#include "compiler/nir/nir_builder.h"
struct state {
+ uint32_t topology;
+
struct primitive_map {
unsigned loc[32];
unsigned size[32];
nir_variable *vertex_count_var;
nir_variable *emitted_vertex_var;
- nir_variable *vertex_flags_var;
nir_variable *vertex_flags_out;
- nir_variable *output_vars[32];
+ struct exec_list old_outputs;
+ struct exec_list emit_outputs;
+
+ nir_ssa_def *outer_levels[4];
+ nir_ssa_def *inner_levels[2];
};
static nir_ssa_def *
static nir_variable *
get_var(struct exec_list *list, int driver_location)
{
- nir_foreach_variable(v, list) {
+ nir_foreach_variable (v, list) {
if (v->data.driver_location == driver_location) {
return v;
}
{
nir_ssa_def *primitive_stride = nir_load_vs_primitive_stride_ir3(b);
nir_ssa_def *primitive_offset =
- nir_imul(b, build_local_primitive_id(b, state), primitive_stride);
+ nir_imul24(b, build_local_primitive_id(b, state), primitive_stride);
nir_ssa_def *attr_offset;
nir_ssa_def *vertex_stride;
- if (b->shader->info.stage == MESA_SHADER_VERTEX) {
+ switch (b->shader->info.stage) {
+ case MESA_SHADER_VERTEX:
+ case MESA_SHADER_TESS_EVAL:
vertex_stride = nir_imm_int(b, state->map.stride * 4);
attr_offset = nir_imm_int(b, state->map.loc[base] * 4);
- } else if (b->shader->info.stage == MESA_SHADER_GEOMETRY) {
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_GEOMETRY:
vertex_stride = nir_load_vs_vertex_stride_ir3(b);
attr_offset = nir_load_primitive_location_ir3(b, base);
- } else {
+ break;
+ default:
unreachable("bad shader stage");
}
- nir_ssa_def *vertex_offset = nir_imul(b, vertex, vertex_stride);
+ nir_ssa_def *vertex_offset = nir_imul24(b, vertex, vertex_stride);
return nir_iadd(b, nir_iadd(b, primitive_offset, vertex_offset),
nir_iadd(b, attr_offset, offset));
static void
build_primitive_map(nir_shader *shader, struct primitive_map *map, struct exec_list *list)
{
- nir_foreach_variable(var, list) {
+ nir_foreach_variable (var, list) {
switch (var->data.location) {
case VARYING_SLOT_TESS_LEVEL_OUTER:
case VARYING_SLOT_TESS_LEVEL_INNER:
}
static void
-lower_vs_block(nir_block *block, nir_builder *b, struct state *state)
+lower_block_to_explicit_output(nir_block *block, nir_builder *b, struct state *state)
{
- nir_foreach_instr_safe(instr, block) {
+ nir_foreach_instr_safe (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
case nir_intrinsic_store_output: {
// src[] = { value, offset }.
- b->cursor = nir_before_instr(&intr->instr);
+ /* nir_lower_io_to_temporaries replaces all access to output
+ * variables with temp variables and then emits a nir_copy_var at
+ * the end of the shader. Thus, we should always get a full wrmask
+ * here.
+ */
+ assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
+ b->cursor = nir_instr_remove(&intr->instr);
nir_ssa_def *vertex_id = build_vertex_id(b, state);
nir_ssa_def *offset = build_local_offset(b, state, vertex_id, nir_intrinsic_base(intr),
nir_intrinsic_instr *store =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_shared_ir3);
- nir_intrinsic_set_write_mask(store, MASK(intr->num_components));
store->src[0] = nir_src_for_ssa(intr->src[0].ssa);
store->src[1] = nir_src_for_ssa(offset);
-
store->num_components = intr->num_components;
nir_builder_instr_insert(b, &store->instr);
}
void
-ir3_nir_lower_vs_to_explicit_io(nir_shader *shader, struct ir3_shader *s)
+ir3_nir_lower_to_explicit_output(nir_shader *shader, struct ir3_shader *s, unsigned topology)
{
struct state state = { };
nir_builder_init(&b, impl);
b.cursor = nir_before_cf_list(&impl->body);
- state.header = nir_load_gs_header_ir3(&b);
+ if (s->type == MESA_SHADER_VERTEX && topology != IR3_TESS_NONE)
+ state.header = nir_load_tcs_header_ir3(&b);
+ else
+ state.header = nir_load_gs_header_ir3(&b);
- nir_foreach_block_safe(block, impl)
- lower_vs_block(block, &b, &state);
+ nir_foreach_block_safe (block, impl)
+ lower_block_to_explicit_output(block, &b, &state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
s->output_size = state.map.stride;
}
+
static void
-lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
+lower_block_to_explicit_input(nir_block *block, nir_builder *b, struct state *state)
{
- nir_intrinsic_instr *outputs[32] = {};
-
- nir_foreach_instr_safe(instr, block) {
+ nir_foreach_instr_safe (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
- case nir_intrinsic_store_output: {
- // src[] = { value, offset }.
+ case nir_intrinsic_load_per_vertex_input: {
+ // src[] = { vertex, offset }.
- uint32_t loc = nir_intrinsic_base(intr);
- outputs[loc] = intr;
+ b->cursor = nir_before_instr(&intr->instr);
+
+ nir_ssa_def *offset = build_local_offset(b, state,
+ intr->src[0].ssa, // this is typically gl_InvocationID
+ nir_intrinsic_base(intr),
+ intr->src[1].ssa);
+
+ replace_intrinsic(b, intr, nir_intrinsic_load_shared_ir3, offset, NULL, NULL);
break;
}
- case nir_intrinsic_end_primitive: {
+ case nir_intrinsic_load_invocation_id: {
b->cursor = nir_before_instr(&intr->instr);
- nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 4), 0x1);
+
+ nir_ssa_def *iid = build_invocation_id(b, state);
+ nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(iid));
nir_instr_remove(&intr->instr);
break;
}
- case nir_intrinsic_emit_vertex: {
+ default:
+ break;
+ }
+ }
+}
- /* Load the vertex count */
- b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
+void
+ir3_nir_lower_to_explicit_input(nir_shader *shader)
+{
+ struct state state = { };
- nir_push_if(b, nir_ieq(b, count, local_thread_id(b)));
+ nir_function_impl *impl = nir_shader_get_entrypoint(shader);
+ assert(impl);
- for (uint32_t i = 0; i < ARRAY_SIZE(outputs); i++) {
- if (outputs[i]) {
- nir_store_var(b, state->output_vars[i],
- outputs[i]->src[0].ssa,
- (1 << outputs[i]->num_components) - 1);
+ nir_builder b;
+ nir_builder_init(&b, impl);
+ b.cursor = nir_before_cf_list(&impl->body);
- nir_instr_remove(&outputs[i]->instr);
- }
- outputs[i] = NULL;
- }
+ if (shader->info.stage == MESA_SHADER_GEOMETRY)
+ state.header = nir_load_gs_header_ir3(&b);
+ else
+ state.header = nir_load_tcs_header_ir3(&b);
+
+ nir_foreach_block_safe (block, impl)
+ lower_block_to_explicit_input(block, &b, &state);
+}
+
+
+static nir_ssa_def *
+build_per_vertex_offset(nir_builder *b, struct state *state,
+ nir_ssa_def *vertex, nir_ssa_def *offset, nir_variable *var)
+{
+ nir_ssa_def *primitive_id = nir_load_primitive_id(b);
+ nir_ssa_def *patch_stride = nir_load_hs_patch_stride_ir3(b);
+ nir_ssa_def *patch_offset = nir_imul24(b, primitive_id, patch_stride);
+ nir_ssa_def *attr_offset;
+ int loc = var->data.driver_location;
+
+ switch (b->shader->info.stage) {
+ case MESA_SHADER_TESS_CTRL:
+ attr_offset = nir_imm_int(b, state->map.loc[loc]);
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ attr_offset = nir_load_primitive_location_ir3(b, loc);
+ break;
+ default:
+ unreachable("bad shader state");
+ }
+
+ nir_ssa_def *attr_stride = nir_imm_int(b, state->map.size[loc]);
+ nir_ssa_def *vertex_offset = nir_imul24(b, vertex, attr_stride);
+
+ return nir_iadd(b, nir_iadd(b, patch_offset, attr_offset),
+ nir_iadd(b, vertex_offset, nir_ishl(b, offset, nir_imm_int(b, 2))));
+}
+
+static nir_ssa_def *
+build_patch_offset(nir_builder *b, struct state *state, nir_ssa_def *offset, nir_variable *var)
+{
+ debug_assert(var && var->data.patch);
+
+ return build_per_vertex_offset(b, state, nir_imm_int(b, 0), offset, var);
+}
+
+static nir_ssa_def *
+build_tessfactor_base(nir_builder *b, gl_varying_slot slot, struct state *state)
+{
+ uint32_t inner_levels, outer_levels;
+ switch (state->topology) {
+ case IR3_TESS_TRIANGLES:
+ inner_levels = 1;
+ outer_levels = 3;
+ break;
+ case IR3_TESS_QUADS:
+ inner_levels = 2;
+ outer_levels = 4;
+ break;
+ case IR3_TESS_ISOLINES:
+ inner_levels = 0;
+ outer_levels = 2;
+ break;
+ default:
+ unreachable("bad");
+ }
+
+ const uint32_t patch_stride = 1 + inner_levels + outer_levels;
+
+ nir_ssa_def *primitive_id = nir_load_primitive_id(b);
+
+ nir_ssa_def *patch_offset = nir_imul24(b, primitive_id, nir_imm_int(b, patch_stride));
+
+ uint32_t offset;
+ switch (slot) {
+ case VARYING_SLOT_TESS_LEVEL_OUTER:
+ /* There's some kind of header dword, tess levels start at index 1. */
+ offset = 1;
+ break;
+ case VARYING_SLOT_TESS_LEVEL_INNER:
+ offset = 1 + outer_levels;
+ break;
+ default:
+ unreachable("bad");
+ }
+ return nir_iadd(b, patch_offset, nir_imm_int(b, offset));
+}
+
+static void
+lower_tess_ctrl_block(nir_block *block, nir_builder *b, struct state *state)
+{
+ nir_foreach_instr_safe (instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_control_barrier:
+ case nir_intrinsic_memory_barrier_tcs_patch:
+ /* Hull shaders dispatch 32 wide so an entire patch will always
+ * fit in a single warp and execute in lock-step. Consequently,
+ * we don't need to do anything for TCS barriers so just remove
+ * the intrinsic. Otherwise we'll emit an actual barrier
+ * instructions, which will deadlock.
+ */
nir_instr_remove(&intr->instr);
+ break;
- nir_store_var(b, state->emitted_vertex_var,
- nir_iadd(b, nir_load_var(b, state->emitted_vertex_var), nir_imm_int(b, 1)), 0x1);
+ case nir_intrinsic_load_per_vertex_output: {
+ // src[] = { vertex, offset }.
- nir_store_var(b, state->vertex_flags_out,
- nir_load_var(b, state->vertex_flags_var), 0x1);
+ b->cursor = nir_before_instr(&intr->instr);
- nir_pop_if(b, NULL);
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+ nir_ssa_def *offset = build_per_vertex_offset(b, state,
+ intr->src[0].ssa, intr->src[1].ssa, var);
- /* Increment the vertex count by 1 */
- nir_store_var(b, state->vertex_count_var,
- nir_iadd(b, count, nir_imm_int(b, 1)), 0x1); /* .x */
- nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 0), 0x1);
+ replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
+ break;
+ }
+
+ case nir_intrinsic_store_per_vertex_output: {
+ // src[] = { value, vertex, offset }.
+
+ b->cursor = nir_before_instr(&intr->instr);
+
+ /* nir_lower_io_to_temporaries replaces all access to output
+ * variables with temp variables and then emits a nir_copy_var at
+ * the end of the shader. Thus, we should always get a full wrmask
+ * here.
+ */
+ assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
+ nir_ssa_def *value = intr->src[0].ssa;
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+ nir_ssa_def *offset = build_per_vertex_offset(b, state,
+ intr->src[1].ssa, intr->src[2].ssa, var);
+
+ replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3, value, address,
+ nir_iadd(b, offset, nir_imm_int(b, nir_intrinsic_component(intr))));
break;
}
- case nir_intrinsic_load_per_vertex_input: {
- // src[] = { vertex, offset }.
+ case nir_intrinsic_load_tess_level_inner:
+ case nir_intrinsic_load_tess_level_outer: {
+ b->cursor = nir_before_instr(&intr->instr);
+
+ gl_varying_slot slot;
+ if (intr->intrinsic == nir_intrinsic_load_tess_level_inner)
+ slot = VARYING_SLOT_TESS_LEVEL_INNER;
+ else
+ slot = VARYING_SLOT_TESS_LEVEL_OUTER;
+
+ nir_ssa_def *address = nir_load_tess_factor_base_ir3(b);
+ nir_ssa_def *offset = build_tessfactor_base(b, slot, state);
+
+ replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
+ break;
+ }
+
+ case nir_intrinsic_load_output: {
+ // src[] = { offset }.
+
+ nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *offset = build_local_offset(b, state,
- intr->src[0].ssa, // this is typically gl_InvocationID
- nir_intrinsic_base(intr),
- intr->src[1].ssa);
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_ssa_def *offset = build_patch_offset(b, state, intr->src[0].ssa, var);
- replace_intrinsic(b, intr, nir_intrinsic_load_shared_ir3, offset, NULL, NULL);
+ replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
break;
}
- case nir_intrinsic_load_invocation_id: {
+ case nir_intrinsic_store_output: {
+ // src[] = { value, offset }.
+
+ /* write patch output to bo */
+
+ nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+
+ nir_ssa_def **levels = NULL;
+ if (var->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)
+ levels = state->outer_levels;
+ else if (var->data.location == VARYING_SLOT_TESS_LEVEL_INNER)
+ levels = state->inner_levels;
+
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *iid = build_invocation_id(b, state);
- nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(iid));
- nir_instr_remove(&intr->instr);
+ if (levels) {
+ for (int i = 0; i < 4; i++)
+ if (nir_intrinsic_write_mask(intr) & (1 << i))
+ levels[i] = nir_channel(b, intr->src[0].ssa, i);
+ nir_instr_remove(&intr->instr);
+ } else {
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_ssa_def *offset = build_patch_offset(b, state, intr->src[1].ssa, var);
+
+ debug_assert(nir_intrinsic_component(intr) == 0);
+
+ /* nir_lower_io_to_temporaries replaces all access to output
+ * variables with temp variables and then emits a nir_copy_var at
+ * the end of the shader. Thus, we should always get a full wrmask
+ * here.
+ */
+ assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
+ replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3,
+ intr->src[0].ssa, address, offset);
+ }
break;
}
}
static void
-emit_store_outputs(nir_builder *b, struct state *state)
+emit_tess_epilouge(nir_builder *b, struct state *state)
{
- /* This also stores the internally added vertex_flags output. */
+ nir_ssa_def *tessfactor_address = nir_load_tess_factor_base_ir3(b);
+ nir_ssa_def *levels[2];
+
+ if (!state->outer_levels[0])
+ return;
+
+ /* Then emit the epilogue that actually writes out the tessellation levels
+ * to the BOs.
+ */
+ switch (state->topology) {
+ case IR3_TESS_TRIANGLES:
+ levels[0] = nir_vec4(b, state->outer_levels[0], state->outer_levels[1],
+ state->outer_levels[2], state->inner_levels[0]);
+ levels[1] = NULL;
+ break;
+ case IR3_TESS_QUADS:
+ levels[0] = nir_vec4(b, state->outer_levels[0], state->outer_levels[1],
+ state->outer_levels[2], state->outer_levels[3]);
+ levels[1] = nir_vec2(b, state->inner_levels[0], state->inner_levels[1]);
+ break;
+ case IR3_TESS_ISOLINES:
+ levels[0] = nir_vec2(b, state->outer_levels[0], state->outer_levels[1]);
+ levels[1] = NULL;
+ break;
+ default:
+ unreachable("nope");
+ }
- for (uint32_t i = 0; i < ARRAY_SIZE(state->output_vars); i++) {
- if (!state->output_vars[i])
- continue;
+ nir_ssa_def *offset = build_tessfactor_base(b, VARYING_SLOT_TESS_LEVEL_OUTER, state);
- nir_intrinsic_instr *store =
- nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
+ nir_intrinsic_instr *store =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_global_ir3);
- nir_intrinsic_set_base(store, i);
- store->src[0] = nir_src_for_ssa(nir_load_var(b, state->output_vars[i]));
- store->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
- store->num_components = store->src[0].ssa->num_components;
+ store->src[0] = nir_src_for_ssa(levels[0]);
+ store->src[1] = nir_src_for_ssa(tessfactor_address);
+ store->src[2] = nir_src_for_ssa(offset);
+ nir_builder_instr_insert(b, &store->instr);
+ store->num_components = levels[0]->num_components;
+ if (levels[1]) {
+ store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_global_ir3);
+ offset = nir_iadd(b, offset, nir_imm_int(b, levels[0]->num_components));
+
+ store->src[0] = nir_src_for_ssa(levels[1]);
+ store->src[1] = nir_src_for_ssa(tessfactor_address);
+ store->src[2] = nir_src_for_ssa(offset);
nir_builder_instr_insert(b, &store->instr);
+ store->num_components = levels[1]->num_components;
}
+
+ /* Finally, Insert endpatch instruction:
+ *
+ * TODO we should re-work this to use normal flow control.
+ */
+
+ nir_intrinsic_instr *end_patch =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_end_patch_ir3);
+ nir_builder_instr_insert(b, &end_patch->instr);
}
+void
+ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader *s, unsigned topology)
+{
+ struct state state = { .topology = topology };
+
+ if (shader_debug_enabled(shader->info.stage)) {
+ fprintf(stderr, "NIR (before tess lowering) for %s shader:\n",
+ _mesa_shader_stage_to_string(shader->info.stage));
+ nir_print_shader(shader, stderr);
+ }
+
+ build_primitive_map(shader, &state.map, &shader->outputs);
+ memcpy(s->output_loc, state.map.loc, sizeof(s->output_loc));
+ s->output_size = state.map.stride;
+
+ nir_function_impl *impl = nir_shader_get_entrypoint(shader);
+ assert(impl);
+
+ nir_builder b;
+ nir_builder_init(&b, impl);
+ b.cursor = nir_before_cf_list(&impl->body);
+
+ state.header = nir_load_tcs_header_ir3(&b);
+
+ nir_foreach_block_safe (block, impl)
+ lower_tess_ctrl_block(block, &b, &state);
+
+ /* Now move the body of the TCS into a conditional:
+ *
+ * if (gl_InvocationID < num_vertices)
+ * // body
+ *
+ */
+
+ nir_cf_list body;
+ nir_cf_extract(&body, nir_before_cf_list(&impl->body),
+ nir_after_cf_list(&impl->body));
+
+ b.cursor = nir_after_cf_list(&impl->body);
+
+ /* Re-emit the header, since the old one got moved into the if branch */
+ state.header = nir_load_tcs_header_ir3(&b);
+ nir_ssa_def *iid = build_invocation_id(&b, &state);
+
+ const uint32_t nvertices = shader->info.tess.tcs_vertices_out;
+ nir_ssa_def *cond = nir_ult(&b, iid, nir_imm_int(&b, nvertices));
+
+ nir_if *nif = nir_push_if(&b, cond);
+
+ nir_cf_reinsert(&body, b.cursor);
+
+ b.cursor = nir_after_cf_list(&nif->then_list);
+
+ /* Insert conditional exit for threads invocation id != 0 */
+ nir_ssa_def *iid0_cond = nir_ieq(&b, iid, nir_imm_int(&b, 0));
+ nir_intrinsic_instr *cond_end =
+ nir_intrinsic_instr_create(shader, nir_intrinsic_cond_end_ir3);
+ cond_end->src[0] = nir_src_for_ssa(iid0_cond);
+ nir_builder_instr_insert(&b, &cond_end->instr);
+
+ emit_tess_epilouge(&b, &state);
+
+ nir_pop_if(&b, nif);
+
+ nir_metadata_preserve(impl, 0);
+}
+
+
static void
-clean_up_split_vars(nir_shader *shader, struct exec_list *list)
+lower_tess_eval_block(nir_block *block, nir_builder *b, struct state *state)
{
- uint32_t components[32] = {};
+ nir_foreach_instr_safe (instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_load_tess_coord: {
+ b->cursor = nir_after_instr(&intr->instr);
+ nir_ssa_def *x = nir_channel(b, &intr->dest.ssa, 0);
+ nir_ssa_def *y = nir_channel(b, &intr->dest.ssa, 1);
+ nir_ssa_def *z;
+
+ if (state->topology == IR3_TESS_TRIANGLES)
+ z = nir_fsub(b, nir_fsub(b, nir_imm_float(b, 1.0f), y), x);
+ else
+ z = nir_imm_float(b, 0.0f);
+
+ nir_ssa_def *coord = nir_vec3(b, x, y, z);
+
+ nir_ssa_def_rewrite_uses_after(&intr->dest.ssa,
+ nir_src_for_ssa(coord),
+ b->cursor.instr);
+ break;
+ }
+
+ case nir_intrinsic_load_per_vertex_input: {
+ // src[] = { vertex, offset }.
- nir_foreach_variable(var, list) {
- uint32_t mask =
- ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac;
- components[var->data.driver_location] |= mask;
+ b->cursor = nir_before_instr(&intr->instr);
+
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_variable *var = get_var(&b->shader->inputs, nir_intrinsic_base(intr));
+ nir_ssa_def *offset = build_per_vertex_offset(b, state,
+ intr->src[0].ssa, intr->src[1].ssa, var);
+
+ replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
+ break;
+ }
+
+ case nir_intrinsic_load_tess_level_inner:
+ case nir_intrinsic_load_tess_level_outer: {
+ b->cursor = nir_before_instr(&intr->instr);
+
+ gl_varying_slot slot;
+ if (intr->intrinsic == nir_intrinsic_load_tess_level_inner)
+ slot = VARYING_SLOT_TESS_LEVEL_INNER;
+ else
+ slot = VARYING_SLOT_TESS_LEVEL_OUTER;
+
+ nir_ssa_def *address = nir_load_tess_factor_base_ir3(b);
+ nir_ssa_def *offset = build_tessfactor_base(b, slot, state);
+
+ /* Loading across a vec4 (16b) memory boundary is problematic
+ * if we don't use components from the second vec4. The tess
+ * levels aren't guaranteed to be vec4 aligned and we don't
+ * know which levels are actually used, so we load each
+ * component individually.
+ */
+ nir_ssa_def *levels[4];
+ for (unsigned i = 0; i < intr->num_components; i++) {
+ nir_intrinsic_instr *new_intr =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_global_ir3);
+
+ new_intr->src[0] = nir_src_for_ssa(address);
+ new_intr->src[1] = nir_src_for_ssa(nir_iadd(b, offset, nir_imm_int(b, i)));
+ new_intr->num_components = 1;
+ nir_ssa_dest_init(&new_intr->instr, &new_intr->dest, 1, 32, NULL);
+ nir_builder_instr_insert(b, &new_intr->instr);
+ levels[i] = &new_intr->dest.ssa;
+ }
+
+ nir_ssa_def *v = nir_vec(b, levels, intr->num_components);
+
+ nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(v));
+
+ nir_instr_remove(&intr->instr);
+ break;
+ }
+
+ case nir_intrinsic_load_input: {
+ // src[] = { offset }.
+
+ nir_variable *var = get_var(&b->shader->inputs, nir_intrinsic_base(intr));
+
+ debug_assert(var->data.patch);
+
+ b->cursor = nir_before_instr(&intr->instr);
+
+ nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
+ nir_ssa_def *offset = build_patch_offset(b, state, intr->src[0].ssa, var);
+
+ replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
+ break;
+ }
+
+ default:
+ break;
+ }
}
+}
+
+void
+ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology)
+{
+ struct state state = { .topology = topology };
+
+ if (shader_debug_enabled(shader->info.stage)) {
+ fprintf(stderr, "NIR (before tess lowering) for %s shader:\n",
+ _mesa_shader_stage_to_string(shader->info.stage));
+ nir_print_shader(shader, stderr);
+ }
+
+ /* Build map of inputs so we have the sizes. */
+ build_primitive_map(shader, &state.map, &shader->inputs);
- nir_foreach_variable_safe(var, list) {
- uint32_t mask =
- ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac;
- bool subset =
- (components[var->data.driver_location] | mask) != mask;
- if (subset)
- exec_node_remove(&var->node);
+ nir_function_impl *impl = nir_shader_get_entrypoint(shader);
+ assert(impl);
+
+ nir_builder b;
+ nir_builder_init(&b, impl);
+
+ nir_foreach_block_safe (block, impl)
+ lower_tess_eval_block(block, &b, &state);
+
+ nir_metadata_preserve(impl, 0);
+}
+
+static void
+lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
+{
+ nir_foreach_instr_safe (instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_end_primitive: {
+ b->cursor = nir_before_instr(&intr->instr);
+ nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 4), 0x1);
+ nir_instr_remove(&intr->instr);
+ break;
+ }
+
+ case nir_intrinsic_emit_vertex: {
+ /* Load the vertex count */
+ b->cursor = nir_before_instr(&intr->instr);
+ nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
+
+ nir_push_if(b, nir_ieq(b, count, local_thread_id(b)));
+
+ foreach_two_lists(dest_node, &state->emit_outputs, src_node, &state->old_outputs) {
+ nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+ nir_variable *src = exec_node_data(nir_variable, src_node, node);
+ nir_copy_var(b, dest, src);
+ }
+
+ nir_instr_remove(&intr->instr);
+
+ nir_store_var(b, state->emitted_vertex_var,
+ nir_iadd(b, nir_load_var(b, state->emitted_vertex_var), nir_imm_int(b, 1)), 0x1);
+
+ nir_pop_if(b, NULL);
+
+ /* Increment the vertex count by 1 */
+ nir_store_var(b, state->vertex_count_var,
+ nir_iadd(b, count, nir_imm_int(b, 1)), 0x1); /* .x */
+ nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 0), 0x1);
+
+ break;
+ }
+
+ default:
+ break;
+ }
}
}
void
-ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
+ir3_nir_lower_gs(nir_shader *shader)
{
struct state state = { };
nir_print_shader(shader, stderr);
}
- clean_up_split_vars(shader, &shader->inputs);
- clean_up_split_vars(shader, &shader->outputs);
-
build_primitive_map(shader, &state.map, &shader->inputs);
- uint32_t loc = 0;
- nir_foreach_variable(var, &shader->outputs) {
- uint32_t end = var->data.driver_location + glsl_count_attribute_slots(var->type, false);
- loc = MAX2(loc, end);
- }
-
+ /* Create an output var for vertex_flags. This will be shadowed below,
+ * same way regular outputs get shadowed, and this variable will become a
+ * temporary.
+ */
state.vertex_flags_out = nir_variable_create(shader, nir_var_shader_out,
glsl_uint_type(), "vertex_flags");
- state.vertex_flags_out->data.driver_location = loc;
+ state.vertex_flags_out->data.driver_location = shader->num_outputs++;
state.vertex_flags_out->data.location = VARYING_SLOT_GS_VERTEX_FLAGS_IR3;
+ state.vertex_flags_out->data.interpolation = INTERP_MODE_NONE;
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
assert(impl);
state.header = nir_load_gs_header_ir3(&b);
- nir_foreach_variable(var, &shader->outputs) {
- state.output_vars[var->data.driver_location] =
- nir_local_variable_create(impl, var->type,
- ralloc_asprintf(var, "%s:gs-temp", var->name));
+ /* Generate two set of shadow vars for the output variables. The first
+ * set replaces the real outputs and the second set (emit_outputs) we'll
+ * assign in the emit_vertex conditionals. Then at the end of the shader
+ * we copy the emit_outputs to the real outputs, so that we get
+ * store_output in uniform control flow.
+ */
+ exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
+ exec_list_make_empty(&state.emit_outputs);
+ nir_foreach_variable(var, &state.old_outputs) {
+ /* Create a new output var by cloning the original output var and
+ * stealing the name.
+ */
+ nir_variable *output = nir_variable_clone(var, shader);
+ exec_list_push_tail(&shader->outputs, &output->node);
+
+ /* Rewrite the original output to be a shadow variable. */
+ var->name = ralloc_asprintf(var, "%s@gs-temp", output->name);
+ var->data.mode = nir_var_shader_temp;
+
+ /* Clone the shadow variable to create the emit shadow variable that
+ * we'll assign in the emit conditionals.
+ */
+ nir_variable *emit_output = nir_variable_clone(var, shader);
+ emit_output->name = ralloc_asprintf(var, "%s@emit-temp", output->name);
+ exec_list_push_tail(&state.emit_outputs, &emit_output->node);
}
+ /* During the shader we'll keep track of which vertex we're currently
+ * emitting for the EmitVertex test and how many vertices we emitted so we
+ * know to discard if didn't emit any. In most simple shaders, this can
+ * all be statically determined and gets optimized away.
+ */
state.vertex_count_var =
nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
state.emitted_vertex_var =
nir_local_variable_create(impl, glsl_uint_type(), "emitted_vertex");
- state.vertex_flags_var =
- nir_local_variable_create(impl, glsl_uint_type(), "vertex_flags");
- state.vertex_flags_out = state.output_vars[state.vertex_flags_out->data.driver_location];
- /* initialize to 0 */
+ /* Initialize to 0. */
b.cursor = nir_before_cf_list(&impl->body);
nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
nir_store_var(&b, state.emitted_vertex_var, nir_imm_int(&b, 0), 0x1);
- nir_store_var(&b, state.vertex_flags_var, nir_imm_int(&b, 4), 0x1);
+ nir_store_var(&b, state.vertex_flags_out, nir_imm_int(&b, 4), 0x1);
- nir_foreach_block_safe(block, impl)
+ nir_foreach_block_safe (block, impl)
lower_gs_block(block, &b, &state);
set_foreach(impl->end_block->predecessors, block_entry) {
nir_builder_instr_insert(&b, &discard_if->instr);
- emit_store_outputs(&b, &state);
+ foreach_two_lists(dest_node, &shader->outputs, src_node, &state.emit_outputs) {
+ nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+ nir_variable *src = exec_node_data(nir_variable, src_node, node);
+ nir_copy_var(&b, dest, src);
+ }
}
+ exec_list_append(&shader->globals, &state.old_outputs);
+ exec_list_append(&shader->globals, &state.emit_outputs);
+
nir_metadata_preserve(impl, 0);
+ nir_lower_global_vars_to_local(shader);
+ nir_split_var_copies(shader);
+ nir_lower_var_copies(shader);
+
+ nir_fixup_deref_modes(shader);
+
if (shader_debug_enabled(shader->info.stage)) {
fprintf(stderr, "NIR (after gs lowering):\n");
nir_print_shader(shader, stderr);
}
}
+
+uint32_t
+ir3_link_geometry_stages(const struct ir3_shader_variant *producer,
+ const struct ir3_shader_variant *consumer,
+ uint32_t *locs)
+{
+ uint32_t num_loc = 0, factor;
+
+ switch (consumer->type) {
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_GEOMETRY:
+ /* These stages load with ldlw, which expects byte offsets. */
+ factor = 4;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ /* The tess eval shader uses ldg, which takes dword offsets. */
+ factor = 1;
+ break;
+ default:
+ unreachable("bad shader stage");
+ }
+
+ nir_foreach_variable(in_var, &consumer->shader->nir->inputs) {
+ nir_foreach_variable(out_var, &producer->shader->nir->outputs) {
+ if (in_var->data.location == out_var->data.location) {
+ locs[in_var->data.driver_location] =
+ producer->shader->output_loc[out_var->data.driver_location] * factor;
+
+ debug_assert(num_loc <= in_var->data.driver_location + 1);
+ num_loc = in_var->data.driver_location + 1;
+ }
+ }
+ }
+
+ return num_loc;
+}