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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:
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);
ralloc_free(in->name);
in->name = ralloc_strdup(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);
ralloc_free(out->name);
out->name = ralloc_strdup(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;
}