1 /**************************************************************************
2  *
3  * Copyright 2009 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 #include "draw_gs.h"
29 
30 #include "draw_private.h"
31 #include "draw_context.h"
32 #ifdef LLVM_AVAILABLE
33 #include "draw_llvm.h"
34 #endif
35 
36 #include "tgsi/tgsi_parse.h"
37 #include "tgsi/tgsi_exec.h"
38 #include "nir/nir_to_tgsi_info.h"
39 #include "pipe/p_shader_tokens.h"
40 
41 #include "util/u_math.h"
42 #include "util/u_memory.h"
43 #include "util/u_prim.h"
44 #include "util/ralloc.h"
45 /* fixme: move it from here */
46 #define MAX_PRIMITIVES 64
47 
48 static inline int
draw_gs_get_input_index(int semantic,int index,const struct tgsi_shader_info * input_info)49 draw_gs_get_input_index(int semantic, int index,
50                         const struct tgsi_shader_info *input_info)
51 {
52    int i;
53    const ubyte *input_semantic_names = input_info->output_semantic_name;
54    const ubyte *input_semantic_indices = input_info->output_semantic_index;
55    for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
56       if (input_semantic_names[i] == semantic &&
57           input_semantic_indices[i] == index)
58          return i;
59    }
60    return -1;
61 }
62 
63 /**
64  * We execute geometry shaders in the SOA mode, so ideally we want to
65  * flush when the number of currently fetched primitives is equal to
66  * the number of elements in the SOA vector. This ensures that the
67  * throughput is optimized for the given vector instruction set.
68  */
69 static inline boolean
draw_gs_should_flush(struct draw_geometry_shader * shader)70 draw_gs_should_flush(struct draw_geometry_shader *shader)
71 {
72    return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
73 }
74 
75 /*#define DEBUG_OUTPUTS 1*/
76 static void
tgsi_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])77 tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
78                       unsigned stream,
79                       unsigned num_primitives,
80                       float (**p_output)[4])
81 {
82    struct tgsi_exec_machine *machine = shader->machine;
83    unsigned prim_idx, j, slot;
84    float (*output)[4];
85 
86    output = *p_output;
87 
88    /* Unswizzle all output results.
89     */
90 
91    for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
92       unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
93       unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
94       shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
95          machine->Primitives[stream][prim_idx];
96       shader->stream[stream].emitted_vertices += num_verts_per_prim;
97 
98       for (j = 0; j < num_verts_per_prim; j++) {
99          int idx = prim_offset + j * shader->info.num_outputs;
100 #ifdef DEBUG_OUTPUTS
101          debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
102 #endif
103          for (slot = 0; slot < shader->info.num_outputs; slot++) {
104             output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
105             output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
106             output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
107             output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
108 #ifdef DEBUG_OUTPUTS
109             debug_printf("\t%d: %f %f %f %f\n", slot,
110                          output[slot][0],
111                          output[slot][1],
112                          output[slot][2],
113                          output[slot][3]);
114 #endif
115          }
116          output = (float (*)[4])((char *)output + shader->vertex_size);
117       }
118    }
119    *p_output = output;
120    shader->stream[stream].emitted_primitives += num_primitives;
121 }
122 
123 /*#define DEBUG_INPUTS 1*/
tgsi_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)124 static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
125                                 unsigned *indices,
126                                 unsigned num_vertices,
127                                 unsigned prim_idx)
128 {
129    struct tgsi_exec_machine *machine = shader->machine;
130    unsigned slot, i;
131    int vs_slot;
132    unsigned input_vertex_stride = shader->input_vertex_stride;
133    const float (*input_ptr)[4];
134 
135    int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
136    if (primid_sv != -1) {
137       for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
138          machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
139    }
140 
141    input_ptr = shader->input;
142 
143    for (i = 0; i < num_vertices; ++i) {
144       const float (*input)[4];
145 #if DEBUG_INPUTS
146       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
147                    i, indices[i], prim_idx);
148 #endif
149       input = (const float (*)[4])(
150          (const char *)input_ptr + (indices[i] * input_vertex_stride));
151       for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
152          unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
153          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
154             machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
155             machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
156             machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
157             machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
158          } else {
159             vs_slot = draw_gs_get_input_index(
160                shader->info.input_semantic_name[slot],
161                shader->info.input_semantic_index[slot],
162                shader->input_info);
163             if (vs_slot < 0) {
164                debug_printf("VS/GS signature mismatch!\n");
165                machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
166                machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
167                machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
168                machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
169             } else {
170 #if DEBUG_INPUTS
171                debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
172                             slot, vs_slot, idx);
173                assert(!util_is_inf_or_nan(input[vs_slot][0]));
174                assert(!util_is_inf_or_nan(input[vs_slot][1]));
175                assert(!util_is_inf_or_nan(input[vs_slot][2]));
176                assert(!util_is_inf_or_nan(input[vs_slot][3]));
177 #endif
178                machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
179                machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
180                machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
181                machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
182 #if DEBUG_INPUTS
183                debug_printf("\t\t%f %f %f %f\n",
184                             machine->Inputs[idx].xyzw[0].f[prim_idx],
185                             machine->Inputs[idx].xyzw[1].f[prim_idx],
186                             machine->Inputs[idx].xyzw[2].f[prim_idx],
187                             machine->Inputs[idx].xyzw[3].f[prim_idx]);
188 #endif
189                ++vs_slot;
190             }
191          }
192       }
193    }
194 }
195 
tgsi_gs_prepare(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])196 static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
197                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
198                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
199 {
200    struct tgsi_exec_machine *machine = shader->machine;
201    tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
202                                   constants, constants_size);
203 }
204 
tgsi_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)205 static void tgsi_gs_run(struct draw_geometry_shader *shader,
206                             unsigned input_primitives,
207                             unsigned *out_prims)
208 {
209    struct tgsi_exec_machine *machine = shader->machine;
210    int i;
211 
212    if (shader->info.uses_invocationid) {
213       unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
214       for (int j = 0; j < TGSI_QUAD_SIZE; j++)
215          machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
216    }
217 
218    /* run interpreter */
219    tgsi_exec_machine_run(machine, 0);
220 
221    for (i = 0; i < 4; i++) {
222       int prim_i;
223       int prim_c;
224       switch (i) {
225       case 0:
226          prim_i = TGSI_EXEC_TEMP_PRIMITIVE_I;
227          prim_c = TGSI_EXEC_TEMP_PRIMITIVE_C;
228          break;
229       case 1:
230          prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S1_I;
231          prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S1_C;
232          break;
233       case 2:
234          prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S2_I;
235          prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S2_C;
236          break;
237       case 3:
238          prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S3_I;
239          prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S3_C;
240          break;
241       };
242 
243       out_prims[i] = machine->Temps[prim_i].xyzw[prim_c].u[0];
244    }
245 }
246 
247 #ifdef LLVM_AVAILABLE
248 
249 static void
llvm_fetch_gs_input(struct draw_geometry_shader * shader,unsigned * indices,unsigned num_vertices,unsigned prim_idx)250 llvm_fetch_gs_input(struct draw_geometry_shader *shader,
251                     unsigned *indices,
252                     unsigned num_vertices,
253                     unsigned prim_idx)
254 {
255    unsigned slot, i;
256    int vs_slot;
257    unsigned input_vertex_stride = shader->input_vertex_stride;
258    const float (*input_ptr)[4];
259    float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
260 
261    shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
262 
263    input_ptr = shader->input;
264 
265    for (i = 0; i < num_vertices; ++i) {
266       const float (*input)[4];
267 #if DEBUG_INPUTS
268       debug_printf("%d) vertex index = %d (prim idx = %d)\n",
269                    i, indices[i], prim_idx);
270 #endif
271       input = (const float (*)[4])(
272          (const char *)input_ptr + (indices[i] * input_vertex_stride));
273       for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
274          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
275             /* skip. we handle system values through gallivm */
276             /* NOTE: If we hit this case here it's an ordinary input not a sv,
277              * even though it probably should be a sv.
278              * Not sure how to set it up as regular input however if that even,
279              * would make sense so hack around this later in gallivm.
280              */
281          } else {
282             vs_slot = draw_gs_get_input_index(
283                shader->info.input_semantic_name[slot],
284                shader->info.input_semantic_index[slot],
285                shader->input_info);
286             if (vs_slot < 0) {
287                debug_printf("VS/GS signature mismatch!\n");
288                (*input_data)[i][slot][0][prim_idx] = 0;
289                (*input_data)[i][slot][1][prim_idx] = 0;
290                (*input_data)[i][slot][2][prim_idx] = 0;
291                (*input_data)[i][slot][3][prim_idx] = 0;
292             } else {
293 #if DEBUG_INPUTS
294                debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
295                             slot, vs_slot, i);
296                assert(!util_is_inf_or_nan(input[vs_slot][0]));
297                assert(!util_is_inf_or_nan(input[vs_slot][1]));
298                assert(!util_is_inf_or_nan(input[vs_slot][2]));
299                assert(!util_is_inf_or_nan(input[vs_slot][3]));
300 #endif
301                (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
302                (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
303                (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
304                (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
305 #if DEBUG_INPUTS
306                debug_printf("\t\t%f %f %f %f\n",
307                             (*input_data)[i][slot][0][prim_idx],
308                             (*input_data)[i][slot][1][prim_idx],
309                             (*input_data)[i][slot][2][prim_idx],
310                             (*input_data)[i][slot][3][prim_idx]);
311 #endif
312                ++vs_slot;
313             }
314          }
315       }
316    }
317 }
318 
319 static void
llvm_fetch_gs_outputs(struct draw_geometry_shader * shader,unsigned stream,unsigned num_primitives,float (** p_output)[4])320 llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
321                       unsigned stream,
322                       unsigned num_primitives,
323                       float (**p_output)[4])
324 {
325    int total_verts = 0;
326    int vertex_count = 0;
327    int total_prims = 0;
328    int max_prims_per_invocation = 0;
329    char *output_ptr = (char*)shader->gs_output[stream];
330    int i, j, prim_idx;
331    unsigned next_prim_boundary = shader->primitive_boundary;
332 
333    for (i = 0; i < shader->vector_length; ++i) {
334       int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
335       total_prims += prims;
336       max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
337    }
338    for (i = 0; i < shader->vector_length; ++i) {
339       total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
340    }
341 
342    output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
343    for (i = 0; i < shader->vector_length - 1; ++i) {
344       int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
345       int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
346 #if 0
347       int j;
348       for (j = 0; j < current_verts; ++j) {
349          struct vertex_header *vh = (struct vertex_header *)
350             (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
351          debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
352                       vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
353 
354       }
355 #endif
356       debug_assert(current_verts <= shader->max_output_vertices);
357       debug_assert(next_verts <= shader->max_output_vertices);
358       if (next_verts) {
359          memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
360                  output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
361                  shader->vertex_size * next_verts);
362       }
363       vertex_count += current_verts;
364    }
365 
366 #if 0
367    {
368       int i;
369       for (i = 0; i < total_verts; ++i) {
370          struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
371          debug_printf("%d) Vertex:\n", i);
372          for (j = 0; j < shader->info.num_outputs; ++j) {
373             unsigned *udata = (unsigned*)vh->data[j];
374             debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
375                          vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
376                          udata[0], udata[1], udata[2], udata[3]);
377          }
378 
379       }
380    }
381 #endif
382 
383    prim_idx = 0;
384    for (i = 0; i < shader->vector_length; ++i) {
385       int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
386       for (j = 0; j < num_prims; ++j) {
387          int prim_length =
388             shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
389          shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
390             prim_length;
391          ++prim_idx;
392       }
393    }
394 
395    shader->stream[stream].emitted_primitives += total_prims;
396    shader->stream[stream].emitted_vertices += total_verts;
397 }
398 
399 static void
llvm_gs_prepare(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])400 llvm_gs_prepare(struct draw_geometry_shader *shader,
401                 const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
402                 const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
403 {
404 }
405 
406 static void
llvm_gs_run(struct draw_geometry_shader * shader,unsigned input_primitives,unsigned * out_prims)407 llvm_gs_run(struct draw_geometry_shader *shader,
408             unsigned input_primitives, unsigned *out_prims)
409 {
410    struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
411    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
412       char *tmp = (char *)shader->gs_output[i];
413       tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
414       input[i] = (struct vertex_header *)tmp;
415    }
416 
417    shader->current_variant->jit_func(
418       shader->jit_context, shader->gs_input->data,
419       input,
420       input_primitives,
421       shader->draw->instance_id,
422       shader->llvm_prim_ids,
423       shader->invocation_id);
424 
425    for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
426       out_prims[i] = shader->jit_context->emitted_prims[i];
427    }
428 }
429 
430 #endif
431 
gs_flush(struct draw_geometry_shader * shader)432 static void gs_flush(struct draw_geometry_shader *shader)
433 {
434    unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
435    unsigned i;
436    unsigned input_primitives = shader->fetched_prim_count;
437 
438    if (shader->draw->collect_statistics) {
439       shader->draw->statistics.gs_invocations += input_primitives;
440    }
441 
442    debug_assert(input_primitives > 0 &&
443                 input_primitives <= 4);
444 
445    for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
446       shader->invocation_id = invocation;
447       shader->run(shader, input_primitives, out_prim_count);
448       for (i = 0; i < shader->num_vertex_streams; i++) {
449          shader->fetch_outputs(shader, i, out_prim_count[i],
450                                &shader->stream[i].tmp_output);
451       }
452    }
453 
454 #if 0
455    for (i = 0; i < shader->num_vertex_streams; i++) {
456       debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
457                    i,
458                    shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
459                    out_prim_count[i]);
460    }
461 #endif
462 
463    shader->fetched_prim_count = 0;
464 }
465 
gs_point(struct draw_geometry_shader * shader,int idx)466 static void gs_point(struct draw_geometry_shader *shader,
467                      int idx)
468 {
469    unsigned indices[1];
470 
471    indices[0] = idx;
472 
473    shader->fetch_inputs(shader, indices, 1,
474                         shader->fetched_prim_count);
475    ++shader->in_prim_idx;
476    ++shader->fetched_prim_count;
477 
478    if (draw_gs_should_flush(shader))
479       gs_flush(shader);
480 }
481 
gs_line(struct draw_geometry_shader * shader,int i0,int i1)482 static void gs_line(struct draw_geometry_shader *shader,
483                     int i0, int i1)
484 {
485    unsigned indices[2];
486 
487    indices[0] = i0;
488    indices[1] = i1;
489 
490    shader->fetch_inputs(shader, indices, 2,
491                         shader->fetched_prim_count);
492    ++shader->in_prim_idx;
493    ++shader->fetched_prim_count;
494 
495    if (draw_gs_should_flush(shader))
496       gs_flush(shader);
497 }
498 
gs_line_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3)499 static void gs_line_adj(struct draw_geometry_shader *shader,
500                         int i0, int i1, int i2, int i3)
501 {
502    unsigned indices[4];
503 
504    indices[0] = i0;
505    indices[1] = i1;
506    indices[2] = i2;
507    indices[3] = i3;
508 
509    shader->fetch_inputs(shader, indices, 4,
510                         shader->fetched_prim_count);
511    ++shader->in_prim_idx;
512    ++shader->fetched_prim_count;
513 
514    if (draw_gs_should_flush(shader))
515       gs_flush(shader);
516 }
517 
gs_tri(struct draw_geometry_shader * shader,int i0,int i1,int i2)518 static void gs_tri(struct draw_geometry_shader *shader,
519                    int i0, int i1, int i2)
520 {
521    unsigned indices[3];
522 
523    indices[0] = i0;
524    indices[1] = i1;
525    indices[2] = i2;
526 
527    shader->fetch_inputs(shader, indices, 3,
528                         shader->fetched_prim_count);
529    ++shader->in_prim_idx;
530    ++shader->fetched_prim_count;
531 
532    if (draw_gs_should_flush(shader))
533       gs_flush(shader);
534 }
535 
gs_tri_adj(struct draw_geometry_shader * shader,int i0,int i1,int i2,int i3,int i4,int i5)536 static void gs_tri_adj(struct draw_geometry_shader *shader,
537                        int i0, int i1, int i2,
538                        int i3, int i4, int i5)
539 {
540    unsigned indices[6];
541 
542    indices[0] = i0;
543    indices[1] = i1;
544    indices[2] = i2;
545    indices[3] = i3;
546    indices[4] = i4;
547    indices[5] = i5;
548 
549    shader->fetch_inputs(shader, indices, 6,
550                         shader->fetched_prim_count);
551    ++shader->in_prim_idx;
552    ++shader->fetched_prim_count;
553 
554    if (draw_gs_should_flush(shader))
555       gs_flush(shader);
556 }
557 
558 #define FUNC         gs_run
559 #define GET_ELT(idx) (idx)
560 #include "draw_gs_tmp.h"
561 
562 
563 #define FUNC         gs_run_elts
564 #define LOCAL_VARS   const ushort *elts = input_prims->elts;
565 #define GET_ELT(idx) (elts[idx])
566 #include "draw_gs_tmp.h"
567 
568 
569 /**
570  * Execute geometry shader.
571  */
draw_geometry_shader_run(struct draw_geometry_shader * shader,const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],const struct draw_vertex_info * input_verts,const struct draw_prim_info * input_prim,const struct tgsi_shader_info * input_info,struct draw_vertex_info * output_verts,struct draw_prim_info * output_prims)572 int draw_geometry_shader_run(struct draw_geometry_shader *shader,
573                              const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
574                              const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
575                              const struct draw_vertex_info *input_verts,
576                              const struct draw_prim_info *input_prim,
577                              const struct tgsi_shader_info *input_info,
578                              struct draw_vertex_info *output_verts,
579                              struct draw_prim_info *output_prims )
580 {
581    const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
582    unsigned input_stride = input_verts->vertex_size;
583    unsigned num_outputs = draw_total_gs_outputs(shader->draw);
584    unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
585    unsigned num_input_verts = input_prim->linear ?
586       input_verts->count :
587       input_prim->count;
588    unsigned num_in_primitives =
589       align(
590          MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
591                                               num_input_verts),
592               u_decomposed_prims_for_vertices(shader->input_primitive,
593                                               num_input_verts)),
594          shader->vector_length);
595    unsigned max_out_prims =
596       u_decomposed_prims_for_vertices(shader->output_primitive,
597                                       shader->max_output_vertices)
598       * num_in_primitives;
599    /* we allocate exactly one extra vertex per primitive to allow the GS to emit
600     * overflown vertices into some area where they won't harm anyone */
601    unsigned total_verts_per_buffer = shader->primitive_boundary *
602       num_in_primitives;
603    int i;
604    //Assume at least one primitive
605    max_out_prims = MAX2(max_out_prims, 1);
606 
607    for (i = 0; i < shader->num_vertex_streams; i++) {
608       /* write all the vertex data into all the streams */
609       output_verts[i].vertex_size = vertex_size;
610       output_verts[i].stride = output_verts[i].vertex_size;
611       output_verts[i].verts =
612          (struct vertex_header *)MALLOC(output_verts[i].vertex_size *
613                                         total_verts_per_buffer * shader->num_invocations);
614       debug_assert(output_verts[i].verts);
615    }
616 
617 #if 0
618    debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
619                 __FUNCTION__, num_input_verts, num_in_primitives,
620                 shader->num_invocations, shader->num_vertex_streams);
621    debug_printf("\tlinear = %d, prim_info->count = %d\n",
622                 input_prim->linear, input_prim->count);
623    debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
624                 u_prim_name(input_prim->prim),
625                 u_prim_name(shader->input_primitive),
626                 u_prim_name(shader->output_primitive));
627    debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
628                 "vertex_size = %d, tverts = %d\n",
629                 shader->max_output_vertices, max_out_prims,
630                 shader->primitive_boundary, output_verts->vertex_size,
631                 total_verts_per_buffer);
632 #endif
633 
634    for (i = 0; i < shader->num_vertex_streams; i++) {
635       shader->stream[i].emitted_vertices = 0;
636       shader->stream[i].emitted_primitives = 0;
637       FREE(shader->stream[i].primitive_lengths);
638       shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
639       shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
640    }
641    shader->vertex_size = vertex_size;
642    shader->fetched_prim_count = 0;
643    shader->input_vertex_stride = input_stride;
644    shader->input = input;
645    shader->input_info = input_info;
646 
647 #ifdef LLVM_AVAILABLE
648    if (shader->draw->llvm) {
649       for (i = 0; i < shader->num_vertex_streams; i++) {
650          shader->gs_output[i] = output_verts[i].verts;
651       }
652       if (max_out_prims > shader->max_out_prims) {
653          unsigned i;
654          if (shader->llvm_prim_lengths) {
655             for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
656                align_free(shader->llvm_prim_lengths[i]);
657             }
658             FREE(shader->llvm_prim_lengths);
659          }
660 
661          shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
662          for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
663             int vector_size = shader->vector_length * sizeof(unsigned);
664             shader->llvm_prim_lengths[i] =
665                align_malloc(vector_size, vector_size);
666          }
667 
668          shader->max_out_prims = max_out_prims;
669       }
670       shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
671       shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
672       shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
673    }
674 #endif
675 
676    shader->prepare(shader, constants, constants_size);
677 
678    if (input_prim->linear)
679       gs_run(shader, input_prim, input_verts,
680              output_prims, output_verts);
681    else
682       gs_run_elts(shader, input_prim, input_verts,
683                   output_prims, output_verts);
684 
685    /* Flush the remaining primitives. Will happen if
686     * num_input_primitives % 4 != 0
687     */
688    if (shader->fetched_prim_count > 0) {
689       gs_flush(shader);
690    }
691    debug_assert(shader->fetched_prim_count == 0);
692 
693    /* Update prim_info:
694     */
695    for (i = 0; i < shader->num_vertex_streams; i++) {
696       output_prims[i].linear = TRUE;
697       output_prims[i].elts = NULL;
698       output_prims[i].start = 0;
699       output_prims[i].count = shader->stream[i].emitted_vertices;
700       output_prims[i].prim = shader->output_primitive;
701       output_prims[i].flags = 0x0;
702       output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
703       output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
704       output_verts[i].count = shader->stream[i].emitted_vertices;
705 
706       if (shader->draw->collect_statistics) {
707          unsigned j;
708          for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
709             shader->draw->statistics.gs_primitives +=
710                u_decomposed_prims_for_vertices(shader->output_primitive,
711                                                shader->stream[i].primitive_lengths[j]);
712          }
713       }
714    }
715 
716 #if 0
717    debug_printf("GS finished\n");
718    for (i = 0; i < 4; i++)
719       debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
720 #endif
721 
722    return 0;
723 }
724 
draw_geometry_shader_prepare(struct draw_geometry_shader * shader,struct draw_context * draw)725 void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
726                                   struct draw_context *draw)
727 {
728    boolean use_llvm = draw->llvm != NULL;
729    if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
730       tgsi_exec_machine_bind_shader(shader->machine,
731                                     shader->state.tokens,
732                                     draw->gs.tgsi.sampler,
733                                     draw->gs.tgsi.image,
734                                     draw->gs.tgsi.buffer);
735    }
736 }
737 
738 
739 boolean
draw_gs_init(struct draw_context * draw)740 draw_gs_init( struct draw_context *draw )
741 {
742    if (!draw->llvm) {
743       draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
744 
745       for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
746          draw->gs.tgsi.machine->Primitives[i] = align_malloc(
747             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
748          draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
749             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
750          if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
751             return FALSE;
752          memset(draw->gs.tgsi.machine->Primitives[i], 0,
753                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
754          memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
755                 MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
756       }
757    }
758 
759    return TRUE;
760 }
761 
draw_gs_destroy(struct draw_context * draw)762 void draw_gs_destroy( struct draw_context *draw )
763 {
764    int i;
765    if (draw->gs.tgsi.machine) {
766       for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
767          align_free(draw->gs.tgsi.machine->Primitives[i]);
768          align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
769       }
770       tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
771    }
772 }
773 
774 struct draw_geometry_shader *
draw_create_geometry_shader(struct draw_context * draw,const struct pipe_shader_state * state)775 draw_create_geometry_shader(struct draw_context *draw,
776                             const struct pipe_shader_state *state)
777 {
778 #ifdef LLVM_AVAILABLE
779    boolean use_llvm = draw->llvm != NULL;
780    struct llvm_geometry_shader *llvm_gs = NULL;
781 #endif
782    struct draw_geometry_shader *gs;
783    unsigned i;
784 
785 #ifdef LLVM_AVAILABLE
786    if (use_llvm) {
787       llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
788 
789       if (!llvm_gs)
790          return NULL;
791 
792       gs = &llvm_gs->base;
793 
794       make_empty_list(&llvm_gs->variants);
795    } else
796 #endif
797    {
798       gs = CALLOC_STRUCT(draw_geometry_shader);
799    }
800 
801    if (!gs)
802       return NULL;
803 
804    gs->draw = draw;
805    gs->state = *state;
806 
807    if (state->type == PIPE_SHADER_IR_TGSI) {
808       gs->state.tokens = tgsi_dup_tokens(state->tokens);
809       if (!gs->state.tokens) {
810          FREE(gs);
811          return NULL;
812       }
813 
814       tgsi_scan_shader(state->tokens, &gs->info);
815    } else
816       nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
817 
818    /* setup the defaults */
819    gs->max_out_prims = 0;
820 
821 #ifdef LLVM_AVAILABLE
822    if (use_llvm) {
823       /* TODO: change the input array to handle the following
824          vector length, instead of the currently hardcoded
825          TGSI_NUM_CHANNELS
826       gs->vector_length = lp_native_vector_width / 32;*/
827       gs->vector_length = TGSI_NUM_CHANNELS;
828    } else
829 #endif
830    {
831       gs->vector_length = 1;
832    }
833 
834    gs->input_primitive =
835          gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
836    gs->output_primitive =
837          gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
838    gs->max_output_vertices =
839          gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
840    gs->num_invocations =
841       gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
842    if (!gs->max_output_vertices)
843       gs->max_output_vertices = 32;
844 
845    /* Primitive boundary is bigger than max_output_vertices by one, because
846     * the specification says that the geometry shader should exit if the
847     * number of emitted vertices is bigger or equal to max_output_vertices and
848     * we can't do that because we're running in the SoA mode, which means that
849     * our storing routines will keep getting called on channels that have
850     * overflown.
851     * So we need some scratch area where we can keep writing the overflown
852     * vertices without overwriting anything important or crashing.
853     */
854    gs->primitive_boundary = gs->max_output_vertices + 1;
855 
856    gs->position_output = -1;
857    for (i = 0; i < gs->info.num_outputs; i++) {
858       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
859           gs->info.output_semantic_index[i] == 0)
860          gs->position_output = i;
861       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
862          gs->viewport_index_output = i;
863       if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
864          debug_assert(gs->info.output_semantic_index[i] <
865                       PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
866          gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
867       }
868    }
869 
870    gs->machine = draw->gs.tgsi.machine;
871 
872    gs->num_vertex_streams = 1;
873    for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
874       if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
875          gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
876    }
877 
878 #ifdef LLVM_AVAILABLE
879    if (use_llvm) {
880       int vector_size = gs->vector_length * sizeof(float);
881       gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
882       memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
883       gs->llvm_prim_lengths = 0;
884 
885       gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
886       gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
887       gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
888 
889       gs->fetch_outputs = llvm_fetch_gs_outputs;
890       gs->fetch_inputs = llvm_fetch_gs_input;
891       gs->prepare = llvm_gs_prepare;
892       gs->run = llvm_gs_run;
893 
894       gs->jit_context = &draw->llvm->gs_jit_context;
895 
896 
897       llvm_gs->variant_key_size =
898          draw_gs_llvm_variant_key_size(
899             MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
900                  gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
901             gs->info.file_max[TGSI_FILE_IMAGE]+1);
902    } else
903 #endif
904    {
905       gs->fetch_outputs = tgsi_fetch_gs_outputs;
906       gs->fetch_inputs = tgsi_fetch_gs_input;
907       gs->prepare = tgsi_gs_prepare;
908       gs->run = tgsi_gs_run;
909    }
910 
911    return gs;
912 }
913 
draw_bind_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)914 void draw_bind_geometry_shader(struct draw_context *draw,
915                                struct draw_geometry_shader *dgs)
916 {
917    draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
918 
919    if (dgs) {
920       draw->gs.geometry_shader = dgs;
921       draw->gs.num_gs_outputs = dgs->info.num_outputs;
922       draw->gs.position_output = dgs->position_output;
923       draw_geometry_shader_prepare(dgs, draw);
924    }
925    else {
926       draw->gs.geometry_shader = NULL;
927       draw->gs.num_gs_outputs = 0;
928    }
929 }
930 
draw_delete_geometry_shader(struct draw_context * draw,struct draw_geometry_shader * dgs)931 void draw_delete_geometry_shader(struct draw_context *draw,
932                                  struct draw_geometry_shader *dgs)
933 {
934    int i;
935    if (!dgs) {
936       return;
937    }
938 #ifdef LLVM_AVAILABLE
939    if (draw->llvm) {
940       struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
941       struct draw_gs_llvm_variant_list_item *li;
942 
943       li = first_elem(&shader->variants);
944       while(!at_end(&shader->variants, li)) {
945          struct draw_gs_llvm_variant_list_item *next = next_elem(li);
946          draw_gs_llvm_destroy_variant(li->base);
947          li = next;
948       }
949 
950       assert(shader->variants_cached == 0);
951 
952       if (dgs->llvm_prim_lengths) {
953          unsigned i;
954          for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
955             align_free(dgs->llvm_prim_lengths[i]);
956          }
957          FREE(dgs->llvm_prim_lengths);
958       }
959       align_free(dgs->llvm_emitted_primitives);
960       align_free(dgs->llvm_emitted_vertices);
961       align_free(dgs->llvm_prim_ids);
962 
963       align_free(dgs->gs_input);
964    }
965 #endif
966 
967    if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
968       draw->gs.tgsi.machine->Tokens = NULL;
969 
970    for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
971       FREE(dgs->stream[i].primitive_lengths);
972 
973    if (dgs->state.ir.nir)
974       ralloc_free(dgs->state.ir.nir);
975    FREE((void*) dgs->state.tokens);
976    FREE(dgs);
977 }
978 
979 
980 #ifdef LLVM_AVAILABLE
draw_gs_set_current_variant(struct draw_geometry_shader * shader,struct draw_gs_llvm_variant * variant)981 void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
982                                  struct draw_gs_llvm_variant *variant)
983 {
984    shader->current_variant = variant;
985 }
986 #endif
987 
988 /*
989  * Called at the very begin of the draw call with a new instance
990  * Used to reset state that should persist between primitive restart.
991  */
992 void
draw_geometry_shader_new_instance(struct draw_geometry_shader * gs)993 draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
994 {
995    if (!gs)
996       return;
997 
998    gs->in_prim_idx = 0;
999 }
1000