1/**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "draw_gs.h"
29
30#include "draw_private.h"
31#include "draw_context.h"
32#ifdef DRAW_LLVM_AVAILABLE
33#include "draw_llvm.h"
34#endif
35
36#include "tgsi/tgsi_parse.h"
37#include "tgsi/tgsi_exec.h"
38#include "nir/nir_to_tgsi_info.h"
39#include "compiler/nir/nir.h"
40#include "pipe/p_shader_tokens.h"
41
42#include "util/u_math.h"
43#include "util/u_memory.h"
44#include "util/u_prim.h"
45#include "util/ralloc.h"
46/* fixme: move it from here */
47#define MAX_PRIMITIVES 64
48
49static inline int
50draw_gs_get_input_index(int semantic, int index,
51                        const struct tgsi_shader_info *input_info)
52{
53   int i;
54   const ubyte *input_semantic_names = input_info->output_semantic_name;
55   const ubyte *input_semantic_indices = input_info->output_semantic_index;
56   for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
57      if (input_semantic_names[i] == semantic &&
58          input_semantic_indices[i] == index)
59         return i;
60   }
61   return -1;
62}
63
64/**
65 * We execute geometry shaders in the SOA mode, so ideally we want to
66 * flush when the number of currently fetched primitives is equal to
67 * the number of elements in the SOA vector. This ensures that the
68 * throughput is optimized for the given vector instruction set.
69 */
70static inline boolean
71draw_gs_should_flush(struct draw_geometry_shader *shader)
72{
73   return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
74}
75
76/*#define DEBUG_OUTPUTS 1*/
77static void
78tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
79                      unsigned stream,
80                      unsigned num_primitives,
81                      float (**p_output)[4])
82{
83   struct tgsi_exec_machine *machine = shader->machine;
84   unsigned prim_idx, j, slot;
85   float (*output)[4];
86
87   output = *p_output;
88
89   /* Unswizzle all output results.
90    */
91
92   for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
93      unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
94      unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
95      shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
96         machine->Primitives[stream][prim_idx];
97      shader->stream[stream].emitted_vertices += num_verts_per_prim;
98
99      for (j = 0; j < num_verts_per_prim; j++) {
100         int idx = prim_offset + j * shader->info.num_outputs;
101#ifdef DEBUG_OUTPUTS
102         debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
103#endif
104         for (slot = 0; slot < shader->info.num_outputs; slot++) {
105            output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
106            output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
107            output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
108            output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
109#ifdef DEBUG_OUTPUTS
110            debug_printf("\t%d: %f %f %f %f\n", slot,
111                         output[slot][0],
112                         output[slot][1],
113                         output[slot][2],
114                         output[slot][3]);
115#endif
116         }
117         output = (float (*)[4])((char *)output + shader->vertex_size);
118      }
119   }
120   *p_output = output;
121   shader->stream[stream].emitted_primitives += num_primitives;
122}
123
124/*#define DEBUG_INPUTS 1*/
125static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
126                                unsigned *indices,
127                                unsigned num_vertices,
128                                unsigned prim_idx)
129{
130   struct tgsi_exec_machine *machine = shader->machine;
131   unsigned slot, i;
132   int vs_slot;
133   unsigned input_vertex_stride = shader->input_vertex_stride;
134   const float (*input_ptr)[4];
135
136   int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
137   if (primid_sv != -1) {
138      for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
139         machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
140   }
141
142   input_ptr = shader->input;
143
144   for (i = 0; i < num_vertices; ++i) {
145      const float (*input)[4];
146#if DEBUG_INPUTS
147      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
148                   i, indices[i], prim_idx);
149#endif
150      input = (const float (*)[4])(
151         (const char *)input_ptr + (indices[i] * input_vertex_stride));
152      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
153         unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
154         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
155            machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
156            machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
157            machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
158            machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
159         } else {
160            vs_slot = draw_gs_get_input_index(
161               shader->info.input_semantic_name[slot],
162               shader->info.input_semantic_index[slot],
163               shader->input_info);
164            if (vs_slot < 0) {
165               debug_printf("VS/GS signature mismatch!\n");
166               machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
167               machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
168               machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
169               machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
170            } else {
171#if DEBUG_INPUTS
172               debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
173                            slot, vs_slot, idx);
174               assert(!util_is_inf_or_nan(input[vs_slot][0]));
175               assert(!util_is_inf_or_nan(input[vs_slot][1]));
176               assert(!util_is_inf_or_nan(input[vs_slot][2]));
177               assert(!util_is_inf_or_nan(input[vs_slot][3]));
178#endif
179               machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
180               machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
181               machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
182               machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
183#if DEBUG_INPUTS
184               debug_printf("\t\t%f %f %f %f\n",
185                            machine->Inputs[idx].xyzw[0].f[prim_idx],
186                            machine->Inputs[idx].xyzw[1].f[prim_idx],
187                            machine->Inputs[idx].xyzw[2].f[prim_idx],
188                            machine->Inputs[idx].xyzw[3].f[prim_idx]);
189#endif
190               ++vs_slot;
191            }
192         }
193      }
194   }
195}
196
197static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
198                            const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
199                            const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
200{
201   struct tgsi_exec_machine *machine = shader->machine;
202   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
203                                  constants, constants_size);
204}
205
206static void tgsi_gs_run(struct draw_geometry_shader *shader,
207                            unsigned input_primitives,
208                            unsigned *out_prims)
209{
210   struct tgsi_exec_machine *machine = shader->machine;
211   int i;
212
213   if (shader->info.uses_invocationid) {
214      unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
215      for (int j = 0; j < TGSI_QUAD_SIZE; j++)
216         machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
217   }
218
219   /* run interpreter */
220   tgsi_exec_machine_run(machine, 0);
221
222   for (i = 0; i < 4; i++)
223      out_prims[i] = machine->OutputPrimCount[i];
224}
225
226#ifdef DRAW_LLVM_AVAILABLE
227
228static void
229llvm_fetch_gs_input(struct draw_geometry_shader *shader,
230                    unsigned *indices,
231                    unsigned num_vertices,
232                    unsigned prim_idx)
233{
234   unsigned slot, i;
235   int vs_slot;
236   unsigned input_vertex_stride = shader->input_vertex_stride;
237   const float (*input_ptr)[4];
238   float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
239
240   shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
241
242   input_ptr = shader->input;
243
244   for (i = 0; i < num_vertices; ++i) {
245      const float (*input)[4];
246#if DEBUG_INPUTS
247      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
248                   i, indices[i], prim_idx);
249#endif
250      input = (const float (*)[4])(
251         (const char *)input_ptr + (indices[i] * input_vertex_stride));
252      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
253         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
254            /* skip. we handle system values through gallivm */
255            /* NOTE: If we hit this case here it's an ordinary input not a sv,
256             * even though it probably should be a sv.
257             * Not sure how to set it up as regular input however if that even,
258             * would make sense so hack around this later in gallivm.
259             */
260         } else {
261            vs_slot = draw_gs_get_input_index(
262               shader->info.input_semantic_name[slot],
263               shader->info.input_semantic_index[slot],
264               shader->input_info);
265            if (vs_slot < 0) {
266               debug_printf("VS/GS signature mismatch!\n");
267               (*input_data)[i][slot][0][prim_idx] = 0;
268               (*input_data)[i][slot][1][prim_idx] = 0;
269               (*input_data)[i][slot][2][prim_idx] = 0;
270               (*input_data)[i][slot][3][prim_idx] = 0;
271            } else {
272#if DEBUG_INPUTS
273               debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
274                            slot, vs_slot, i);
275               assert(!util_is_inf_or_nan(input[vs_slot][0]));
276               assert(!util_is_inf_or_nan(input[vs_slot][1]));
277               assert(!util_is_inf_or_nan(input[vs_slot][2]));
278               assert(!util_is_inf_or_nan(input[vs_slot][3]));
279#endif
280               (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
281               (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
282               (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
283               (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
284#if DEBUG_INPUTS
285               debug_printf("\t\t%f %f %f %f\n",
286                            (*input_data)[i][slot][0][prim_idx],
287                            (*input_data)[i][slot][1][prim_idx],
288                            (*input_data)[i][slot][2][prim_idx],
289                            (*input_data)[i][slot][3][prim_idx]);
290#endif
291               ++vs_slot;
292            }
293         }
294      }
295   }
296}
297
298static void
299llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
300                      unsigned stream,
301                      unsigned num_primitives,
302                      float (**p_output)[4])
303{
304   int total_verts = 0;
305   int vertex_count = 0;
306   int total_prims = 0;
307   int max_prims_per_invocation = 0;
308   char *output_ptr = (char*)shader->gs_output[stream];
309   int i, j, prim_idx;
310   unsigned next_prim_boundary = shader->primitive_boundary;
311
312   for (i = 0; i < shader->vector_length; ++i) {
313      int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
314      total_prims += prims;
315      max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
316   }
317   for (i = 0; i < shader->vector_length; ++i) {
318      total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
319   }
320
321   output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
322   for (i = 0; i < shader->vector_length - 1; ++i) {
323      int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
324      int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
325#if 0
326      int j;
327      for (j = 0; j < current_verts; ++j) {
328         struct vertex_header *vh = (struct vertex_header *)
329            (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
330         debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
331                      vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
332
333      }
334#endif
335      assert(current_verts <= shader->max_output_vertices);
336      assert(next_verts <= shader->max_output_vertices);
337      if (next_verts) {
338         memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
339                 output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
340                 shader->vertex_size * next_verts);
341      }
342      vertex_count += current_verts;
343   }
344
345#if 0
346   {
347      int i;
348      for (i = 0; i < total_verts; ++i) {
349         struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
350         debug_printf("%d) Vertex:\n", i);
351         for (j = 0; j < shader->info.num_outputs; ++j) {
352            unsigned *udata = (unsigned*)vh->data[j];
353            debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
354                         vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
355                         udata[0], udata[1], udata[2], udata[3]);
356         }
357
358      }
359   }
360#endif
361
362   prim_idx = 0;
363   for (i = 0; i < shader->vector_length; ++i) {
364      int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
365      for (j = 0; j < num_prims; ++j) {
366         int prim_length =
367            shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
368         shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
369            prim_length;
370         ++prim_idx;
371      }
372   }
373
374   shader->stream[stream].emitted_primitives += total_prims;
375   shader->stream[stream].emitted_vertices += total_verts;
376}
377
378static void
379llvm_gs_prepare(struct draw_geometry_shader *shader,
380                const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
381                const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
382{
383}
384
385static void
386llvm_gs_run(struct draw_geometry_shader *shader,
387            unsigned input_primitives, unsigned *out_prims)
388{
389   struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
390   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
391      char *tmp = (char *)shader->gs_output[i];
392      tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
393      input[i] = (struct vertex_header *)tmp;
394   }
395
396   shader->current_variant->jit_func(
397      shader->jit_context, shader->gs_input->data,
398      input,
399      input_primitives,
400      shader->draw->instance_id,
401      shader->llvm_prim_ids,
402      shader->invocation_id,
403      shader->draw->pt.user.viewid);
404
405   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
406      out_prims[i] = shader->jit_context->emitted_prims[i];
407   }
408}
409
410#endif
411
412static void gs_flush(struct draw_geometry_shader *shader)
413{
414   unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
415   unsigned i;
416   unsigned input_primitives = shader->fetched_prim_count;
417
418   if (shader->draw->collect_statistics) {
419      shader->draw->statistics.gs_invocations += input_primitives;
420   }
421
422   assert(input_primitives > 0 &&
423                input_primitives <= 4);
424
425   for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
426      shader->invocation_id = invocation;
427      shader->run(shader, input_primitives, out_prim_count);
428      for (i = 0; i < shader->num_vertex_streams; i++) {
429         shader->fetch_outputs(shader, i, out_prim_count[i],
430                               &shader->stream[i].tmp_output);
431      }
432   }
433
434#if 0
435   for (i = 0; i < shader->num_vertex_streams; i++) {
436      debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
437                   i,
438                   shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
439                   out_prim_count[i]);
440   }
441#endif
442
443   shader->fetched_prim_count = 0;
444}
445
446static void gs_point(struct draw_geometry_shader *shader,
447                     int idx)
448{
449   unsigned indices[1];
450
451   indices[0] = idx;
452
453   shader->fetch_inputs(shader, indices, 1,
454                        shader->fetched_prim_count);
455   ++shader->in_prim_idx;
456   ++shader->fetched_prim_count;
457
458   if (draw_gs_should_flush(shader))
459      gs_flush(shader);
460}
461
462static void gs_line(struct draw_geometry_shader *shader,
463                    int i0, int i1)
464{
465   unsigned indices[2];
466
467   indices[0] = i0;
468   indices[1] = i1;
469
470   shader->fetch_inputs(shader, indices, 2,
471                        shader->fetched_prim_count);
472   ++shader->in_prim_idx;
473   ++shader->fetched_prim_count;
474
475   if (draw_gs_should_flush(shader))
476      gs_flush(shader);
477}
478
479static void gs_line_adj(struct draw_geometry_shader *shader,
480                        int i0, int i1, int i2, int i3)
481{
482   unsigned indices[4];
483
484   indices[0] = i0;
485   indices[1] = i1;
486   indices[2] = i2;
487   indices[3] = i3;
488
489   shader->fetch_inputs(shader, indices, 4,
490                        shader->fetched_prim_count);
491   ++shader->in_prim_idx;
492   ++shader->fetched_prim_count;
493
494   if (draw_gs_should_flush(shader))
495      gs_flush(shader);
496}
497
498static void gs_tri(struct draw_geometry_shader *shader,
499                   int i0, int i1, int i2)
500{
501   unsigned indices[3];
502
503   indices[0] = i0;
504   indices[1] = i1;
505   indices[2] = i2;
506
507   shader->fetch_inputs(shader, indices, 3,
508                        shader->fetched_prim_count);
509   ++shader->in_prim_idx;
510   ++shader->fetched_prim_count;
511
512   if (draw_gs_should_flush(shader))
513      gs_flush(shader);
514}
515
516static void gs_tri_adj(struct draw_geometry_shader *shader,
517                       int i0, int i1, int i2,
518                       int i3, int i4, int i5)
519{
520   unsigned indices[6];
521
522   indices[0] = i0;
523   indices[1] = i1;
524   indices[2] = i2;
525   indices[3] = i3;
526   indices[4] = i4;
527   indices[5] = i5;
528
529   shader->fetch_inputs(shader, indices, 6,
530                        shader->fetched_prim_count);
531   ++shader->in_prim_idx;
532   ++shader->fetched_prim_count;
533
534   if (draw_gs_should_flush(shader))
535      gs_flush(shader);
536}
537
538#define FUNC         gs_run
539#define GET_ELT(idx) (idx)
540#include "draw_gs_tmp.h"
541
542
543#define FUNC         gs_run_elts
544#define LOCAL_VARS   const ushort *elts = input_prims->elts;
545#define GET_ELT(idx) (elts[idx])
546#include "draw_gs_tmp.h"
547
548
549/**
550 * Execute geometry shader.
551 */
552int draw_geometry_shader_run(struct draw_geometry_shader *shader,
553                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
554                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
555                             const struct draw_vertex_info *input_verts,
556                             const struct draw_prim_info *input_prim,
557                             const struct tgsi_shader_info *input_info,
558                             struct draw_vertex_info *output_verts,
559                             struct draw_prim_info *output_prims )
560{
561   const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
562   unsigned input_stride = input_verts->vertex_size;
563   unsigned num_outputs = draw_total_gs_outputs(shader->draw);
564   unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
565   unsigned num_input_verts = input_prim->linear ?
566      input_verts->count :
567      input_prim->count;
568   unsigned num_in_primitives =
569      align(
570         MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
571                                              num_input_verts),
572              u_decomposed_prims_for_vertices(shader->input_primitive,
573                                              num_input_verts)),
574         shader->vector_length);
575   unsigned max_out_prims =
576      u_decomposed_prims_for_vertices(shader->output_primitive,
577                                      shader->max_output_vertices)
578      * num_in_primitives;
579   /* we allocate exactly one extra vertex per primitive to allow the GS to emit
580    * overflown vertices into some area where they won't harm anyone */
581   unsigned total_verts_per_buffer = shader->primitive_boundary *
582      num_in_primitives;
583   int i;
584   //Assume at least one primitive
585   max_out_prims = MAX2(max_out_prims, 1);
586
587   for (i = 0; i < shader->num_vertex_streams; i++) {
588      /* write all the vertex data into all the streams */
589      output_verts[i].vertex_size = vertex_size;
590      output_verts[i].stride = output_verts[i].vertex_size;
591      output_verts[i].verts =
592         (struct vertex_header *)MALLOC(output_verts[i].vertex_size *
593                                        total_verts_per_buffer * shader->num_invocations +
594                                        DRAW_EXTRA_VERTICES_PADDING);
595      assert(output_verts[i].verts);
596   }
597
598#if 0
599   debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
600                __FUNCTION__, num_input_verts, num_in_primitives,
601                shader->num_invocations, shader->num_vertex_streams);
602   debug_printf("\tlinear = %d, prim_info->count = %d\n",
603                input_prim->linear, input_prim->count);
604   debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
605                u_prim_name(input_prim->prim),
606                u_prim_name(shader->input_primitive),
607                u_prim_name(shader->output_primitive));
608   debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
609                "vertex_size = %d, tverts = %d\n",
610                shader->max_output_vertices, max_out_prims,
611                shader->primitive_boundary, output_verts->vertex_size,
612                total_verts_per_buffer);
613#endif
614
615   for (i = 0; i < shader->num_vertex_streams; i++) {
616      shader->stream[i].emitted_vertices = 0;
617      shader->stream[i].emitted_primitives = 0;
618      FREE(shader->stream[i].primitive_lengths);
619      shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
620      shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
621   }
622   shader->vertex_size = vertex_size;
623   shader->fetched_prim_count = 0;
624   shader->input_vertex_stride = input_stride;
625   shader->input = input;
626   shader->input_info = input_info;
627
628#ifdef DRAW_LLVM_AVAILABLE
629   if (shader->draw->llvm) {
630      for (i = 0; i < shader->num_vertex_streams; i++) {
631         shader->gs_output[i] = output_verts[i].verts;
632      }
633      if (max_out_prims > shader->max_out_prims) {
634         unsigned i;
635         if (shader->llvm_prim_lengths) {
636            for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
637               align_free(shader->llvm_prim_lengths[i]);
638            }
639            FREE(shader->llvm_prim_lengths);
640         }
641
642         shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
643         for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
644            int vector_size = shader->vector_length * sizeof(unsigned);
645            shader->llvm_prim_lengths[i] =
646               align_malloc(vector_size, vector_size);
647         }
648
649         shader->max_out_prims = max_out_prims;
650      }
651      shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
652      shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
653      shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
654   }
655#endif
656
657   shader->prepare(shader, constants, constants_size);
658
659   if (input_prim->linear)
660      gs_run(shader, input_prim, input_verts,
661             output_prims, output_verts);
662   else
663      gs_run_elts(shader, input_prim, input_verts,
664                  output_prims, output_verts);
665
666   /* Flush the remaining primitives. Will happen if
667    * num_input_primitives % 4 != 0
668    */
669   if (shader->fetched_prim_count > 0) {
670      gs_flush(shader);
671   }
672   assert(shader->fetched_prim_count == 0);
673
674   /* Update prim_info:
675    */
676   for (i = 0; i < shader->num_vertex_streams; i++) {
677      output_prims[i].linear = TRUE;
678      output_prims[i].elts = NULL;
679      output_prims[i].start = 0;
680      output_prims[i].count = shader->stream[i].emitted_vertices;
681      output_prims[i].prim = shader->output_primitive;
682      output_prims[i].flags = 0x0;
683      output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
684      output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
685      output_verts[i].count = shader->stream[i].emitted_vertices;
686
687      if (shader->draw->collect_statistics) {
688         unsigned j;
689         for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
690            shader->draw->statistics.gs_primitives +=
691               u_decomposed_prims_for_vertices(shader->output_primitive,
692                                               shader->stream[i].primitive_lengths[j]);
693         }
694      }
695   }
696
697#if 0
698   debug_printf("GS finished\n");
699   for (i = 0; i < 4; i++)
700      debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
701#endif
702
703   return 0;
704}
705
706void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
707                                  struct draw_context *draw)
708{
709   boolean use_llvm = draw->llvm != NULL;
710   if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
711      tgsi_exec_machine_bind_shader(shader->machine,
712                                    shader->state.tokens,
713                                    draw->gs.tgsi.sampler,
714                                    draw->gs.tgsi.image,
715                                    draw->gs.tgsi.buffer);
716   }
717}
718
719
720boolean
721draw_gs_init( struct draw_context *draw )
722{
723   if (!draw->llvm) {
724      draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
725
726      for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
727         draw->gs.tgsi.machine->Primitives[i] = align_malloc(
728            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
729         draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
730            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
731         if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
732            return FALSE;
733         memset(draw->gs.tgsi.machine->Primitives[i], 0,
734                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
735         memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
736                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
737      }
738   }
739
740   return TRUE;
741}
742
743void draw_gs_destroy( struct draw_context *draw )
744{
745   int i;
746   if (draw->gs.tgsi.machine) {
747      for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
748         align_free(draw->gs.tgsi.machine->Primitives[i]);
749         align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
750      }
751      tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
752   }
753}
754
755struct draw_geometry_shader *
756draw_create_geometry_shader(struct draw_context *draw,
757                            const struct pipe_shader_state *state)
758{
759#ifdef DRAW_LLVM_AVAILABLE
760   boolean use_llvm = draw->llvm != NULL;
761   struct llvm_geometry_shader *llvm_gs = NULL;
762#endif
763   struct draw_geometry_shader *gs;
764   unsigned i;
765
766#ifdef DRAW_LLVM_AVAILABLE
767   if (use_llvm) {
768      llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
769
770      if (!llvm_gs)
771         return NULL;
772
773      gs = &llvm_gs->base;
774
775      list_inithead(&llvm_gs->variants.list);
776   } else
777#endif
778   {
779      gs = CALLOC_STRUCT(draw_geometry_shader);
780   }
781
782   if (!gs)
783      return NULL;
784
785   gs->draw = draw;
786   gs->state = *state;
787
788   if (state->type == PIPE_SHADER_IR_TGSI) {
789      gs->state.tokens = tgsi_dup_tokens(state->tokens);
790      if (!gs->state.tokens) {
791         FREE(gs);
792         return NULL;
793      }
794
795      tgsi_scan_shader(state->tokens, &gs->info);
796      gs->num_vertex_streams = 1;
797      for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
798         if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
799            gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
800      }
801   } else {
802      nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
803      nir_shader *nir = state->ir.nir;
804      gs->num_vertex_streams = util_last_bit(nir->info.gs.active_stream_mask);
805   }
806
807   /* setup the defaults */
808   gs->max_out_prims = 0;
809
810#ifdef DRAW_LLVM_AVAILABLE
811   if (use_llvm) {
812      /* TODO: change the input array to handle the following
813         vector length, instead of the currently hardcoded
814         TGSI_NUM_CHANNELS
815      gs->vector_length = lp_native_vector_width / 32;*/
816      gs->vector_length = TGSI_NUM_CHANNELS;
817   } else
818#endif
819   {
820      gs->vector_length = 1;
821   }
822
823   gs->input_primitive =
824         gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
825   gs->output_primitive =
826         gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
827   gs->max_output_vertices =
828         gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
829   gs->num_invocations =
830      gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
831   if (!gs->max_output_vertices)
832      gs->max_output_vertices = 32;
833
834   /* Primitive boundary is bigger than max_output_vertices by one, because
835    * the specification says that the geometry shader should exit if the
836    * number of emitted vertices is bigger or equal to max_output_vertices and
837    * we can't do that because we're running in the SoA mode, which means that
838    * our storing routines will keep getting called on channels that have
839    * overflown.
840    * So we need some scratch area where we can keep writing the overflown
841    * vertices without overwriting anything important or crashing.
842    */
843   gs->primitive_boundary = gs->max_output_vertices + 1;
844
845   gs->position_output = -1;
846   bool found_clipvertex = false;
847   for (i = 0; i < gs->info.num_outputs; i++) {
848      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
849          gs->info.output_semantic_index[i] == 0)
850         gs->position_output = i;
851      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
852         gs->viewport_index_output = i;
853      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
854          gs->info.output_semantic_index[i] == 0) {
855         found_clipvertex = true;
856         gs->clipvertex_output = i;
857      }
858      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
859         assert(gs->info.output_semantic_index[i] <
860                      PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
861         gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
862      }
863   }
864
865   if (!found_clipvertex)
866      gs->clipvertex_output = gs->position_output;
867
868   gs->machine = draw->gs.tgsi.machine;
869
870#ifdef DRAW_LLVM_AVAILABLE
871   if (use_llvm) {
872      int vector_size = gs->vector_length * sizeof(float);
873      gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
874      memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
875      gs->llvm_prim_lengths = 0;
876
877      gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
878      gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
879      gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
880
881      gs->fetch_outputs = llvm_fetch_gs_outputs;
882      gs->fetch_inputs = llvm_fetch_gs_input;
883      gs->prepare = llvm_gs_prepare;
884      gs->run = llvm_gs_run;
885
886      gs->jit_context = &draw->llvm->gs_jit_context;
887
888
889      llvm_gs->variant_key_size =
890         draw_gs_llvm_variant_key_size(
891            gs->info.file_max[TGSI_FILE_SAMPLER]+1,
892            gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1,
893            gs->info.file_max[TGSI_FILE_IMAGE]+1);
894   } else
895#endif
896   {
897      gs->fetch_outputs = tgsi_fetch_gs_outputs;
898      gs->fetch_inputs = tgsi_fetch_gs_input;
899      gs->prepare = tgsi_gs_prepare;
900      gs->run = tgsi_gs_run;
901   }
902
903   return gs;
904}
905
906void draw_bind_geometry_shader(struct draw_context *draw,
907                               struct draw_geometry_shader *dgs)
908{
909   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
910
911   if (dgs) {
912      draw->gs.geometry_shader = dgs;
913      draw->gs.num_gs_outputs = dgs->info.num_outputs;
914      draw->gs.position_output = dgs->position_output;
915      draw->gs.clipvertex_output = dgs->clipvertex_output;
916      draw_geometry_shader_prepare(dgs, draw);
917   }
918   else {
919      draw->gs.geometry_shader = NULL;
920      draw->gs.num_gs_outputs = 0;
921   }
922}
923
924void draw_delete_geometry_shader(struct draw_context *draw,
925                                 struct draw_geometry_shader *dgs)
926{
927   int i;
928   if (!dgs) {
929      return;
930   }
931#ifdef DRAW_LLVM_AVAILABLE
932   if (draw->llvm) {
933      struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
934      struct draw_gs_llvm_variant_list_item *li, *next;
935
936      LIST_FOR_EACH_ENTRY_SAFE(li, next, &shader->variants.list, list) {
937         draw_gs_llvm_destroy_variant(li->base);
938      }
939
940      assert(shader->variants_cached == 0);
941
942      if (dgs->llvm_prim_lengths) {
943         unsigned i;
944         for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
945            align_free(dgs->llvm_prim_lengths[i]);
946         }
947         FREE(dgs->llvm_prim_lengths);
948      }
949      align_free(dgs->llvm_emitted_primitives);
950      align_free(dgs->llvm_emitted_vertices);
951      align_free(dgs->llvm_prim_ids);
952
953      align_free(dgs->gs_input);
954   }
955#endif
956
957   if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
958      draw->gs.tgsi.machine->Tokens = NULL;
959
960   for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
961      FREE(dgs->stream[i].primitive_lengths);
962
963   if (dgs->state.type == PIPE_SHADER_IR_NIR && dgs->state.ir.nir)
964      ralloc_free(dgs->state.ir.nir);
965   FREE((void*) dgs->state.tokens);
966   FREE(dgs);
967}
968
969
970#ifdef DRAW_LLVM_AVAILABLE
971void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
972                                 struct draw_gs_llvm_variant *variant)
973{
974   shader->current_variant = variant;
975}
976#endif
977
978/*
979 * Called at the very begin of the draw call with a new instance
980 * Used to reset state that should persist between primitive restart.
981 */
982void
983draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
984{
985   if (!gs)
986      return;
987
988   gs->in_prim_idx = 0;
989}
990