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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/draw/draw_gs.c
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/**************************************************************************
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*
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* Copyright 2009 VMware, Inc.
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* All Rights Reserved.
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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
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "draw_gs.h"
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#include "draw_private.h"
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#include "draw_context.h"
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#ifdef DRAW_LLVM_AVAILABLE
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#include "draw_llvm.h"
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#endif
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#include "tgsi/tgsi_parse.h"
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#include "tgsi/tgsi_exec.h"
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#include "nir/nir_to_tgsi_info.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_prim.h"
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#include "util/ralloc.h"
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/* fixme: move it from here */
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#define MAX_PRIMITIVES 64
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static inline int
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draw_gs_get_input_index(int semantic, int index,
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const struct tgsi_shader_info *input_info)
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{
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int i;
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const ubyte *input_semantic_names = input_info->output_semantic_name;
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const ubyte *input_semantic_indices = input_info->output_semantic_index;
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for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
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if (input_semantic_names[i] == semantic &&
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input_semantic_indices[i] == index)
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return i;
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}
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return -1;
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}
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/**
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* We execute geometry shaders in the SOA mode, so ideally we want to
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* flush when the number of currently fetched primitives is equal to
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* the number of elements in the SOA vector. This ensures that the
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* throughput is optimized for the given vector instruction set.
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*/
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static inline boolean
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draw_gs_should_flush(struct draw_geometry_shader *shader)
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{
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return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
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}
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/*#define DEBUG_OUTPUTS 1*/
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static void
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tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
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unsigned stream,
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unsigned num_primitives,
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float (**p_output)[4])
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{
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struct tgsi_exec_machine *machine = shader->machine;
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unsigned prim_idx, j, slot;
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float (*output)[4];
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output = *p_output;
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/* Unswizzle all output results.
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*/
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for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
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unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
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unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
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shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
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machine->Primitives[stream][prim_idx];
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shader->stream[stream].emitted_vertices += num_verts_per_prim;
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for (j = 0; j < num_verts_per_prim; j++) {
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int idx = prim_offset + j * shader->info.num_outputs;
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#ifdef DEBUG_OUTPUTS
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debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
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#endif
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for (slot = 0; slot < shader->info.num_outputs; slot++) {
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output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
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output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
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output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
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output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
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#ifdef DEBUG_OUTPUTS
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debug_printf("\t%d: %f %f %f %f\n", slot,
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output[slot][0],
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output[slot][1],
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output[slot][2],
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output[slot][3]);
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#endif
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}
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output = (float (*)[4])((char *)output + shader->vertex_size);
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}
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}
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*p_output = output;
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shader->stream[stream].emitted_primitives += num_primitives;
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}
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/*#define DEBUG_INPUTS 1*/
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static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
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unsigned *indices,
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unsigned num_vertices,
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unsigned prim_idx)
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{
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struct tgsi_exec_machine *machine = shader->machine;
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unsigned slot, i;
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int vs_slot;
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unsigned input_vertex_stride = shader->input_vertex_stride;
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const float (*input_ptr)[4];
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int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
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if (primid_sv != -1) {
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for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
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machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
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}
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input_ptr = shader->input;
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for (i = 0; i < num_vertices; ++i) {
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const float (*input)[4];
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#if DEBUG_INPUTS
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debug_printf("%d) vertex index = %d (prim idx = %d)\n",
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i, indices[i], prim_idx);
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#endif
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input = (const float (*)[4])(
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(const char *)input_ptr + (indices[i] * input_vertex_stride));
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for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
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unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
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if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
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machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
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machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
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machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
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machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
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} else {
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vs_slot = draw_gs_get_input_index(
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shader->info.input_semantic_name[slot],
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shader->info.input_semantic_index[slot],
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shader->input_info);
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if (vs_slot < 0) {
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debug_printf("VS/GS signature mismatch!\n");
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machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
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machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
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machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
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machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
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} else {
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#if DEBUG_INPUTS
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debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
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slot, vs_slot, idx);
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assert(!util_is_inf_or_nan(input[vs_slot][0]));
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assert(!util_is_inf_or_nan(input[vs_slot][1]));
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assert(!util_is_inf_or_nan(input[vs_slot][2]));
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assert(!util_is_inf_or_nan(input[vs_slot][3]));
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#endif
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machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
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machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
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machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
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machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
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#if DEBUG_INPUTS
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debug_printf("\t\t%f %f %f %f\n",
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machine->Inputs[idx].xyzw[0].f[prim_idx],
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machine->Inputs[idx].xyzw[1].f[prim_idx],
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machine->Inputs[idx].xyzw[2].f[prim_idx],
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machine->Inputs[idx].xyzw[3].f[prim_idx]);
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#endif
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++vs_slot;
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}
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}
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}
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}
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}
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static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
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const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
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const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
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{
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struct tgsi_exec_machine *machine = shader->machine;
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tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
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constants, constants_size);
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}
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static void tgsi_gs_run(struct draw_geometry_shader *shader,
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unsigned input_primitives,
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unsigned *out_prims)
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{
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struct tgsi_exec_machine *machine = shader->machine;
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int i;
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if (shader->info.uses_invocationid) {
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unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
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for (int j = 0; j < TGSI_QUAD_SIZE; j++)
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machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
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}
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/* run interpreter */
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tgsi_exec_machine_run(machine, 0);
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for (i = 0; i < 4; i++)
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out_prims[i] = machine->OutputPrimCount[i];
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}
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#ifdef DRAW_LLVM_AVAILABLE
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static void
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llvm_fetch_gs_input(struct draw_geometry_shader *shader,
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unsigned *indices,
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unsigned num_vertices,
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unsigned prim_idx)
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{
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unsigned slot, i;
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int vs_slot;
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unsigned input_vertex_stride = shader->input_vertex_stride;
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const float (*input_ptr)[4];
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float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
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shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
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input_ptr = shader->input;
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for (i = 0; i < num_vertices; ++i) {
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const float (*input)[4];
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#if DEBUG_INPUTS
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debug_printf("%d) vertex index = %d (prim idx = %d)\n",
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i, indices[i], prim_idx);
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#endif
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input = (const float (*)[4])(
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(const char *)input_ptr + (indices[i] * input_vertex_stride));
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for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
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if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
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/* skip. we handle system values through gallivm */
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/* NOTE: If we hit this case here it's an ordinary input not a sv,
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* even though it probably should be a sv.
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* Not sure how to set it up as regular input however if that even,
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* would make sense so hack around this later in gallivm.
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*/
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} else {
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vs_slot = draw_gs_get_input_index(
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shader->info.input_semantic_name[slot],
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shader->info.input_semantic_index[slot],
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shader->input_info);
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if (vs_slot < 0) {
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debug_printf("VS/GS signature mismatch!\n");
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(*input_data)[i][slot][0][prim_idx] = 0;
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(*input_data)[i][slot][1][prim_idx] = 0;
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(*input_data)[i][slot][2][prim_idx] = 0;
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(*input_data)[i][slot][3][prim_idx] = 0;
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} else {
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#if DEBUG_INPUTS
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debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
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slot, vs_slot, i);
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assert(!util_is_inf_or_nan(input[vs_slot][0]));
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assert(!util_is_inf_or_nan(input[vs_slot][1]));
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assert(!util_is_inf_or_nan(input[vs_slot][2]));
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assert(!util_is_inf_or_nan(input[vs_slot][3]));
278
#endif
279
(*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
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(*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
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(*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
282
(*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
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#if DEBUG_INPUTS
284
debug_printf("\t\t%f %f %f %f\n",
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(*input_data)[i][slot][0][prim_idx],
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(*input_data)[i][slot][1][prim_idx],
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(*input_data)[i][slot][2][prim_idx],
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(*input_data)[i][slot][3][prim_idx]);
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#endif
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++vs_slot;
291
}
292
}
293
}
294
}
295
}
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297
static void
298
llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
299
unsigned stream,
300
unsigned num_primitives,
301
float (**p_output)[4])
302
{
303
int total_verts = 0;
304
int vertex_count = 0;
305
int total_prims = 0;
306
int max_prims_per_invocation = 0;
307
char *output_ptr = (char*)shader->gs_output[stream];
308
int i, j, prim_idx;
309
unsigned next_prim_boundary = shader->primitive_boundary;
310
311
for (i = 0; i < shader->vector_length; ++i) {
312
int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
313
total_prims += prims;
314
max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
315
}
316
for (i = 0; i < shader->vector_length; ++i) {
317
total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
318
}
319
320
output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
321
for (i = 0; i < shader->vector_length - 1; ++i) {
322
int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
323
int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
324
#if 0
325
int j;
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for (j = 0; j < current_verts; ++j) {
327
struct vertex_header *vh = (struct vertex_header *)
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(output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
329
debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
330
vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
331
332
}
333
#endif
334
debug_assert(current_verts <= shader->max_output_vertices);
335
debug_assert(next_verts <= shader->max_output_vertices);
336
if (next_verts) {
337
memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
338
output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
339
shader->vertex_size * next_verts);
340
}
341
vertex_count += current_verts;
342
}
343
344
#if 0
345
{
346
int i;
347
for (i = 0; i < total_verts; ++i) {
348
struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
349
debug_printf("%d) Vertex:\n", i);
350
for (j = 0; j < shader->info.num_outputs; ++j) {
351
unsigned *udata = (unsigned*)vh->data[j];
352
debug_printf(" %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
353
vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
354
udata[0], udata[1], udata[2], udata[3]);
355
}
356
357
}
358
}
359
#endif
360
361
prim_idx = 0;
362
for (i = 0; i < shader->vector_length; ++i) {
363
int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
364
for (j = 0; j < num_prims; ++j) {
365
int prim_length =
366
shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
367
shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
368
prim_length;
369
++prim_idx;
370
}
371
}
372
373
shader->stream[stream].emitted_primitives += total_prims;
374
shader->stream[stream].emitted_vertices += total_verts;
375
}
376
377
static void
378
llvm_gs_prepare(struct draw_geometry_shader *shader,
379
const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
380
const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
381
{
382
}
383
384
static void
385
llvm_gs_run(struct draw_geometry_shader *shader,
386
unsigned input_primitives, unsigned *out_prims)
387
{
388
struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
389
for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
390
char *tmp = (char *)shader->gs_output[i];
391
tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
392
input[i] = (struct vertex_header *)tmp;
393
}
394
395
shader->current_variant->jit_func(
396
shader->jit_context, shader->gs_input->data,
397
input,
398
input_primitives,
399
shader->draw->instance_id,
400
shader->llvm_prim_ids,
401
shader->invocation_id,
402
shader->draw->pt.user.viewid);
403
404
for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
405
out_prims[i] = shader->jit_context->emitted_prims[i];
406
}
407
}
408
409
#endif
410
411
static void gs_flush(struct draw_geometry_shader *shader)
412
{
413
unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
414
unsigned i;
415
unsigned input_primitives = shader->fetched_prim_count;
416
417
if (shader->draw->collect_statistics) {
418
shader->draw->statistics.gs_invocations += input_primitives;
419
}
420
421
debug_assert(input_primitives > 0 &&
422
input_primitives <= 4);
423
424
for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
425
shader->invocation_id = invocation;
426
shader->run(shader, input_primitives, out_prim_count);
427
for (i = 0; i < shader->num_vertex_streams; i++) {
428
shader->fetch_outputs(shader, i, out_prim_count[i],
429
&shader->stream[i].tmp_output);
430
}
431
}
432
433
#if 0
434
for (i = 0; i < shader->num_vertex_streams; i++) {
435
debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
436
i,
437
shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
438
out_prim_count[i]);
439
}
440
#endif
441
442
shader->fetched_prim_count = 0;
443
}
444
445
static void gs_point(struct draw_geometry_shader *shader,
446
int idx)
447
{
448
unsigned indices[1];
449
450
indices[0] = idx;
451
452
shader->fetch_inputs(shader, indices, 1,
453
shader->fetched_prim_count);
454
++shader->in_prim_idx;
455
++shader->fetched_prim_count;
456
457
if (draw_gs_should_flush(shader))
458
gs_flush(shader);
459
}
460
461
static void gs_line(struct draw_geometry_shader *shader,
462
int i0, int i1)
463
{
464
unsigned indices[2];
465
466
indices[0] = i0;
467
indices[1] = i1;
468
469
shader->fetch_inputs(shader, indices, 2,
470
shader->fetched_prim_count);
471
++shader->in_prim_idx;
472
++shader->fetched_prim_count;
473
474
if (draw_gs_should_flush(shader))
475
gs_flush(shader);
476
}
477
478
static void gs_line_adj(struct draw_geometry_shader *shader,
479
int i0, int i1, int i2, int i3)
480
{
481
unsigned indices[4];
482
483
indices[0] = i0;
484
indices[1] = i1;
485
indices[2] = i2;
486
indices[3] = i3;
487
488
shader->fetch_inputs(shader, indices, 4,
489
shader->fetched_prim_count);
490
++shader->in_prim_idx;
491
++shader->fetched_prim_count;
492
493
if (draw_gs_should_flush(shader))
494
gs_flush(shader);
495
}
496
497
static void gs_tri(struct draw_geometry_shader *shader,
498
int i0, int i1, int i2)
499
{
500
unsigned indices[3];
501
502
indices[0] = i0;
503
indices[1] = i1;
504
indices[2] = i2;
505
506
shader->fetch_inputs(shader, indices, 3,
507
shader->fetched_prim_count);
508
++shader->in_prim_idx;
509
++shader->fetched_prim_count;
510
511
if (draw_gs_should_flush(shader))
512
gs_flush(shader);
513
}
514
515
static void gs_tri_adj(struct draw_geometry_shader *shader,
516
int i0, int i1, int i2,
517
int i3, int i4, int i5)
518
{
519
unsigned indices[6];
520
521
indices[0] = i0;
522
indices[1] = i1;
523
indices[2] = i2;
524
indices[3] = i3;
525
indices[4] = i4;
526
indices[5] = i5;
527
528
shader->fetch_inputs(shader, indices, 6,
529
shader->fetched_prim_count);
530
++shader->in_prim_idx;
531
++shader->fetched_prim_count;
532
533
if (draw_gs_should_flush(shader))
534
gs_flush(shader);
535
}
536
537
#define FUNC gs_run
538
#define GET_ELT(idx) (idx)
539
#include "draw_gs_tmp.h"
540
541
542
#define FUNC gs_run_elts
543
#define LOCAL_VARS const ushort *elts = input_prims->elts;
544
#define GET_ELT(idx) (elts[idx])
545
#include "draw_gs_tmp.h"
546
547
548
/**
549
* Execute geometry shader.
550
*/
551
int draw_geometry_shader_run(struct draw_geometry_shader *shader,
552
const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
553
const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
554
const struct draw_vertex_info *input_verts,
555
const struct draw_prim_info *input_prim,
556
const struct tgsi_shader_info *input_info,
557
struct draw_vertex_info *output_verts,
558
struct draw_prim_info *output_prims )
559
{
560
const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
561
unsigned input_stride = input_verts->vertex_size;
562
unsigned num_outputs = draw_total_gs_outputs(shader->draw);
563
unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
564
unsigned num_input_verts = input_prim->linear ?
565
input_verts->count :
566
input_prim->count;
567
unsigned num_in_primitives =
568
align(
569
MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
570
num_input_verts),
571
u_decomposed_prims_for_vertices(shader->input_primitive,
572
num_input_verts)),
573
shader->vector_length);
574
unsigned max_out_prims =
575
u_decomposed_prims_for_vertices(shader->output_primitive,
576
shader->max_output_vertices)
577
* num_in_primitives;
578
/* we allocate exactly one extra vertex per primitive to allow the GS to emit
579
* overflown vertices into some area where they won't harm anyone */
580
unsigned total_verts_per_buffer = shader->primitive_boundary *
581
num_in_primitives;
582
int i;
583
//Assume at least one primitive
584
max_out_prims = MAX2(max_out_prims, 1);
585
586
for (i = 0; i < shader->num_vertex_streams; i++) {
587
/* write all the vertex data into all the streams */
588
output_verts[i].vertex_size = vertex_size;
589
output_verts[i].stride = output_verts[i].vertex_size;
590
output_verts[i].verts =
591
(struct vertex_header *)MALLOC(output_verts[i].vertex_size *
592
total_verts_per_buffer * shader->num_invocations +
593
DRAW_EXTRA_VERTICES_PADDING);
594
debug_assert(output_verts[i].verts);
595
}
596
597
#if 0
598
debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
599
__FUNCTION__, num_input_verts, num_in_primitives,
600
shader->num_invocations, shader->num_vertex_streams);
601
debug_printf("\tlinear = %d, prim_info->count = %d\n",
602
input_prim->linear, input_prim->count);
603
debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
604
u_prim_name(input_prim->prim),
605
u_prim_name(shader->input_primitive),
606
u_prim_name(shader->output_primitive));
607
debug_printf("\tmaxv = %d, maxp = %d, primitive_boundary = %d, "
608
"vertex_size = %d, tverts = %d\n",
609
shader->max_output_vertices, max_out_prims,
610
shader->primitive_boundary, output_verts->vertex_size,
611
total_verts_per_buffer);
612
#endif
613
614
for (i = 0; i < shader->num_vertex_streams; i++) {
615
shader->stream[i].emitted_vertices = 0;
616
shader->stream[i].emitted_primitives = 0;
617
FREE(shader->stream[i].primitive_lengths);
618
shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
619
shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
620
}
621
shader->vertex_size = vertex_size;
622
shader->fetched_prim_count = 0;
623
shader->input_vertex_stride = input_stride;
624
shader->input = input;
625
shader->input_info = input_info;
626
627
#ifdef DRAW_LLVM_AVAILABLE
628
if (shader->draw->llvm) {
629
for (i = 0; i < shader->num_vertex_streams; i++) {
630
shader->gs_output[i] = output_verts[i].verts;
631
}
632
if (max_out_prims > shader->max_out_prims) {
633
unsigned i;
634
if (shader->llvm_prim_lengths) {
635
for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
636
align_free(shader->llvm_prim_lengths[i]);
637
}
638
FREE(shader->llvm_prim_lengths);
639
}
640
641
shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
642
for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
643
int vector_size = shader->vector_length * sizeof(unsigned);
644
shader->llvm_prim_lengths[i] =
645
align_malloc(vector_size, vector_size);
646
}
647
648
shader->max_out_prims = max_out_prims;
649
}
650
shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
651
shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
652
shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
653
}
654
#endif
655
656
shader->prepare(shader, constants, constants_size);
657
658
if (input_prim->linear)
659
gs_run(shader, input_prim, input_verts,
660
output_prims, output_verts);
661
else
662
gs_run_elts(shader, input_prim, input_verts,
663
output_prims, output_verts);
664
665
/* Flush the remaining primitives. Will happen if
666
* num_input_primitives % 4 != 0
667
*/
668
if (shader->fetched_prim_count > 0) {
669
gs_flush(shader);
670
}
671
debug_assert(shader->fetched_prim_count == 0);
672
673
/* Update prim_info:
674
*/
675
for (i = 0; i < shader->num_vertex_streams; i++) {
676
output_prims[i].linear = TRUE;
677
output_prims[i].elts = NULL;
678
output_prims[i].start = 0;
679
output_prims[i].count = shader->stream[i].emitted_vertices;
680
output_prims[i].prim = shader->output_primitive;
681
output_prims[i].flags = 0x0;
682
output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
683
output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
684
output_verts[i].count = shader->stream[i].emitted_vertices;
685
686
if (shader->draw->collect_statistics) {
687
unsigned j;
688
for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
689
shader->draw->statistics.gs_primitives +=
690
u_decomposed_prims_for_vertices(shader->output_primitive,
691
shader->stream[i].primitive_lengths[j]);
692
}
693
}
694
}
695
696
#if 0
697
debug_printf("GS finished\n");
698
for (i = 0; i < 4; i++)
699
debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
700
#endif
701
702
return 0;
703
}
704
705
void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
706
struct draw_context *draw)
707
{
708
boolean use_llvm = draw->llvm != NULL;
709
if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
710
tgsi_exec_machine_bind_shader(shader->machine,
711
shader->state.tokens,
712
draw->gs.tgsi.sampler,
713
draw->gs.tgsi.image,
714
draw->gs.tgsi.buffer);
715
}
716
}
717
718
719
boolean
720
draw_gs_init( struct draw_context *draw )
721
{
722
if (!draw->llvm) {
723
draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
724
725
for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
726
draw->gs.tgsi.machine->Primitives[i] = align_malloc(
727
MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
728
draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
729
MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
730
if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
731
return FALSE;
732
memset(draw->gs.tgsi.machine->Primitives[i], 0,
733
MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
734
memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
735
MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
736
}
737
}
738
739
return TRUE;
740
}
741
742
void draw_gs_destroy( struct draw_context *draw )
743
{
744
int i;
745
if (draw->gs.tgsi.machine) {
746
for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
747
align_free(draw->gs.tgsi.machine->Primitives[i]);
748
align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
749
}
750
tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
751
}
752
}
753
754
struct draw_geometry_shader *
755
draw_create_geometry_shader(struct draw_context *draw,
756
const struct pipe_shader_state *state)
757
{
758
#ifdef DRAW_LLVM_AVAILABLE
759
boolean use_llvm = draw->llvm != NULL;
760
struct llvm_geometry_shader *llvm_gs = NULL;
761
#endif
762
struct draw_geometry_shader *gs;
763
unsigned i;
764
765
#ifdef DRAW_LLVM_AVAILABLE
766
if (use_llvm) {
767
llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
768
769
if (!llvm_gs)
770
return NULL;
771
772
gs = &llvm_gs->base;
773
774
make_empty_list(&llvm_gs->variants);
775
} else
776
#endif
777
{
778
gs = CALLOC_STRUCT(draw_geometry_shader);
779
}
780
781
if (!gs)
782
return NULL;
783
784
gs->draw = draw;
785
gs->state = *state;
786
787
if (state->type == PIPE_SHADER_IR_TGSI) {
788
gs->state.tokens = tgsi_dup_tokens(state->tokens);
789
if (!gs->state.tokens) {
790
FREE(gs);
791
return NULL;
792
}
793
794
tgsi_scan_shader(state->tokens, &gs->info);
795
} else
796
nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
797
798
/* setup the defaults */
799
gs->max_out_prims = 0;
800
801
#ifdef DRAW_LLVM_AVAILABLE
802
if (use_llvm) {
803
/* TODO: change the input array to handle the following
804
vector length, instead of the currently hardcoded
805
TGSI_NUM_CHANNELS
806
gs->vector_length = lp_native_vector_width / 32;*/
807
gs->vector_length = TGSI_NUM_CHANNELS;
808
} else
809
#endif
810
{
811
gs->vector_length = 1;
812
}
813
814
gs->input_primitive =
815
gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
816
gs->output_primitive =
817
gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
818
gs->max_output_vertices =
819
gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
820
gs->num_invocations =
821
gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
822
if (!gs->max_output_vertices)
823
gs->max_output_vertices = 32;
824
825
/* Primitive boundary is bigger than max_output_vertices by one, because
826
* the specification says that the geometry shader should exit if the
827
* number of emitted vertices is bigger or equal to max_output_vertices and
828
* we can't do that because we're running in the SoA mode, which means that
829
* our storing routines will keep getting called on channels that have
830
* overflown.
831
* So we need some scratch area where we can keep writing the overflown
832
* vertices without overwriting anything important or crashing.
833
*/
834
gs->primitive_boundary = gs->max_output_vertices + 1;
835
836
gs->position_output = -1;
837
for (i = 0; i < gs->info.num_outputs; i++) {
838
if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
839
gs->info.output_semantic_index[i] == 0)
840
gs->position_output = i;
841
if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
842
gs->viewport_index_output = i;
843
if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
844
debug_assert(gs->info.output_semantic_index[i] <
845
PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
846
gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
847
}
848
}
849
850
gs->machine = draw->gs.tgsi.machine;
851
852
gs->num_vertex_streams = 1;
853
for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
854
if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
855
gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
856
}
857
858
#ifdef DRAW_LLVM_AVAILABLE
859
if (use_llvm) {
860
int vector_size = gs->vector_length * sizeof(float);
861
gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
862
memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
863
gs->llvm_prim_lengths = 0;
864
865
gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
866
gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
867
gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
868
869
gs->fetch_outputs = llvm_fetch_gs_outputs;
870
gs->fetch_inputs = llvm_fetch_gs_input;
871
gs->prepare = llvm_gs_prepare;
872
gs->run = llvm_gs_run;
873
874
gs->jit_context = &draw->llvm->gs_jit_context;
875
876
877
llvm_gs->variant_key_size =
878
draw_gs_llvm_variant_key_size(
879
MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
880
gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
881
gs->info.file_max[TGSI_FILE_IMAGE]+1);
882
} else
883
#endif
884
{
885
gs->fetch_outputs = tgsi_fetch_gs_outputs;
886
gs->fetch_inputs = tgsi_fetch_gs_input;
887
gs->prepare = tgsi_gs_prepare;
888
gs->run = tgsi_gs_run;
889
}
890
891
return gs;
892
}
893
894
void draw_bind_geometry_shader(struct draw_context *draw,
895
struct draw_geometry_shader *dgs)
896
{
897
draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
898
899
if (dgs) {
900
draw->gs.geometry_shader = dgs;
901
draw->gs.num_gs_outputs = dgs->info.num_outputs;
902
draw->gs.position_output = dgs->position_output;
903
draw_geometry_shader_prepare(dgs, draw);
904
}
905
else {
906
draw->gs.geometry_shader = NULL;
907
draw->gs.num_gs_outputs = 0;
908
}
909
}
910
911
void draw_delete_geometry_shader(struct draw_context *draw,
912
struct draw_geometry_shader *dgs)
913
{
914
int i;
915
if (!dgs) {
916
return;
917
}
918
#ifdef DRAW_LLVM_AVAILABLE
919
if (draw->llvm) {
920
struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
921
struct draw_gs_llvm_variant_list_item *li;
922
923
li = first_elem(&shader->variants);
924
while(!at_end(&shader->variants, li)) {
925
struct draw_gs_llvm_variant_list_item *next = next_elem(li);
926
draw_gs_llvm_destroy_variant(li->base);
927
li = next;
928
}
929
930
assert(shader->variants_cached == 0);
931
932
if (dgs->llvm_prim_lengths) {
933
unsigned i;
934
for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
935
align_free(dgs->llvm_prim_lengths[i]);
936
}
937
FREE(dgs->llvm_prim_lengths);
938
}
939
align_free(dgs->llvm_emitted_primitives);
940
align_free(dgs->llvm_emitted_vertices);
941
align_free(dgs->llvm_prim_ids);
942
943
align_free(dgs->gs_input);
944
}
945
#endif
946
947
if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
948
draw->gs.tgsi.machine->Tokens = NULL;
949
950
for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
951
FREE(dgs->stream[i].primitive_lengths);
952
953
if (dgs->state.ir.nir)
954
ralloc_free(dgs->state.ir.nir);
955
FREE((void*) dgs->state.tokens);
956
FREE(dgs);
957
}
958
959
960
#ifdef DRAW_LLVM_AVAILABLE
961
void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
962
struct draw_gs_llvm_variant *variant)
963
{
964
shader->current_variant = variant;
965
}
966
#endif
967
968
/*
969
* Called at the very begin of the draw call with a new instance
970
* Used to reset state that should persist between primitive restart.
971
*/
972
void
973
draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
974
{
975
if (!gs)
976
return;
977
978
gs->in_prim_idx = 0;
979
}
980
981