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Commite1af20f18achanged the shader_info from being embedded into being just a pointer. The idea was that sharing the shader_info between NIR and GLSL would be easier if it were a pointer pointing to the same shader_info struct. This, however, has caused a few problems: 1) There are many things which generate NIR without GLSL. This means we have to support both NIR shaders which come from GLSL and ones that don't and need to have an info elsewhere. 2) The solution to (1) raises all sorts of ownership issues which have to be resolved with ralloc_parent checks. 3) Ever since00620782c9, we've been using nir_gather_info to fill out the final shader_info. Thanks to cloning and the above ownership issues, the nir_shader::info may not point back to the gl_shader anymore and so we have to do a copy of the shader_info from NIR back to GLSL anyway. All of these issues go away if we just embed the shader_info in the nir_shader. There's a little downside of having to copy it back after calling nir_gather_info but, as explained above, we have to do that anyway. Acked-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
212 lines
7 KiB
C
212 lines
7 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 =
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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_push_if(b, nir_ilt(b, count, max_vertices));
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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_pop_if(b, NULL);
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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, struct state *state)
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{
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nir_foreach_instr_safe(instr, block) {
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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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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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assert(impl);
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nir_builder b;
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nir_builder_init(&b, impl);
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state.builder = &b;
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/* Create the counter variable */
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state.vertex_count_var =
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nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
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/* initialize to 0 */
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b.cursor = nir_before_cf_list(&impl->body);
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nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
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nir_foreach_block_safe(block, impl)
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rewrite_intrinsics(block, &state);
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/* This only works because we have a single main() function. */
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append_set_vertex_count(impl->end_block, &state);
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nir_metadata_preserve(impl, 0);
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return state.progress;
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}
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