/* * Copyright 2022 Advanced Micro Devices, Inc. * All Rights Reserved. * * 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 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 "main/enums.h" #include "main/context.h" #include "st_context.h" #include "st_nir.h" #include "st_draw.h" #include "nir.h" #include "nir_builtin_builder.h" #include "u_memory.h" union state_key { struct { unsigned num_user_clip_planes:4; unsigned face_culling_enabled:1; unsigned result_offset_from_attribute:1; unsigned primitive:4; }; uint32_t u32; }; enum primitive_state { HW_SELECT_PRIM_NONE, HW_SELECT_PRIM_POINTS, HW_SELECT_PRIM_LINES, HW_SELECT_PRIM_TRIANGLES, HW_SELECT_PRIM_QUADS, }; struct geometry_constant { float depth_scale; float depth_transport; uint32_t culling_config; uint32_t result_offset; float clip_planes[MAX_CLIP_PLANES][4]; }; #define set_uniform_location(var, field, packed) \ do { \ unsigned offset = Offset(struct geometry_constant, field); \ var->data.driver_location = offset >> (packed ? 2 : 4); \ var->data.location_frac = (offset >> 2) & 0x3; \ } while (0) static nir_ssa_def * has_nan_or_inf(nir_builder *b, nir_ssa_def *v) { nir_ssa_def *nan = nir_bany_fnequal4(b, v, v); nir_ssa_def *imm = nir_imm_float(b, INFINITY); nir_ssa_def *inf = nir_bany(b, nir_feq(b, nir_fabs(b, v), imm)); return nir_ior(b, nan, inf); } static void return_if_true(nir_builder *b, nir_ssa_def *cond) { nir_if *if_cond = nir_push_if(b, cond); nir_jump(b, nir_jump_return); nir_pop_if(b, if_cond); } static void get_input_vertices(nir_builder *b, nir_ssa_def **v) { const int num_in_vert = b->shader->info.gs.vertices_in; nir_variable *in_pos = nir_variable_create( b->shader, nir_var_shader_in, glsl_array_type(glsl_vec4_type(), num_in_vert, 0), "gl_Position"); in_pos->data.location = VARYING_SLOT_POS; nir_ssa_def *is_nan_or_inf = NULL; for (int i = 0; i < num_in_vert; i++) { v[i] = nir_load_array_var_imm(b, in_pos, i); nir_ssa_def *r = has_nan_or_inf(b, v[i]); is_nan_or_inf = i ? nir_ior(b, is_nan_or_inf, r) : r; } return_if_true(b, is_nan_or_inf); } static void face_culling(nir_builder *b, nir_ssa_def **v, bool packed) { /* use the z value of the face normal to determine if the face points to us: * Nz = (x1 - x0) * (y2 - y0) - (y1 - y0) * (x2 - x0) * * it should be in NDC (Normalized Device Coordinate), but now we are in clip * space (Vd = Vc / Vc.w), so multiply Nz with w0*w1*w2 to get the clip space * value: * det = x0 * (y1 * w2 - y2 * w1) + * x1 * (y2 * w0 - y0 * w2) + * x2 * (y0 * w1 - y1 * w0) * * we only care about the sign of the det, but also need to count the sign of * w0/w1/w2 as a negtive w would change the direction of Nz < 0 */ nir_ssa_def *y1w2 = nir_fmul(b, nir_channel(b, v[1], 1), nir_channel(b, v[2], 3)); nir_ssa_def *y2w1 = nir_fmul(b, nir_channel(b, v[2], 1), nir_channel(b, v[1], 3)); nir_ssa_def *y2w0 = nir_fmul(b, nir_channel(b, v[2], 1), nir_channel(b, v[0], 3)); nir_ssa_def *y0w2 = nir_fmul(b, nir_channel(b, v[0], 1), nir_channel(b, v[2], 3)); nir_ssa_def *y0w1 = nir_fmul(b, nir_channel(b, v[0], 1), nir_channel(b, v[1], 3)); nir_ssa_def *y1w0 = nir_fmul(b, nir_channel(b, v[1], 1), nir_channel(b, v[0], 3)); nir_ssa_def *t0 = nir_fmul(b, nir_channel(b, v[0], 0), nir_fsub(b, y1w2, y2w1)); nir_ssa_def *t1 = nir_fmul(b, nir_channel(b, v[1], 0), nir_fsub(b, y2w0, y0w2)); nir_ssa_def *t2 = nir_fmul(b, nir_channel(b, v[2], 0), nir_fsub(b, y0w1, y1w0)); nir_ssa_def *det = nir_fadd(b, nir_fadd(b, t0, t1), t2); /* invert det sign once any vertex w < 0 */ nir_ssa_def *n0 = nir_flt(b, nir_channel(b, v[0], 3), nir_imm_float(b, 0)); nir_ssa_def *n1 = nir_flt(b, nir_channel(b, v[1], 3), nir_imm_float(b, 0)); nir_ssa_def *n2 = nir_flt(b, nir_channel(b, v[2], 3), nir_imm_float(b, 0)); nir_ssa_def *cond = nir_ixor(b, nir_ixor(b, n0, n1), n2); det = nir_bcsel(b, cond, nir_fneg(b, det), det); nir_variable *culling_config = nir_variable_create( b->shader, nir_var_uniform, glsl_uint_type(), "culling_config"); set_uniform_location(culling_config, culling_config, packed); nir_ssa_def *config = nir_i2b(b, nir_load_var(b, culling_config)); /* det < 0 then z points to camera */ nir_ssa_def *zero = nir_imm_zero(b, 1, det->bit_size); nir_ssa_def *is_zero = nir_feq(b, det, zero); nir_ssa_def *is_neg = nir_flt(b, det, zero); nir_ssa_def *cull = nir_ixor(b, is_neg, config); return_if_true(b, nir_ior(b, is_zero, cull)); } static void fast_frustum_culling(nir_builder *b, nir_ssa_def **v) { nir_ssa_def *cull = NULL; /* there are six culling planes for the visible volume: * 1. x + w = 0 * 2. -x + w = 0 * 3. y + w = 0 * 4. -y + w = 0 * 5. z + w = 0 * 6. -z + w = 0 * * if all vertices of the primitive are outside (plane equation <0) of * any plane, the primitive must be invisible. */ for (int i = 0; i < 6; i++) { nir_ssa_def *outside = NULL; for (int j = 0; j < b->shader->info.gs.vertices_in; j++) { nir_ssa_def *c = nir_channel(b, v[j], i >> 1); if (i & 1) c = nir_fneg(b, c); nir_ssa_def *r = nir_flt(b, nir_channel(b, v[j], 3), c); outside = j ? nir_iand(b, outside, r) : r; } cull = i ? nir_ior(b, cull, outside) : outside; } return_if_true(b, cull); } static nir_ssa_def * get_intersection(nir_builder *b, nir_ssa_def *v1, nir_ssa_def *v2, nir_ssa_def *d1, nir_ssa_def *d2) { nir_ssa_def *factor = nir_fdiv(b, d1, nir_fsub(b, d1, d2)); return nir_fmad(b, nir_fsub(b, v2, v1), factor, v1); } #define begin_for_loop(name, max) \ nir_variable *name##_index = \ nir_local_variable_create(b->impl, glsl_int_type(), #name "_i"); \ nir_store_var(b, name##_index, nir_imm_int(b, 0), 1); \ \ nir_loop *name = nir_push_loop(b); \ { \ nir_ssa_def *idx = nir_load_var(b, name##_index); \ nir_if *if_in_loop = nir_push_if(b, nir_ilt(b, idx, max)); #define end_for_loop(name) \ nir_store_var(b, name##_index, nir_iadd_imm(b, idx, 1), 1); \ nir_push_else(b, if_in_loop); \ nir_jump(b, nir_jump_break); \ nir_pop_if(b, if_in_loop); \ } \ nir_pop_loop(b, name); static void clip_with_plane(nir_builder *b, nir_variable *vert, nir_variable *num_vert, int max_vert, nir_ssa_def *plane) { nir_variable *all_clipped = nir_local_variable_create( b->impl, glsl_bool_type(), "all_clipped"); nir_store_var(b, all_clipped, nir_imm_true(b), 1); nir_variable *dist = nir_local_variable_create( b->impl, glsl_array_type(glsl_float_type(), max_vert, 0), "dist"); nir_ssa_def *num = nir_load_var(b, num_vert); begin_for_loop(dist_loop, num) { nir_ssa_def *v = nir_load_array_var(b, vert, idx); nir_ssa_def *d = nir_fdot(b, v, plane); nir_store_array_var(b, dist, idx, d, 1); nir_ssa_def *clipped = nir_flt(b, d, nir_imm_float(b, 0)); nir_store_var(b, all_clipped, nir_iand(b, nir_load_var(b, all_clipped), clipped), 1); } end_for_loop(dist_loop) return_if_true(b, nir_load_var(b, all_clipped)); /* Use +/0/- to denote the dist[i] sign, which means: * +: inside plane * -: outside plane * 0: just on the plane * * Some example: * ++++: all vertex not clipped * ----: all vertex clipped * +-++: one vertex clipped, need to insert two vertex at '-', array grow * +--+: two vertex clipped, need to insert two vertex at '--', array same * +---: three vertex clipped, need to insert two vertex at '---', array trim * +-0+: one vertex clipped, need to insert one vertex at '-', array same * * Plane clip only produce convex polygon, so '-' must be contigous, there's * no '+-+-', so one clip plane can only grow array by 1. */ /* when array grow or '-' has been replaced with inserted vertex, save the * original vert to be used by following calculation. */ nir_variable *saved = nir_local_variable_create(b->impl, glsl_vec4_type(), "saved"); nir_variable *vert_index = nir_local_variable_create(b->impl, glsl_int_type(), "vert_index"); nir_store_var(b, vert_index, nir_imm_int(b, 0), 1); begin_for_loop(vert_loop, num) { nir_ssa_def *di = nir_load_array_var(b, dist, idx); nir_if *if_clipped = nir_push_if(b, nir_flt(b, di, nir_imm_float(b, 0))); { /* - case, we need to take care of sign change and insert vertex */ nir_ssa_def *prev = nir_bcsel(b, nir_ieq_imm(b, idx, 0), nir_iadd_imm(b, num, -1), nir_iadd_imm(b, idx, -1)); nir_ssa_def *dp = nir_load_array_var(b, dist, prev); nir_if *prev_if = nir_push_if(b, nir_flt(b, nir_imm_float(b, 0), dp)); { /* +- case, replace - with inserted vertex * assert(vert_index <= idx), array is sure to not grow here * but need to save vert[idx] when vert_index==idx */ nir_ssa_def *vi = nir_load_array_var(b, vert, idx); nir_store_var(b, saved, vi, 0xf); nir_ssa_def *vp = nir_load_array_var(b, vert, prev); nir_ssa_def *iv = get_intersection(b, vp, vi, dp, di); nir_ssa_def *index = nir_load_var(b, vert_index); nir_store_array_var(b, vert, index, iv, 0xf); nir_store_var(b, vert_index, nir_iadd_imm(b, index, 1), 1); } nir_pop_if(b, prev_if); nir_ssa_def *next = nir_bcsel(b, nir_ieq(b, idx, nir_iadd_imm(b, num, -1)), nir_imm_int(b, 0), nir_iadd_imm(b, idx, 1)); nir_ssa_def *dn = nir_load_array_var(b, dist, next); nir_if *next_if = nir_push_if(b, nir_flt(b, nir_imm_float(b, 0), dn)); { /* -+ case, may grow array: * vert_index > idx: +-+ case, grow array, current vertex in 'saved', * save next + to 'saved', will replace it with inserted vertex. * vert_index <= idx: --+ case, will replace last - with inserted vertex, * no need to save last -, because + case won't use - value. */ nir_ssa_def *index = nir_load_var(b, vert_index); nir_ssa_def *vi = nir_bcsel(b, nir_flt(b, idx, index), nir_load_var(b, saved), nir_load_array_var(b, vert, idx)); nir_ssa_def *vn = nir_load_array_var(b, vert, next); nir_ssa_def *iv = get_intersection(b, vn, vi, dn, di); nir_store_var(b, saved, nir_load_array_var(b, vert, index), 0xf); nir_store_array_var(b, vert, index, iv, 0xf); nir_store_var(b, vert_index, nir_iadd_imm(b, index, 1), 1); } nir_pop_if(b, next_if); } nir_push_else(b, if_clipped); { /* +/0 case, just keep the vert * vert_index > idx: array grew case, vert[idx] is inserted vertex or prev * +/0 vertex, current vertex is in 'saved', need to save next vertex * vert_index < idx: array trim case */ nir_ssa_def *index = nir_load_var(b, vert_index); nir_ssa_def *vi = nir_bcsel(b, nir_flt(b, idx, index), nir_load_var(b, saved), nir_load_array_var(b, vert, idx)); nir_store_var(b, saved, nir_load_array_var(b, vert, index), 0xf); nir_store_array_var(b, vert, index, vi, 0xf); nir_store_var(b, vert_index, nir_iadd_imm(b, index, 1), 1); } nir_pop_if(b, if_clipped); } end_for_loop(vert_loop); nir_copy_var(b, num_vert, vert_index); } static nir_ssa_def * get_user_clip_plane(nir_builder *b, int index, bool packed) { char name[16]; snprintf(name, sizeof(name), "gl_ClipPlane%d", index); nir_variable *plane = nir_variable_create( b->shader, nir_var_uniform, glsl_vec4_type(), name); set_uniform_location(plane, clip_planes[index][0], packed); return nir_load_var(b, plane); } static void get_depth_range_transform(nir_builder *b, bool packed, nir_ssa_def **trans) { nir_variable *depth_scale = nir_variable_create( b->shader, nir_var_uniform, glsl_float_type(), "depth_scale"); set_uniform_location(depth_scale, depth_scale, packed); nir_variable *depth_transport = nir_variable_create( b->shader, nir_var_uniform, glsl_float_type(), "depth_transport"); set_uniform_location(depth_transport, depth_transport, packed); trans[0] = nir_load_var(b, depth_scale); trans[1] = nir_load_var(b, depth_transport); } static nir_ssa_def * get_window_space_depth(nir_builder *b, nir_ssa_def *v, nir_ssa_def **trans) { nir_ssa_def *z = nir_channel(b, v, 2); nir_ssa_def *w = nir_channel(b, v, 3); /* do perspective division, if w==0, xyz must be 0 too (otherwise can't pass * the clip test), 0/0=NaN, but we want it to be the nearest point. */ nir_ssa_def *c = nir_feq(b, w, nir_imm_float(b, 0)); nir_ssa_def *d = nir_bcsel(b, c, nir_imm_float(b, -1), nir_fdiv(b, z, w)); /* map [-1, 1] to [near, far] set by glDepthRange(near, far) */ return nir_fmad(b, trans[0], d, trans[1]); } static void update_result_buffer(nir_builder *b, nir_ssa_def *dmin, nir_ssa_def *dmax, bool offset_from_attribute, bool packed) { nir_ssa_def *offset; if (offset_from_attribute) { nir_variable *in_offset = nir_variable_create( b->shader, nir_var_shader_in, glsl_array_type(glsl_uint_type(), b->shader->info.gs.vertices_in, 0), "result_offset"); in_offset->data.location = VARYING_SLOT_VAR0; offset = nir_load_array_var_imm(b, in_offset, 0); } else { nir_variable *uni_offset = nir_variable_create( b->shader, nir_var_uniform, glsl_uint_type(), "result_offset"); set_uniform_location(uni_offset, result_offset, packed); offset = nir_load_var(b, uni_offset); } nir_variable_create(b->shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "result"); /* driver_location = 0 (slot 0) */ nir_ssa_def *ssbo = nir_imm_int(b, 0); nir_ssbo_atomic_exchange(b, 32, ssbo, offset, nir_imm_int(b, 1)); nir_ssbo_atomic_umin(b, 32, ssbo, nir_iadd_imm(b, offset, 4), dmin); nir_ssbo_atomic_umax(b, 32, ssbo, nir_iadd_imm(b, offset, 8), dmax); } static void build_point_nir_shader(nir_builder *b, union state_key state, bool packed) { assert(b->shader->info.gs.vertices_in == 1); nir_ssa_def *v; get_input_vertices(b, &v); fast_frustum_culling(b, &v); nir_ssa_def *outside = NULL; for (int i = 0; i < state.num_user_clip_planes; i++) { nir_ssa_def *p = get_user_clip_plane(b, i, packed); nir_ssa_def *d = nir_fdot(b, v, p); nir_ssa_def *r = nir_flt(b, d, nir_imm_float(b, 0)); outside = i ? nir_ior(b, outside, r) : r; } if (outside) return_if_true(b, outside); nir_ssa_def *trans[2]; get_depth_range_transform(b, packed, trans); nir_ssa_def *depth = get_window_space_depth(b, v, trans); nir_ssa_def *fdepth = nir_fmul_imm(b, depth, 4294967295.0); nir_ssa_def *idepth = nir_f2uN(b, fdepth, 32); update_result_buffer(b, idepth, idepth, state.result_offset_from_attribute, packed); } static nir_variable * create_clip_planes(nir_builder *b, int num_clip_planes, bool packed) { nir_variable *clip_planes = nir_local_variable_create( b->impl, glsl_array_type(glsl_vec4_type(), num_clip_planes, 0), "clip_planes"); nir_ssa_def *unit_clip_planes[6] = { nir_imm_vec4(b, 1, 0, 0, 1), nir_imm_vec4(b, -1, 0, 0, 1), nir_imm_vec4(b, 0, 1, 0, 1), nir_imm_vec4(b, 0, -1, 0, 1), nir_imm_vec4(b, 0, 0, 1, 1), nir_imm_vec4(b, 0, 0, -1, 1), }; for (int i = 0; i < 6; i++) nir_store_array_var_imm(b, clip_planes, i, unit_clip_planes[i], 0xf); for (int i = 6; i < num_clip_planes; i++) { nir_ssa_def *p = get_user_clip_plane(b, i - 6, packed); nir_store_array_var_imm(b, clip_planes, i, p, 0xf); } return clip_planes; } static void build_line_nir_shader(nir_builder *b, union state_key state, bool packed) { assert(b->shader->info.gs.vertices_in == 2); nir_ssa_def *v[2]; get_input_vertices(b, v); fast_frustum_culling(b, v); nir_variable *vert0 = nir_local_variable_create(b->impl, glsl_vec4_type(), "vert0"); nir_store_var(b, vert0, v[0], 0xf); nir_variable *vert1 = nir_local_variable_create(b->impl, glsl_vec4_type(), "vert1"); nir_store_var(b, vert1, v[1], 0xf); const int num_clip_planes = 6 + state.num_user_clip_planes; nir_variable *clip_planes = create_clip_planes(b, num_clip_planes, packed); begin_for_loop(clip_loop, nir_imm_int(b, num_clip_planes)) { nir_ssa_def *plane = nir_load_array_var(b, clip_planes, idx); nir_ssa_def *v0 = nir_load_var(b, vert0); nir_ssa_def *v1 = nir_load_var(b, vert1); nir_ssa_def *d0 = nir_fdot(b, v0, plane); nir_ssa_def *d1 = nir_fdot(b, v1, plane); nir_ssa_def *n0 = nir_flt(b, d0, nir_imm_float(b, 0)); nir_ssa_def *n1 = nir_flt(b, d1, nir_imm_float(b, 0)); return_if_true(b, nir_iand(b, n0, n1)); nir_if *clip_if = nir_push_if(b, nir_ior(b, n0, n1)); { nir_ssa_def *iv = get_intersection(b, v0, v1, d0, d1); nir_store_var(b, vert0, nir_bcsel(b, n0, iv, v0), 0xf); nir_store_var(b, vert1, nir_bcsel(b, n1, iv, v1), 0xf); } nir_pop_if(b, clip_if); } end_for_loop(clip_loop) nir_ssa_def *trans[2]; get_depth_range_transform(b, packed, trans); nir_ssa_def *d0 = get_window_space_depth(b, nir_load_var(b, vert0), trans); nir_ssa_def *d1 = get_window_space_depth(b, nir_load_var(b, vert1), trans); nir_ssa_def *dmin = nir_fmin(b, d0, d1); nir_ssa_def *dmax = nir_fmax(b, d0, d1); nir_ssa_def *fdmin = nir_fmul_imm(b, dmin, 4294967295.0); nir_ssa_def *idmin = nir_f2uN(b, fdmin, 32); nir_ssa_def *fdmax = nir_fmul_imm(b, dmax, 4294967295.0); nir_ssa_def *idmax = nir_f2uN(b, fdmax, 32); update_result_buffer(b, idmin, idmax, state.result_offset_from_attribute, packed); } static void build_planar_primitive_nir_shader(nir_builder *b, union state_key state, bool packed) { const int num_in_vert = b->shader->info.gs.vertices_in; assert(num_in_vert == 3 || num_in_vert == 4); nir_ssa_def *v[4]; get_input_vertices(b, v); if (state.face_culling_enabled) face_culling(b, v, packed); /* fast frustum culling, this should filter out most primitives */ fast_frustum_culling(b, v); const int num_clip_planes = 6 + state.num_user_clip_planes; const int max_vert = num_in_vert + num_clip_planes; /* TODO: could use shared memory (ie. AMD GPU LDS) for this array * to reduce register usage. */ nir_variable *vert = nir_local_variable_create( b->impl, glsl_array_type(glsl_vec4_type(), max_vert, 0), "vert"); for (int i = 0; i < num_in_vert; i++) nir_store_array_var_imm(b, vert, i, v[i], 0xf); nir_variable *num_vert = nir_local_variable_create(b->impl, glsl_int_type(), "num_vert"); nir_store_var(b, num_vert, nir_imm_int(b, num_in_vert), 1); nir_variable *clip_planes = create_clip_planes(b, num_clip_planes, packed); /* accurate clipping with all clip planes */ begin_for_loop(clip_loop, nir_imm_int(b, num_clip_planes)) { nir_ssa_def *plane = nir_load_array_var(b, clip_planes, idx); clip_with_plane(b, vert, num_vert, max_vert, plane); } end_for_loop(clip_loop) nir_ssa_def *trans[2]; get_depth_range_transform(b, packed, trans); nir_variable *dmin = nir_local_variable_create(b->impl, glsl_float_type(), "dmin"); nir_store_var(b, dmin, nir_imm_float(b, 1), 1); nir_variable *dmax = nir_local_variable_create(b->impl, glsl_float_type(), "dmax"); nir_store_var(b, dmax, nir_imm_float(b, 0), 1); begin_for_loop(depth_loop, nir_load_var(b, num_vert)) { nir_ssa_def *vtx = nir_load_array_var(b, vert, idx); nir_ssa_def *depth = get_window_space_depth(b, vtx, trans); nir_store_var(b, dmin, nir_fmin(b, nir_load_var(b, dmin), depth), 1); nir_store_var(b, dmax, nir_fmax(b, nir_load_var(b, dmax), depth), 1); } end_for_loop(depth_loop) nir_ssa_def *fdmin = nir_fmul_imm(b, nir_load_var(b, dmin), 4294967295.0); nir_ssa_def *idmin = nir_f2uN(b, fdmin, 32); nir_ssa_def *fdmax = nir_fmul_imm(b, nir_load_var(b, dmax), 4294967295.0); nir_ssa_def *idmax = nir_f2uN(b, fdmax, 32); update_result_buffer(b, idmin, idmax, state.result_offset_from_attribute, packed); } static void * hw_select_create_gs(struct st_context *st, union state_key state) { const nir_shader_compiler_options *options = st_get_nir_compiler_options(st, MESA_SHADER_GEOMETRY); nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY, options, "hw select GS"); nir_shader *nir = b.shader; nir->info.inputs_read = VARYING_BIT_POS; nir->num_uniforms = DIV_ROUND_UP(sizeof(struct geometry_constant), (4 * sizeof(float))); nir->info.num_ssbos = 1; nir->info.gs.output_primitive = SHADER_PRIM_POINTS; nir->info.gs.vertices_out = 1; nir->info.gs.invocations = 1; nir->info.gs.active_stream_mask = 1; if (state.result_offset_from_attribute) nir->info.inputs_read |= VARYING_BIT_VAR(0); bool packed = st->ctx->Const.PackedDriverUniformStorage; switch (state.primitive) { case HW_SELECT_PRIM_POINTS: nir->info.gs.input_primitive = SHADER_PRIM_POINTS; nir->info.gs.vertices_in = 1; build_point_nir_shader(&b, state, packed); break; case HW_SELECT_PRIM_LINES: nir->info.gs.input_primitive = SHADER_PRIM_LINES; nir->info.gs.vertices_in = 2; build_line_nir_shader(&b, state, packed); break; case HW_SELECT_PRIM_TRIANGLES: nir->info.gs.input_primitive = SHADER_PRIM_TRIANGLES; nir->info.gs.vertices_in = 3; build_planar_primitive_nir_shader(&b, state, packed); break; case HW_SELECT_PRIM_QUADS: /* geometry shader has no quad primitive, use lines_adjacency instead */ nir->info.gs.input_primitive = SHADER_PRIM_LINES_ADJACENCY; nir->info.gs.vertices_in = 4; build_planar_primitive_nir_shader(&b, state, packed); break; default: unreachable("unexpected primitive"); } nir_lower_returns(nir); return st_nir_finish_builtin_shader(st, nir); } bool st_draw_hw_select_prepare_common(struct gl_context *ctx) { struct st_context *st = st_context(ctx); if (st->gp || st->tcp || st->tep) { fprintf(stderr, "HW GL_SELECT does not support user geometry/tessellation shader\n"); return false; } struct geometry_constant consts; float n = ctx->ViewportArray[0].Near; float f = ctx->ViewportArray[0].Far; consts.depth_scale = (f - n) / 2; consts.depth_transport = (f + n) / 2; /* this field is not used when face culling disabled */ consts.culling_config = (ctx->Polygon.CullFaceMode == GL_BACK) ^ (ctx->Polygon.FrontFace == GL_CCW); /* this field is not used when passing result offset by attribute */ consts.result_offset = st->ctx->Select.ResultOffset; int num_planes = 0; u_foreach_bit(i, ctx->Transform.ClipPlanesEnabled) { COPY_4V(consts.clip_planes[num_planes], ctx->Transform._ClipUserPlane[i]); num_planes++; } struct pipe_constant_buffer cb; cb.buffer = NULL; cb.user_buffer = &consts; cb.buffer_offset = 0; cb.buffer_size = sizeof(consts) - (MAX_CLIP_PLANES - num_planes) * 4 * sizeof(float); struct pipe_context *pipe = st->pipe; pipe->set_constant_buffer(pipe, PIPE_SHADER_GEOMETRY, 0, false, &cb); struct pipe_shader_buffer buffer; memset(&buffer, 0, sizeof(buffer)); buffer.buffer = ctx->Select.Result->buffer; buffer.buffer_size = MAX_NAME_STACK_RESULT_NUM * 3 * sizeof(int); pipe->set_shader_buffers(pipe, PIPE_SHADER_GEOMETRY, 0, 1, &buffer, 0x1); return true; } static union state_key make_state_key(struct gl_context *ctx, int mode) { union state_key state = {0}; switch (mode) { case GL_POINTS: state.primitive = HW_SELECT_PRIM_POINTS; break; case GL_LINES: case GL_LINE_STRIP: case GL_LINE_LOOP: state.primitive = HW_SELECT_PRIM_LINES; break; case GL_QUADS: state.primitive = HW_SELECT_PRIM_QUADS; break; case GL_TRIANGLES: case GL_TRIANGLE_STRIP: case GL_TRIANGLE_FAN: /* These will be broken into triangles. */ case GL_QUAD_STRIP: case GL_POLYGON: state.primitive = HW_SELECT_PRIM_TRIANGLES; break; default: fprintf(stderr, "HW GL_SELECT does not support draw mode %s\n", _mesa_enum_to_string(mode)); return (union state_key){0}; } /* TODO: support gl_ClipDistance/gl_CullDistance, but it costs more regs */ struct gl_program *vp = ctx->st->vp; if (vp->info.clip_distance_array_size || vp->info.cull_distance_array_size) { fprintf(stderr, "HW GL_SELECT does not support gl_ClipDistance/gl_CullDistance\n"); return (union state_key){0}; } state.num_user_clip_planes = util_bitcount(ctx->Transform.ClipPlanesEnabled); /* face culling only apply to 2D primitives */ if (state.primitive == HW_SELECT_PRIM_QUADS || state.primitive == HW_SELECT_PRIM_TRIANGLES) state.face_culling_enabled = ctx->Polygon.CullFlag; state.result_offset_from_attribute = ctx->VertexProgram._VPMode == VP_MODE_FF && (ctx->VertexProgram._VaryingInputs & VERT_BIT_SELECT_RESULT_OFFSET); return state; } bool st_draw_hw_select_prepare_mode(struct gl_context *ctx, struct pipe_draw_info *info) { union state_key key = make_state_key(ctx, info->mode); if (!key.u32) return false; struct st_context *st = st_context(ctx); if (!st->hw_select_shaders) st->hw_select_shaders = _mesa_hash_table_create_u32_keys(NULL); struct hash_entry *he = _mesa_hash_table_search(st->hw_select_shaders, (void*)(uintptr_t)key.u32); void *gs; if (!he) { gs = hw_select_create_gs(st, key); if (!gs) return false; _mesa_hash_table_insert(st->hw_select_shaders, (void*)(uintptr_t)key.u32, gs); } else gs = he->data; struct cso_context *cso = st->cso_context; cso_set_geometry_shader_handle(cso, gs); /* Replace draw mode with equivalent one which geometry shader support. * * New mode consume same vertex buffer structure and produce primitive with * same vertices (no need to be same type of primitive, because geometry shader * operate on vertives and emit nothing). * * We can break QUAD and POLYGON to triangles with same shape. But we can't futher * break them into single line or point because new primitive need to contain >=3 * vertices so that it's still handled in 2D (planar) way instead of 1D (line) or * 0D (point) way which have different algorithm. */ switch (info->mode) { case GL_QUADS: info->mode = GL_LINES_ADJACENCY; break; case GL_QUAD_STRIP: info->mode = GL_TRIANGLE_STRIP; break; case GL_POLYGON: info->mode = GL_TRIANGLE_FAN; break; default: break; } /* Only normal glBegin/End draws pass result offset by attribute to avoid flush * vertices when change name stack, so multiple glBegin/End sections before/after * name stack calls can be merged to a single draw call. To achieve this We mark * name stack result buffer used in glEnd instead of the last draw call. * * Other case like glDrawArrays and display list replay won't merge draws cross * name stack calls, so we just mark name stack result buffer used here. */ if (!key.result_offset_from_attribute) ctx->Select.ResultUsed = GL_TRUE; return true; }