ac/nir: Sanitize mesh shader primitive indices using umin.

This makes our implementation friendlier to potentially buggy shaders,
meaning that it will less likely to hang the GPU.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15034>
This commit is contained in:
Timur Kristóf 2022-02-14 15:17:58 +01:00 committed by Marge Bot
parent 0746b98f4a
commit 3956c03b05

View file

@ -2362,6 +2362,7 @@ emit_ms_finale(nir_shader *shader, lower_ngg_ms_state *s)
loaded_num_prm = nir_if_phi(b, loaded_num_prm, dont_care);
nir_ssa_def *num_prm = nir_read_first_invocation(b, loaded_num_prm);
nir_ssa_def *num_vtx = nir_imm_int(b, shader->info.mesh.max_vertices_out);
num_prm = nir_umin(b, num_prm, nir_imm_int(b, shader->info.mesh.max_primitives_out));
/* If the shader doesn't actually create any primitives, don't allocate any output. */
num_vtx = nir_bcsel(b, nir_ieq_imm(b, num_prm, 0), nir_imm_int(b, 0), num_vtx);
@ -2407,9 +2408,11 @@ emit_ms_finale(nir_shader *shader, lower_ngg_ms_state *s)
nir_ssa_def *prim_idx_addr = nir_imul_imm(b, invocation_index, s->vertices_per_prim);
nir_ssa_def *indices_loaded = nir_load_shared(b, s->vertices_per_prim, 8, prim_idx_addr, .base = s->prim_vtx_indices_addr);
nir_ssa_def *indices[3];
indices[0] = nir_u2u32(b, nir_channel(b, indices_loaded, 0));
indices[1] = s->vertices_per_prim > 1 ? nir_u2u32(b, nir_channel(b, indices_loaded, 1)) : NULL;
indices[2] = s->vertices_per_prim > 2 ? nir_u2u32(b, nir_channel(b, indices_loaded, 2)) : NULL;
for (unsigned i = 0; i < s->vertices_per_prim; ++i) {
indices[i] = nir_u2u32(b, nir_channel(b, indices_loaded, i));
indices[i] = nir_umin(b, indices[i], nir_imm_int(b, shader->info.mesh.max_vertices_out - 1));
}
nir_ssa_def *prim_exp_arg = emit_pack_ngg_prim_exp_arg(b, s->vertices_per_prim, indices, NULL, false);
nir_export_primitive_amd(b, prim_exp_arg);