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