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25 #include "nir_xfb_info.h"
26 #include "nir_builder.h"
27 #include "util/u_memory.h"
30 gs_in_prim_for_topology(enum shader_prim prim)
33 case SHADER_PRIM_QUADS:
34 return SHADER_PRIM_LINES_ADJACENCY;
40 static enum shader_prim
41 gs_out_prim_for_topology(enum shader_prim prim)
44 case SHADER_PRIM_POINTS:
45 return SHADER_PRIM_POINTS;
46 case SHADER_PRIM_LINES:
47 case SHADER_PRIM_LINE_LOOP:
48 case SHADER_PRIM_LINES_ADJACENCY:
49 case SHADER_PRIM_LINE_STRIP_ADJACENCY:
50 case SHADER_PRIM_LINE_STRIP:
51 return SHADER_PRIM_LINE_STRIP;
52 case SHADER_PRIM_TRIANGLES:
53 case SHADER_PRIM_TRIANGLE_STRIP:
54 case SHADER_PRIM_TRIANGLE_FAN:
55 case SHADER_PRIM_TRIANGLES_ADJACENCY:
56 case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
57 case SHADER_PRIM_POLYGON:
58 return SHADER_PRIM_TRIANGLE_STRIP;
59 case SHADER_PRIM_QUADS:
60 case SHADER_PRIM_QUAD_STRIP:
61 case SHADER_PRIM_PATCHES:
63 return SHADER_PRIM_QUADS;
68 vertices_for_prim(enum shader_prim prim)
71 case SHADER_PRIM_POINTS:
73 case SHADER_PRIM_LINES:
74 case SHADER_PRIM_LINE_LOOP:
75 case SHADER_PRIM_LINES_ADJACENCY:
76 case SHADER_PRIM_LINE_STRIP_ADJACENCY:
77 case SHADER_PRIM_LINE_STRIP:
79 case SHADER_PRIM_TRIANGLES:
80 case SHADER_PRIM_TRIANGLE_STRIP:
81 case SHADER_PRIM_TRIANGLE_FAN:
82 case SHADER_PRIM_TRIANGLES_ADJACENCY:
83 case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
84 case SHADER_PRIM_POLYGON:
86 case SHADER_PRIM_QUADS:
87 case SHADER_PRIM_QUAD_STRIP:
89 case SHADER_PRIM_PATCHES:
91 unreachable("unsupported primitive for gs input");
96 array_size_for_prim(enum shader_prim prim)
99 case SHADER_PRIM_POINTS:
101 case SHADER_PRIM_LINES:
102 case SHADER_PRIM_LINE_LOOP:
103 case SHADER_PRIM_LINE_STRIP:
105 case SHADER_PRIM_LINES_ADJACENCY:
106 case SHADER_PRIM_LINE_STRIP_ADJACENCY:
108 case SHADER_PRIM_TRIANGLES:
109 case SHADER_PRIM_TRIANGLE_STRIP:
110 case SHADER_PRIM_TRIANGLE_FAN:
111 case SHADER_PRIM_POLYGON:
113 case SHADER_PRIM_TRIANGLES_ADJACENCY:
114 case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
116 case SHADER_PRIM_QUADS:
117 case SHADER_PRIM_QUAD_STRIP:
119 case SHADER_PRIM_PATCHES:
121 unreachable("unsupported primitive for gs input");
126 copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src)
128 assert(glsl_get_bare_type(dst->type) == glsl_get_bare_type(src->type));
129 if (glsl_type_is_struct(dst->type)) {
130 for (unsigned i = 0; i < glsl_get_length(dst->type); ++i) {
131 copy_vars(b, nir_build_deref_struct(b, dst, i), nir_build_deref_struct(b, src, i));
133 } else if (glsl_type_is_array_or_matrix(dst->type)) {
134 unsigned count = glsl_type_is_array(dst->type) ? glsl_array_size(dst->type) : glsl_get_matrix_columns(dst->type);
135 for (unsigned i = 0; i < count; i++) {
136 copy_vars(b, nir_build_deref_array_imm(b, dst, i), nir_build_deref_array_imm(b, src, i));
139 nir_ssa_def *load = nir_load_deref(b, src);
140 nir_store_deref(b, dst, load, BITFIELD_MASK(load->num_components));
145 * A helper to create a passthrough GS shader for drivers that needs to lower
146 * some rendering tasks to the GS.
150 nir_create_passthrough_gs(const nir_shader_compiler_options *options,
151 const nir_shader *prev_stage,
152 enum shader_prim primitive_type,
153 bool emulate_edgeflags,
154 bool force_line_strip_out)
156 unsigned int vertices_out = vertices_for_prim(primitive_type);
157 emulate_edgeflags = emulate_edgeflags && (prev_stage->info.outputs_written & VARYING_BIT_EDGE);
158 bool needs_closing = (force_line_strip_out || emulate_edgeflags) && vertices_out >= 3;
159 enum shader_prim original_our_prim = gs_out_prim_for_topology(primitive_type);
160 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
164 nir_shader *nir = b.shader;
165 nir->info.gs.input_primitive = gs_in_prim_for_topology(primitive_type);
166 nir->info.gs.output_primitive = (force_line_strip_out || emulate_edgeflags) ?
167 SHADER_PRIM_LINE_STRIP : original_our_prim;
168 nir->info.gs.vertices_in = vertices_out;
169 nir->info.gs.vertices_out = needs_closing ? vertices_out + 1 : vertices_out;
170 nir->info.gs.invocations = 1;
171 nir->info.gs.active_stream_mask = 1;
173 nir->info.has_transform_feedback_varyings = prev_stage->info.has_transform_feedback_varyings;
174 memcpy(nir->info.xfb_stride, prev_stage->info.xfb_stride, sizeof(prev_stage->info.xfb_stride));
175 if (prev_stage->xfb_info) {
176 nir->xfb_info = mem_dup(prev_stage->xfb_info, sizeof(nir_xfb_info));
179 bool handle_flat = nir->info.gs.output_primitive == SHADER_PRIM_LINE_STRIP &&
180 nir->info.gs.output_primitive != original_our_prim;
181 nir_variable *in_vars[VARYING_SLOT_MAX];
182 nir_variable *out_vars[VARYING_SLOT_MAX];
183 unsigned num_inputs = 0, num_outputs = 0;
185 /* Create input/output variables. */
186 nir_foreach_shader_out_variable(var, prev_stage) {
187 assert(!var->data.patch);
191 snprintf(name, sizeof(name), "in_%s", var->name);
193 snprintf(name, sizeof(name), "in_%d", var->data.driver_location);
195 nir_variable *in = nir_variable_create(nir, nir_var_shader_in,
196 glsl_array_type(var->type,
197 array_size_for_prim(primitive_type),
200 in->data.location = var->data.location;
201 in->data.location_frac = var->data.location_frac;
202 in->data.driver_location = var->data.driver_location;
203 in->data.interpolation = var->data.interpolation;
204 in->data.compact = var->data.compact;
206 in_vars[num_inputs++] = in;
209 if (in->data.location == VARYING_SLOT_EDGE)
212 if (var->data.location != VARYING_SLOT_POS)
216 snprintf(name, sizeof(name), "out_%s", var->name);
218 snprintf(name, sizeof(name), "out_%d", var->data.driver_location);
220 nir_variable *out = nir_variable_create(nir, nir_var_shader_out,
222 out->data.location = var->data.location;
223 out->data.location_frac = var->data.location_frac;
224 out->data.driver_location = var->data.driver_location;
225 out->data.interpolation = var->data.interpolation;
226 out->data.compact = var->data.compact;
227 out->data.is_xfb = var->data.is_xfb;
228 out->data.is_xfb_only = var->data.is_xfb_only;
229 out->data.explicit_xfb_buffer = var->data.explicit_xfb_buffer;
230 out->data.explicit_xfb_stride = var->data.explicit_xfb_stride;
231 out->data.xfb = var->data.xfb;
232 out->data.offset = var->data.offset;
234 out_vars[num_outputs++] = out;
237 unsigned int start_vert = 0;
238 unsigned int end_vert = vertices_out;
239 unsigned int vert_step = 1;
240 switch (primitive_type) {
241 case PIPE_PRIM_LINES_ADJACENCY:
242 case PIPE_PRIM_LINE_STRIP_ADJACENCY:
246 case PIPE_PRIM_TRIANGLES_ADJACENCY:
247 case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
255 nir_variable *edge_var = nir_find_variable_with_location(nir, nir_var_shader_in, VARYING_SLOT_EDGE);
256 nir_ssa_def *flat_interp_mask_def = nir_load_flat_mask(&b);
257 nir_ssa_def *last_pv_vert_def = nir_load_provoking_last(&b);
258 last_pv_vert_def = nir_ine_imm(&b, last_pv_vert_def, 0);
259 nir_ssa_def *start_vert_index = nir_imm_int(&b, start_vert);
260 nir_ssa_def *end_vert_index = nir_imm_int(&b, end_vert - 1);
261 nir_ssa_def *pv_vert_index = nir_bcsel(&b, last_pv_vert_def, end_vert_index, start_vert_index);
262 for (unsigned i = start_vert; i < end_vert || needs_closing; i += vert_step) {
263 int idx = i < end_vert ? i : start_vert;
264 /* Copy inputs to outputs. */
265 for (unsigned j = 0, oj = 0, of = 0; j < num_inputs; ++j) {
266 if (in_vars[j]->data.location == VARYING_SLOT_EDGE) {
269 /* no need to use copy_var to save a lower pass */
271 if (in_vars[j]->data.location == VARYING_SLOT_POS || !handle_flat)
272 index = nir_imm_int(&b, idx);
274 unsigned mask = 1u << (of++);
275 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);
277 nir_deref_instr *value = nir_build_deref_array(&b, nir_build_deref_var(&b, in_vars[j]), index);
278 copy_vars(&b, nir_build_deref_var(&b, out_vars[oj]), value);
281 nir_emit_vertex(&b, 0);
282 if (emulate_edgeflags) {
283 nir_ssa_def *edge_value = nir_channel(&b, nir_load_array_var_imm(&b, edge_var, idx), 0);
284 nir_if *edge_if = nir_push_if(&b, nir_fneu(&b, edge_value, nir_imm_float(&b, 1.0)));
285 nir_end_primitive(&b, 0);
286 nir_pop_if(&b, edge_if);
292 nir_end_primitive(&b, 0);
293 nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
294 nir_validate_shader(nir, "in nir_create_passthrough_gs");