draw/gs: make sure geometry shaders don't overflow

The specification says that the geometry shader should exit if the
number of emitted vertices is bigger or equal to max_output_vertices and
we can't do that because we're running in the SoA mode, which means that
our storing routines will keep getting called on channels that have
overflown (even though they will be masked out, but we just can't skip
them).
So we need some scratch area where we can keep writing the overflown
vertices without overwriting anything important or crashing.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Zack Rusin 2013-04-16 20:31:22 -07:00
parent be497ac9d3
commit f01f754ca1
5 changed files with 81 additions and 11 deletions

View file

@ -280,6 +280,7 @@ llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
int max_prims_per_invocation = 0;
char *output_ptr = (char*)shader->gs_output;
int i, j, prim_idx;
unsigned next_prim_boundary = shader->primitive_boundary;
for (i = 0; i < shader->vector_length; ++i) {
int prims = shader->llvm_emitted_primitives[i];
@ -290,19 +291,42 @@ llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
total_verts += shader->llvm_emitted_vertices[i];
}
output_ptr += shader->emitted_vertices * shader->vertex_size;
for (i = 0; i < shader->vector_length - 1; ++i) {
int current_verts = shader->llvm_emitted_vertices[i];
if (current_verts != shader->max_output_vertices) {
memcpy(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
output_ptr + (vertex_count + shader->max_output_vertices) * shader->vertex_size,
shader->vertex_size * (total_verts - vertex_count));
int next_verts = shader->llvm_emitted_vertices[i + 1];
#if 0
int j;
for (j = 0; j < current_verts; ++j) {
struct vertex_header *vh = (struct vertex_header *)
(output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
}
#endif
debug_assert(current_verts <= shader->max_output_vertices);
debug_assert(next_verts <= shader->max_output_vertices);
if (next_verts) {
memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
shader->vertex_size * next_verts);
}
vertex_count += current_verts;
}
#if 0
{
int i;
for (i = 0; i < total_verts; ++i) {
struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
debug_printf("%d) [%f, %f, %f, %f]\n", i,
vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
}
}
#endif
prim_idx = 0;
for (i = 0; i < shader->vector_length; ++i) {
int num_prims = shader->llvm_emitted_primitives[i];
@ -513,10 +537,12 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
output_verts->vertex_size = vertex_size;
output_verts->stride = output_verts->vertex_size;
/* we allocate exactly one extra vertex per primitive to allow the GS to emit
* overflown vertices into some area where they won't harm anyone */
output_verts->verts =
(struct vertex_header *)MALLOC(output_verts->vertex_size *
max_out_prims *
shader->max_output_vertices);
shader->primitive_boundary);
#if 0
debug_printf("%s count = %d (in prims # = %d)\n",
@ -724,6 +750,16 @@ draw_create_geometry_shader(struct draw_context *draw,
TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES)
gs->max_output_vertices = gs->info.properties[i].data[0];
}
/* Primitive boundary is bigger than max_output_vertices by one, because
* the specification says that the geometry shader should exit if the
* number of emitted vertices is bigger or equal to max_output_vertices and
* we can't do that because we're running in the SoA mode, which means that
* our storing routines will keep getting called on channels that have
* overflown.
* So we need some scratch area where we can keep writing the overflown
* vertices without overwriting anything important or crashing.
*/
gs->primitive_boundary = gs->max_output_vertices + 1;
for (i = 0; i < gs->info.num_outputs; i++) {
if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&

View file

@ -68,6 +68,7 @@ struct draw_geometry_shader {
unsigned position_output;
unsigned max_output_vertices;
unsigned primitive_boundary;
unsigned input_primitive;
unsigned output_primitive;

View file

@ -1287,8 +1287,8 @@ draw_gs_llvm_emit_vertex(const struct lp_build_tgsi_gs_iface *gs_base,
LLVMValueRef clipmask = lp_build_const_int_vec(gallivm,
lp_int_type(gs_type), 0);
LLVMValueRef indices[LP_MAX_VECTOR_LENGTH];
LLVMValueRef max_output_vertices =
lp_build_const_int32(gallivm, variant->shader->base.max_output_vertices);
LLVMValueRef next_prim_offset =
lp_build_const_int32(gallivm, variant->shader->base.primitive_boundary);
LLVMValueRef io = variant->io_ptr;
unsigned i;
const struct tgsi_shader_info *gs_info = &variant->shader->base.info;
@ -1297,7 +1297,7 @@ draw_gs_llvm_emit_vertex(const struct lp_build_tgsi_gs_iface *gs_base,
LLVMValueRef ind = lp_build_const_int32(gallivm, i);
LLVMValueRef currently_emitted =
LLVMBuildExtractElement(builder, emitted_vertices_vec, ind, "");
indices[i] = LLVMBuildMul(builder, ind, max_output_vertices, "");
indices[i] = LLVMBuildMul(builder, ind, next_prim_offset, "");
indices[i] = LLVMBuildAdd(builder, indices[i], currently_emitted, "");
}

View file

@ -396,6 +396,7 @@ struct lp_build_tgsi_soa_context
LLVMValueRef emitted_prims_vec_ptr;
LLVMValueRef total_emitted_vertices_vec_ptr;
LLVMValueRef emitted_vertices_vec_ptr;
LLVMValueRef max_output_vertices_vec;
LLVMValueRef consts_ptr;
const LLVMValueRef *pos;

View file

@ -828,7 +828,6 @@ emit_fetch_gs_input(
vertex_index = lp_build_const_int32(gallivm, reg->Dimension.Index);
}
res = bld->gs_iface->fetch_input(bld->gs_iface, bld_base,
vertex_index, attrib_index,
swizzle_index);
@ -2257,6 +2256,20 @@ clear_uint_vec_ptr_from_mask(struct lp_build_tgsi_context * bld_base,
LLVMBuildStore(builder, current_vec, ptr);
}
static LLVMValueRef
clamp_mask_to_max_output_vertices(struct lp_build_tgsi_soa_context * bld,
LLVMValueRef current_mask_vec,
LLVMValueRef total_emitted_vertices_vec)
{
LLVMBuilderRef builder = bld->bld_base.base.gallivm->builder;
struct lp_build_context *uint_bld = &bld->bld_base.uint_bld;
LLVMValueRef max_mask = lp_build_cmp(uint_bld, PIPE_FUNC_LESS,
total_emitted_vertices_vec,
bld->max_output_vertices_vec);
return LLVMBuildAnd(builder, current_mask_vec, max_mask, "");
}
static void
emit_vertex(
const struct lp_build_tgsi_action * action,
@ -2270,6 +2283,8 @@ emit_vertex(
LLVMValueRef masked_ones = mask_to_one_vec(bld_base);
LLVMValueRef total_emitted_vertices_vec =
LLVMBuildLoad(builder, bld->total_emitted_vertices_vec_ptr, "");
masked_ones = clamp_mask_to_max_output_vertices(bld, masked_ones,
total_emitted_vertices_vec);
gather_outputs(bld);
bld->gs_iface->emit_vertex(bld->gs_iface, &bld->bld_base,
bld->outputs,
@ -2812,12 +2827,29 @@ lp_build_tgsi_soa(struct gallivm_state *gallivm,
bld.bld_base.op_actions[TGSI_OPCODE_SVIEWINFO].emit = sviewinfo_emit;
if (gs_iface) {
/* There's no specific value for this because it should always
* be set, but apps using ext_geometry_shader4 quite often
* were forgetting so we're using MAX_VERTEX_VARYING from
* that spec even though we could debug_assert if it's not
* set, but that's a lot uglier. */
uint max_output_vertices = 32;
uint i = 0;
/* inputs are always indirect with gs */
bld.indirect_files |= (1 << TGSI_FILE_INPUT);
bld.gs_iface = gs_iface;
bld.bld_base.emit_fetch_funcs[TGSI_FILE_INPUT] = emit_fetch_gs_input;
bld.bld_base.op_actions[TGSI_OPCODE_EMIT].emit = emit_vertex;
bld.bld_base.op_actions[TGSI_OPCODE_ENDPRIM].emit = end_primitive;
for (i = 0; i < info->num_properties; ++i) {
if (info->properties[i].name ==
TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES) {
max_output_vertices = info->properties[i].data[0];
}
}
bld.max_output_vertices_vec =
lp_build_const_int_vec(gallivm, bld.bld_base.uint_bld.type,
max_output_vertices);
}
lp_exec_mask_init(&bld.exec_mask, &bld.bld_base.base);