertex shader writing an ID. This
* case needs to work even when we inject a GS internally.
*
* However, if a geometry shader precedes a fragment shader that reads
* primitive ID, Vulkan requires that the geometry shader write primitive ID.
* To handle this case correctly, we must write primitive ID, copying the
* fixed-function gl_PrimitiveIDIn input which matches what the fragment
* shader will expect.
*/
in_vars[num_inputs++] = nir_create_variable_with_location(
nir, nir_var_shader_in, VARYING_SLOT_PRIMITIVE_ID, glsl_int_type());
out_vars[num_outputs++] = nir_create_variable_with_location(
nir, nir_var_shader_out, VARYING_SLOT_PRIMITIVE_ID, glsl_int_type());
}
unsigned int start_vert = 0;
unsigned int end_vert = vertices_out;
unsigned int vert_step = 1;
switch (primitive_type) {
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
start_vert = 1;
end_vert += 1;
break;
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
end_vert = 5;
vert_step = 2;
break;
default:
break;
}
nir_variable *edge_var = nir_find_variable_with_location(nir, nir_var_shader_in, VARYING_SLOT_EDGE);
nir_def *flat_interp_mask_def = nir_load_flat_mask(&b);
nir_def *last_pv_vert_def = nir_load_provoking_last(&b);
last_pv_vert_def = nir_ine_imm(&b, last_pv_vert_def, 0);
nir_def *start_vert_index = nir_imm_int(&b, start_vert);
nir_def *end_vert_index = nir_imm_int(&b, end_vert - 1);
nir_def *pv_vert_index = nir_bcsel(&b, last_pv_vert_def, end_vert_index, start_vert_index);
for (unsigned i = start_vert; i < end_vert || needs_closing; i += vert_step) {
int idx = i < end_vert ? i : start_vert;
/* 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_def *index;
if (in_vars[j]->data.location == VARYING_SLOT_POS || !handle_flat)
index = nir_imm_int(&b, idx);
else {
uint64_t mask = BITFIELD64_BIT(in_vars[j]->data.location);
index = nir_bcsel(&b, nir_ieq_imm(&b, nir_iand_imm(&b, flat_interp_mask_def, mask), 0), nir_imm_int(&b, idx), pv_vert_index);
}
/* gl_PrimitiveIDIn is not arrayed, all other inputs are */
nir_deref_instr *value = nir_build_deref_var(&b, in_vars[j]);
if (in_vars[j]->data.location != VARYING_SLOT_PRIMITIVE_ID)
value = nir_build_deref_array(&b, value, index);
copy_vars(&b, nir_build_deref_var(&b, out_vars[oj]), value);
++oj;
}
if (emulate_edgeflags && !output_lines) {
nir_def *edge_value = nir_channel(&b, nir_load_array_var_imm(&b, edge_var, idx), 0);
nir_push_if(&b, nir_feq_imm(&b, edge_value, 1.0));
}
nir_emit_vertex(&b, 0);
if (emulate_edgeflags) {
if (nir->info.gs.output_primitive == MESA_PRIM_LINE_STRIP) {
nir_def *edge_value = nir_channel(&b, nir_load_array_var_imm(&b, edge_var, idx), 0);
nir_push_if(&b, nir_fneu_imm(&b, edge_value, 1.0));
nir_end_primitive(&b, 0);
}
nir_pop_if(&b, NULL);
}
if (i >= end_vert)
break;
}
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;
}