1/* 2 * Copyright © 2015 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "nir.h" 25#include "nir_builder.h" 26#include "nir_xfb_info.h" 27 28/** 29 * \file nir_lower_gs_intrinsics.c 30 * 31 * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an 32 * arbitrary number of vertices. However, the shader must declare the maximum 33 * number of vertices that it will ever output - further attempts to emit 34 * vertices result in undefined behavior according to the GLSL specification. 35 * 36 * Drivers might use this maximum number of vertices to allocate enough space 37 * to hold the geometry shader's output. Some drivers (such as i965) need to 38 * implement "safety checks" which ensure that the shader hasn't emitted too 39 * many vertices, to avoid overflowing that space and trashing other memory. 40 * 41 * The count of emitted vertices can also be useful in buffer offset 42 * calculations, so drivers know where to write the GS output. 43 * 44 * However, for simple geometry shaders that emit a statically determinable 45 * number of vertices, this extra bookkeeping is unnecessary and inefficient. 46 * By tracking the vertex count in NIR, we allow constant folding/propagation 47 * and dead control flow optimizations to eliminate most of it where possible. 48 * 49 * This pass introduces a new global variable which stores the current vertex 50 * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics 51 * to their *_with_counter variants. emit_vertex is also wrapped in a safety 52 * check to avoid buffer overflows. Finally, it adds a set_vertex_count 53 * intrinsic at the end of the program, informing the driver of the final 54 * vertex count. 55 */ 56 57struct state { 58 nir_builder *builder; 59 nir_variable *vertex_count_vars[NIR_MAX_XFB_STREAMS]; 60 nir_variable *vtxcnt_per_prim_vars[NIR_MAX_XFB_STREAMS]; 61 nir_variable *primitive_count_vars[NIR_MAX_XFB_STREAMS]; 62 bool per_stream; 63 bool count_prims; 64 bool count_vtx_per_prim; 65 bool overwrite_incomplete; 66 bool is_points; 67 bool progress; 68}; 69 70/** 71 * Replace emit_vertex intrinsics with: 72 * 73 * if (vertex_count < max_vertices) { 74 * emit_vertex_with_counter vertex_count, vertex_count_per_primitive (optional) ... 75 * vertex_count += 1 76 * vertex_count_per_primitive += 1 77 * } 78 */ 79static void 80rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state) 81{ 82 nir_builder *b = state->builder; 83 unsigned stream = nir_intrinsic_stream_id(intrin); 84 85 /* Load the vertex count */ 86 b->cursor = nir_before_instr(&intrin->instr); 87 assert(state->vertex_count_vars[stream] != NULL); 88 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]); 89 nir_ssa_def *count_per_primitive; 90 91 if (state->count_vtx_per_prim) 92 count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); 93 else if (state->is_points) 94 count_per_primitive = nir_imm_int(b, 0); 95 else 96 count_per_primitive = nir_ssa_undef(b, 1, 32); 97 98 nir_ssa_def *max_vertices = 99 nir_imm_int(b, b->shader->info.gs.vertices_out); 100 101 /* Create: if (vertex_count < max_vertices) and insert it. 102 * 103 * The new if statement needs to be hooked up to the control flow graph 104 * before we start inserting instructions into it. 105 */ 106 nir_push_if(b, nir_ilt(b, count, max_vertices)); 107 108 nir_emit_vertex_with_counter(b, count, count_per_primitive, stream); 109 110 /* Increment the vertex count by 1 */ 111 nir_store_var(b, state->vertex_count_vars[stream], 112 nir_iadd_imm(b, count, 1), 113 0x1); /* .x */ 114 115 if (state->count_vtx_per_prim) { 116 /* Increment the per-primitive vertex count by 1 */ 117 nir_variable *var = state->vtxcnt_per_prim_vars[stream]; 118 nir_ssa_def *vtx_per_prim_cnt = nir_load_var(b, var); 119 nir_store_var(b, var, 120 nir_iadd_imm(b, vtx_per_prim_cnt, 1), 121 0x1); /* .x */ 122 } 123 124 nir_pop_if(b, NULL); 125 126 nir_instr_remove(&intrin->instr); 127 128 state->progress = true; 129} 130 131/** 132 * Emits code that overwrites incomplete primitives and their vertices. 133 * 134 * A primitive is considered incomplete when it doesn't have enough vertices. 135 * For example, a triangle strip that has 2 or fewer vertices, or a line strip 136 * with 1 vertex are considered incomplete. 137 * 138 * After each end_primitive and at the end of the shader before emitting 139 * set_vertex_and_primitive_count, we check if the primitive that is being 140 * emitted has enough vertices or not, and we adjust the vertex and primitive 141 * counters accordingly. 142 * 143 * This means that the following emit_vertex can reuse the vertex index of 144 * a previous vertex, if the previous primitive was incomplete, so the compiler 145 * backend is expected to simply overwrite any data that belonged to those. 146 */ 147static void 148overwrite_incomplete_primitives(struct state *state, unsigned stream) 149{ 150 assert(state->count_vtx_per_prim); 151 152 nir_builder *b = state->builder; 153 enum shader_prim outprim = b->shader->info.gs.output_primitive; 154 unsigned outprim_min_vertices; 155 156 if (outprim == SHADER_PRIM_POINTS) 157 outprim_min_vertices = 1; 158 else if (outprim == SHADER_PRIM_LINE_STRIP) 159 outprim_min_vertices = 2; 160 else if (outprim == SHADER_PRIM_TRIANGLE_STRIP) 161 outprim_min_vertices = 3; 162 else 163 unreachable("Invalid GS output primitive type."); 164 165 /* Total count of vertices emitted so far. */ 166 nir_ssa_def *vtxcnt_total = 167 nir_load_var(b, state->vertex_count_vars[stream]); 168 169 /* Number of vertices emitted for the last primitive */ 170 nir_ssa_def *vtxcnt_per_primitive = 171 nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); 172 173 /* See if the current primitive is a incomplete */ 174 nir_ssa_def *is_inc_prim = 175 nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices)); 176 177 /* Number of vertices in the incomplete primitive */ 178 nir_ssa_def *num_inc_vtx = 179 nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0)); 180 181 /* Store corrected total vertex count */ 182 nir_store_var(b, state->vertex_count_vars[stream], 183 nir_isub(b, vtxcnt_total, num_inc_vtx), 184 0x1); /* .x */ 185 186 if (state->count_prims) { 187 /* Number of incomplete primitives (0 or 1) */ 188 nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim); 189 190 /* Store corrected primitive count */ 191 nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); 192 nir_store_var(b, state->primitive_count_vars[stream], 193 nir_isub(b, prim_cnt, num_inc_prim), 194 0x1); /* .x */ 195 } 196} 197 198/** 199 * Replace end_primitive with end_primitive_with_counter. 200 */ 201static void 202rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state) 203{ 204 nir_builder *b = state->builder; 205 unsigned stream = nir_intrinsic_stream_id(intrin); 206 207 b->cursor = nir_before_instr(&intrin->instr); 208 assert(state->vertex_count_vars[stream] != NULL); 209 nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]); 210 nir_ssa_def *count_per_primitive; 211 212 if (state->count_vtx_per_prim) 213 count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); 214 else if (state->is_points) 215 count_per_primitive = nir_imm_int(b, 0); 216 else 217 count_per_primitive = nir_ssa_undef(b, count->num_components, count->bit_size); 218 219 nir_end_primitive_with_counter(b, count, count_per_primitive, stream); 220 221 if (state->count_prims) { 222 /* Increment the primitive count by 1 */ 223 nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); 224 nir_store_var(b, state->primitive_count_vars[stream], 225 nir_iadd_imm(b, prim_cnt, 1), 226 0x1); /* .x */ 227 } 228 229 if (state->count_vtx_per_prim) { 230 if (state->overwrite_incomplete) 231 overwrite_incomplete_primitives(state, stream); 232 233 /* Store 0 to per-primitive vertex count */ 234 nir_store_var(b, state->vtxcnt_per_prim_vars[stream], 235 nir_imm_int(b, 0), 236 0x1); /* .x */ 237 } 238 239 nir_instr_remove(&intrin->instr); 240 241 state->progress = true; 242} 243 244static bool 245rewrite_intrinsics(nir_block *block, struct state *state) 246{ 247 nir_foreach_instr_safe(instr, block) { 248 if (instr->type != nir_instr_type_intrinsic) 249 continue; 250 251 nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr); 252 switch (intrin->intrinsic) { 253 case nir_intrinsic_emit_vertex: 254 case nir_intrinsic_emit_vertex_with_counter: 255 rewrite_emit_vertex(intrin, state); 256 break; 257 case nir_intrinsic_end_primitive: 258 case nir_intrinsic_end_primitive_with_counter: 259 rewrite_end_primitive(intrin, state); 260 break; 261 default: 262 /* not interesting; skip this */ 263 break; 264 } 265 } 266 267 return true; 268} 269 270/** 271 * Add a set_vertex_and_primitive_count intrinsic at the end of the program 272 * (representing the final total vertex and primitive count). 273 */ 274static void 275append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state) 276{ 277 nir_builder *b = state->builder; 278 nir_shader *shader = state->builder->shader; 279 280 /* Insert the new intrinsic in all of the predecessors of the end block, 281 * but before any jump instructions (return). 282 */ 283 set_foreach(end_block->predecessors, entry) { 284 nir_block *pred = (nir_block *) entry->key; 285 b->cursor = nir_after_block_before_jump(pred); 286 287 for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) { 288 /* When it's not per-stream, we only need to write one variable. */ 289 if (!state->per_stream && stream != 0) 290 continue; 291 292 nir_ssa_def *vtx_cnt; 293 nir_ssa_def *prim_cnt; 294 295 if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) { 296 /* Inactive stream: vertex count is 0, primitive count is 0 or undef. */ 297 vtx_cnt = nir_imm_int(b, 0); 298 prim_cnt = state->count_prims || state->is_points 299 ? nir_imm_int(b, 0) 300 : nir_ssa_undef(b, 1, 32); 301 } else { 302 if (state->overwrite_incomplete) 303 overwrite_incomplete_primitives(state, stream); 304 305 vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]); 306 307 if (state->count_prims) 308 prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); 309 else if (state->is_points) 310 /* EndPrimitive does not affect primitive count for points, 311 * just use vertex count instead 312 */ 313 prim_cnt = vtx_cnt; 314 else 315 prim_cnt = nir_ssa_undef(b, 1, 32); 316 } 317 318 nir_set_vertex_and_primitive_count(b, vtx_cnt, prim_cnt, stream); 319 state->progress = true; 320 } 321 } 322} 323 324/** 325 * Check to see if there are any blocks that need set_vertex_and_primitive_count 326 * 327 * If every block that could need the set_vertex_and_primitive_count intrinsic 328 * already has one, there is nothing for this pass to do. 329 */ 330static bool 331a_block_needs_set_vertex_and_primitive_count(nir_block *end_block, bool per_stream) 332{ 333 set_foreach(end_block->predecessors, entry) { 334 nir_block *pred = (nir_block *) entry->key; 335 336 337 for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) { 338 /* When it's not per-stream, we only need to write one variable. */ 339 if (!per_stream && stream != 0) 340 continue; 341 342 bool found = false; 343 344 nir_foreach_instr_reverse(instr, pred) { 345 if (instr->type != nir_instr_type_intrinsic) 346 continue; 347 348 const nir_intrinsic_instr *const intrin = 349 nir_instr_as_intrinsic(instr); 350 351 if (intrin->intrinsic == nir_intrinsic_set_vertex_and_primitive_count && 352 intrin->const_index[0] == stream) { 353 found = true; 354 break; 355 } 356 } 357 358 if (!found) 359 return true; 360 } 361 } 362 363 return false; 364} 365 366bool 367nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options) 368{ 369 bool per_stream = options & nir_lower_gs_intrinsics_per_stream; 370 bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives; 371 bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete; 372 bool count_vtx_per_prim = 373 overwrite_incomplete || 374 (options & nir_lower_gs_intrinsics_count_vertices_per_primitive); 375 376 bool is_points = shader->info.gs.output_primitive == SHADER_PRIM_POINTS; 377 /* points are always complete primitives with a single vertex, so these are 378 * not needed when primitive is points. 379 */ 380 if (is_points) { 381 count_primitives = false; 382 overwrite_incomplete = false; 383 count_vtx_per_prim = false; 384 } 385 386 struct state state; 387 state.progress = false; 388 state.count_prims = count_primitives; 389 state.count_vtx_per_prim = count_vtx_per_prim; 390 state.overwrite_incomplete = overwrite_incomplete; 391 state.per_stream = per_stream; 392 state.is_points = is_points; 393 394 nir_function_impl *impl = nir_shader_get_entrypoint(shader); 395 assert(impl); 396 397 if (!a_block_needs_set_vertex_and_primitive_count(impl->end_block, per_stream)) 398 return false; 399 400 nir_builder b; 401 nir_builder_init(&b, impl); 402 state.builder = &b; 403 404 b.cursor = nir_before_cf_list(&impl->body); 405 406 for (unsigned i = 0; i < NIR_MAX_XFB_STREAMS; i++) { 407 if (per_stream && !(shader->info.gs.active_stream_mask & (1 << i))) 408 continue; 409 410 if (i == 0 || per_stream) { 411 state.vertex_count_vars[i] = 412 nir_local_variable_create(impl, glsl_uint_type(), "vertex_count"); 413 /* initialize to 0 */ 414 nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1); 415 416 if (count_primitives) { 417 state.primitive_count_vars[i] = 418 nir_local_variable_create(impl, glsl_uint_type(), "primitive_count"); 419 /* initialize to 1 */ 420 nir_store_var(&b, state.primitive_count_vars[i], nir_imm_int(&b, 1), 0x1); 421 } 422 if (count_vtx_per_prim) { 423 state.vtxcnt_per_prim_vars[i] = 424 nir_local_variable_create(impl, glsl_uint_type(), "vertices_per_primitive"); 425 /* initialize to 0 */ 426 nir_store_var(&b, state.vtxcnt_per_prim_vars[i], nir_imm_int(&b, 0), 0x1); 427 } 428 } else { 429 /* If per_stream is false, we only have one counter of each kind which we 430 * want to use for all streams. Duplicate the counter pointers so all 431 * streams use the same counters. 432 */ 433 state.vertex_count_vars[i] = state.vertex_count_vars[0]; 434 435 if (count_primitives) 436 state.primitive_count_vars[i] = state.primitive_count_vars[0]; 437 if (count_vtx_per_prim) 438 state.vtxcnt_per_prim_vars[i] = state.vtxcnt_per_prim_vars[0]; 439 } 440 } 441 442 nir_foreach_block_safe(block, impl) 443 rewrite_intrinsics(block, &state); 444 445 /* This only works because we have a single main() function. */ 446 append_set_vertex_and_primitive_count(impl->end_block, &state); 447 448 nir_metadata_preserve(impl, 0); 449 450 return state.progress; 451} 452