radeonsi: fix user fence space when MCBP is enabled
[mesa.git] / src / gallium / auxiliary / draw / draw_gs.c
index 50a03ac95a574a258a529ebe1212999874c245e5..9f9983d8350ac7694082636bb5430d2e54e41f2c 100644 (file)
@@ -18,7 +18,7 @@
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 
 #include "draw_private.h"
 #include "draw_context.h"
+#ifdef LLVM_AVAILABLE
+#include "draw_llvm.h"
+#endif
 
 #include "tgsi/tgsi_parse.h"
 #include "tgsi/tgsi_exec.h"
-
+#include "nir/nir_to_tgsi_info.h"
 #include "pipe/p_shader_tokens.h"
 
 #include "util/u_math.h"
 #include "util/u_memory.h"
 #include "util/u_prim.h"
-
+#include "util/ralloc.h"
 /* fixme: move it from here */
 #define MAX_PRIMITIVES 64
 
-boolean
-draw_gs_init( struct draw_context *draw )
-{
-   draw->gs.machine = tgsi_exec_machine_create();
-   if (!draw->gs.machine)
-      return FALSE;
-
-   draw->gs.machine->Primitives = align_malloc(
-      MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
-   if (!draw->gs.machine->Primitives)
-      return FALSE;
-   memset(draw->gs.machine->Primitives, 0,
-          MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
-
-   return TRUE;
-}
-
-void draw_gs_destroy( struct draw_context *draw )
-{
-   if (!draw->gs.machine)
-      return;
-
-   align_free(draw->gs.machine->Primitives);
-
-   tgsi_exec_machine_destroy(draw->gs.machine);
-}
-
-void
-draw_gs_set_constants(struct draw_context *draw,
-                      unsigned slot,
-                      const void *constants,
-                      unsigned size)
+static inline int
+draw_gs_get_input_index(int semantic, int index,
+                        const struct tgsi_shader_info *input_info)
 {
-   /* noop. added here for symmetry with the VS
-    * code and in case we'll ever want to allign
-    * the constants, e.g. when we'll change to a
-    * different interpreter */
-}
-
-
-struct draw_geometry_shader *
-draw_create_geometry_shader(struct draw_context *draw,
-                            const struct pipe_shader_state *state)
-{
-   struct draw_geometry_shader *gs;
    int i;
-
-   gs = CALLOC_STRUCT(draw_geometry_shader);
-
-   if (!gs)
-      return NULL;
-
-   gs->draw = draw;
-   gs->state = *state;
-   gs->state.tokens = tgsi_dup_tokens(state->tokens);
-   if (!gs->state.tokens) {
-      FREE(gs);
-      return NULL;
-   }
-
-   tgsi_scan_shader(state->tokens, &gs->info);
-
-   /* setup the defaults */
-   gs->input_primitive = PIPE_PRIM_TRIANGLES;
-   gs->output_primitive = PIPE_PRIM_TRIANGLE_STRIP;
-   gs->max_output_vertices = 32;
-
-   for (i = 0; i < gs->info.num_properties; ++i) {
-      if (gs->info.properties[i].name ==
-          TGSI_PROPERTY_GS_INPUT_PRIM)
-         gs->input_primitive = gs->info.properties[i].data[0];
-      else if (gs->info.properties[i].name ==
-               TGSI_PROPERTY_GS_OUTPUT_PRIM)
-         gs->output_primitive = gs->info.properties[i].data[0];
-      else if (gs->info.properties[i].name ==
-               TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES)
-         gs->max_output_vertices = gs->info.properties[i].data[0];
-   }
-
-   gs->machine = draw->gs.machine;
-
-   if (gs)
-   {
-      uint i;
-      for (i = 0; i < gs->info.num_outputs; i++) {
-         if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
-             gs->info.output_semantic_index[i] == 0)
-            gs->position_output = i;
-      }
+   const ubyte *input_semantic_names = input_info->output_semantic_name;
+   const ubyte *input_semantic_indices = input_info->output_semantic_index;
+   for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
+      if (input_semantic_names[i] == semantic &&
+          input_semantic_indices[i] == index)
+         return i;
    }
-
-   return gs;
+   return -1;
 }
 
-void draw_bind_geometry_shader(struct draw_context *draw,
-                               struct draw_geometry_shader *dgs)
-{
-   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
-
-   if (dgs) {
-      draw->gs.geometry_shader = dgs;
-      draw->gs.num_gs_outputs = dgs->info.num_outputs;
-      draw->gs.position_output = dgs->position_output;
-      draw_geometry_shader_prepare(dgs, draw);
-   }
-   else {
-      draw->gs.geometry_shader = NULL;
-      draw->gs.num_gs_outputs = 0;
-   }
-}
-
-void draw_delete_geometry_shader(struct draw_context *draw,
-                                 struct draw_geometry_shader *dgs)
+/**
+ * We execute geometry shaders in the SOA mode, so ideally we want to
+ * flush when the number of currently fetched primitives is equal to
+ * the number of elements in the SOA vector. This ensures that the
+ * throughput is optimized for the given vector instruction set.
+ */
+static inline boolean
+draw_gs_should_flush(struct draw_geometry_shader *shader)
 {
-   FREE(dgs);
+   return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
 }
 
 /*#define DEBUG_OUTPUTS 1*/
-static INLINE void
-draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
-                            int num_primitives,
-                            float (**p_output)[4])
+static void
+tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
+                      unsigned stream,
+                      unsigned num_primitives,
+                      float (**p_output)[4])
 {
    struct tgsi_exec_machine *machine = shader->machine;
    unsigned prim_idx, j, slot;
@@ -175,15 +89,16 @@ draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
     */
 
    for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
-      unsigned num_verts_per_prim = machine->Primitives[prim_idx];
-      shader->primitive_lengths[prim_idx +   shader->emitted_primitives] =
-         machine->Primitives[prim_idx];
-      shader->emitted_vertices += num_verts_per_prim;
+      unsigned num_verts_per_prim = machine->Primitives[stream][prim_idx];
+      unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
+      shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
+         machine->Primitives[stream][prim_idx];
+      shader->stream[stream].emitted_vertices += num_verts_per_prim;
+
       for (j = 0; j < num_verts_per_prim; j++) {
-         int idx = (prim_idx * num_verts_per_prim + j) *
-                   shader->info.num_outputs;
+         int idx = prim_offset + j * shader->info.num_outputs;
 #ifdef DEBUG_OUTPUTS
-         debug_printf("%d) Output vert:\n", idx / shader->info.num_outputs);
+         debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
 #endif
          for (slot = 0; slot < shader->info.num_outputs; slot++) {
             output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
@@ -197,26 +112,32 @@ draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
                          output[slot][2],
                          output[slot][3]);
 #endif
-            debug_assert(!util_is_inf_or_nan(output[slot][0]));
          }
          output = (float (*)[4])((char *)output + shader->vertex_size);
       }
    }
    *p_output = output;
-         shader->emitted_primitives += num_primitives;
+   shader->stream[stream].emitted_primitives += num_primitives;
 }
 
 /*#define DEBUG_INPUTS 1*/
-static void draw_fetch_gs_input(struct draw_geometry_shader *shader,
+static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
                                 unsigned *indices,
                                 unsigned num_vertices,
                                 unsigned prim_idx)
 {
    struct tgsi_exec_machine *machine = shader->machine;
-   unsigned slot, vs_slot, i;
+   unsigned slot, i;
+   int vs_slot;
    unsigned input_vertex_stride = shader->input_vertex_stride;
    const float (*input_ptr)[4];
 
+   int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
+   if (primid_sv != -1) {
+      for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
+         machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
+   }
+
    input_ptr = shader->input;
 
    for (i = 0; i < num_vertices; ++i) {
@@ -230,70 +151,316 @@ static void draw_fetch_gs_input(struct draw_geometry_shader *shader,
       for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
          unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
          if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
-            machine->Inputs[idx].xyzw[0].f[prim_idx] =
-               (float)shader->in_prim_idx;
-            machine->Inputs[idx].xyzw[1].f[prim_idx] =
-               (float)shader->in_prim_idx;
-            machine->Inputs[idx].xyzw[2].f[prim_idx] =
-               (float)shader->in_prim_idx;
-            machine->Inputs[idx].xyzw[3].f[prim_idx] =
-               (float)shader->in_prim_idx;
+            machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
+            machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
+            machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
+            machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
          } else {
+            vs_slot = draw_gs_get_input_index(
+               shader->info.input_semantic_name[slot],
+               shader->info.input_semantic_index[slot],
+               shader->input_info);
+            if (vs_slot < 0) {
+               debug_printf("VS/GS signature mismatch!\n");
+               machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
+               machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
+               machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
+               machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
+            } else {
 #if DEBUG_INPUTS
-            debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
-                         slot, vs_slot, idx);
+               debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
+                            slot, vs_slot, idx);
+               assert(!util_is_inf_or_nan(input[vs_slot][0]));
+               assert(!util_is_inf_or_nan(input[vs_slot][1]));
+               assert(!util_is_inf_or_nan(input[vs_slot][2]));
+               assert(!util_is_inf_or_nan(input[vs_slot][3]));
 #endif
-#if 1
-            assert(!util_is_inf_or_nan(input[vs_slot][0]));
-            assert(!util_is_inf_or_nan(input[vs_slot][1]));
-            assert(!util_is_inf_or_nan(input[vs_slot][2]));
-            assert(!util_is_inf_or_nan(input[vs_slot][3]));
-#endif
-            machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
-            machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
-            machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
-            machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
+               machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
+               machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
+               machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
+               machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
 #if DEBUG_INPUTS
-            debug_printf("\t\t%f %f %f %f\n",
-                         machine->Inputs[idx].xyzw[0].f[prim_idx],
-                         machine->Inputs[idx].xyzw[1].f[prim_idx],
-                         machine->Inputs[idx].xyzw[2].f[prim_idx],
-                         machine->Inputs[idx].xyzw[3].f[prim_idx]);
+               debug_printf("\t\t%f %f %f %f\n",
+                            machine->Inputs[idx].xyzw[0].f[prim_idx],
+                            machine->Inputs[idx].xyzw[1].f[prim_idx],
+                            machine->Inputs[idx].xyzw[2].f[prim_idx],
+                            machine->Inputs[idx].xyzw[3].f[prim_idx]);
 #endif
-            ++vs_slot;
+               ++vs_slot;
+            }
          }
       }
    }
 }
 
-static void gs_flush(struct draw_geometry_shader *shader,
-                     unsigned input_primitives)
+static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
+                            const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
+                            const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
 {
-   unsigned out_prim_count;
    struct tgsi_exec_machine *machine = shader->machine;
+   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
+                                  constants, constants_size);
+}
 
-   debug_assert(input_primitives > 0 &&
-                input_primitives < 4);
+static void tgsi_gs_run(struct draw_geometry_shader *shader,
+                            unsigned input_primitives,
+                            unsigned *out_prims)
+{
+   struct tgsi_exec_machine *machine = shader->machine;
+   int i;
 
-   tgsi_set_exec_mask(machine,
-                      1,
-                      input_primitives > 1,
-                      input_primitives > 2,
-                      input_primitives > 3);
+   if (shader->info.uses_invocationid) {
+      unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
+      for (int j = 0; j < TGSI_QUAD_SIZE; j++)
+         machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
+   }
 
    /* run interpreter */
-   tgsi_exec_machine_run(machine);
+   tgsi_exec_machine_run(machine, 0);
+
+   for (i = 0; i < 4; i++) {
+      int prim_i;
+      int prim_c;
+      switch (i) {
+      case 0:
+         prim_i = TGSI_EXEC_TEMP_PRIMITIVE_I;
+         prim_c = TGSI_EXEC_TEMP_PRIMITIVE_C;
+         break;
+      case 1:
+         prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S1_I;
+         prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S1_C;
+         break;
+      case 2:
+         prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S2_I;
+         prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S2_C;
+         break;
+      case 3:
+         prim_i = TGSI_EXEC_TEMP_PRIMITIVE_S3_I;
+         prim_c = TGSI_EXEC_TEMP_PRIMITIVE_S3_C;
+         break;
+      };
+
+      out_prims[i] = machine->Temps[prim_i].xyzw[prim_c].u[0];
+   }
+}
 
-   out_prim_count =
-      machine->Temps[TGSI_EXEC_TEMP_PRIMITIVE_I].xyzw[TGSI_EXEC_TEMP_PRIMITIVE_C].u[0];
+#ifdef LLVM_AVAILABLE
+
+static void
+llvm_fetch_gs_input(struct draw_geometry_shader *shader,
+                    unsigned *indices,
+                    unsigned num_vertices,
+                    unsigned prim_idx)
+{
+   unsigned slot, i;
+   int vs_slot;
+   unsigned input_vertex_stride = shader->input_vertex_stride;
+   const float (*input_ptr)[4];
+   float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
+
+   shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
+
+   input_ptr = shader->input;
+
+   for (i = 0; i < num_vertices; ++i) {
+      const float (*input)[4];
+#if DEBUG_INPUTS
+      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
+                   i, indices[i], prim_idx);
+#endif
+      input = (const float (*)[4])(
+         (const char *)input_ptr + (indices[i] * input_vertex_stride));
+      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
+         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
+            /* skip. we handle system values through gallivm */
+            /* NOTE: If we hit this case here it's an ordinary input not a sv,
+             * even though it probably should be a sv.
+             * Not sure how to set it up as regular input however if that even,
+             * would make sense so hack around this later in gallivm.
+             */
+         } else {
+            vs_slot = draw_gs_get_input_index(
+               shader->info.input_semantic_name[slot],
+               shader->info.input_semantic_index[slot],
+               shader->input_info);
+            if (vs_slot < 0) {
+               debug_printf("VS/GS signature mismatch!\n");
+               (*input_data)[i][slot][0][prim_idx] = 0;
+               (*input_data)[i][slot][1][prim_idx] = 0;
+               (*input_data)[i][slot][2][prim_idx] = 0;
+               (*input_data)[i][slot][3][prim_idx] = 0;
+            } else {
+#if DEBUG_INPUTS
+               debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
+                            slot, vs_slot, i);
+               assert(!util_is_inf_or_nan(input[vs_slot][0]));
+               assert(!util_is_inf_or_nan(input[vs_slot][1]));
+               assert(!util_is_inf_or_nan(input[vs_slot][2]));
+               assert(!util_is_inf_or_nan(input[vs_slot][3]));
+#endif
+               (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
+               (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
+               (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
+               (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
+#if DEBUG_INPUTS
+               debug_printf("\t\t%f %f %f %f\n",
+                            (*input_data)[i][slot][0][prim_idx],
+                            (*input_data)[i][slot][1][prim_idx],
+                            (*input_data)[i][slot][2][prim_idx],
+                            (*input_data)[i][slot][3][prim_idx]);
+#endif
+               ++vs_slot;
+            }
+         }
+      }
+   }
+}
+
+static void
+llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
+                      unsigned stream,
+                      unsigned num_primitives,
+                      float (**p_output)[4])
+{
+   int total_verts = 0;
+   int vertex_count = 0;
+   int total_prims = 0;
+   int max_prims_per_invocation = 0;
+   char *output_ptr = (char*)shader->gs_output[stream];
+   int i, j, prim_idx;
+   unsigned next_prim_boundary = shader->primitive_boundary;
+
+   for (i = 0; i < shader->vector_length; ++i) {
+      int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
+      total_prims += prims;
+      max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
+   }
+   for (i = 0; i < shader->vector_length; ++i) {
+      total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
+   }
+
+   output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
+   for (i = 0; i < shader->vector_length - 1; ++i) {
+      int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
+      int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
+#if 0
+      int j; 
+      for (j = 0; j < current_verts; ++j) {
+         struct vertex_header *vh = (struct vertex_header *)
+            (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
+         debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
+                      vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
+         
+      }
+#endif
+      debug_assert(current_verts <= shader->max_output_vertices);
+      debug_assert(next_verts <= shader->max_output_vertices);
+      if (next_verts) {
+         memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
+                 output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
+                 shader->vertex_size * next_verts);
+      }
+      vertex_count += current_verts;
+   }
 
 #if 0
-   debug_printf("PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
-                shader->emitted_primitives, shader->emitted_vertices,
-                out_prim_count);
+   {
+      int i;
+      for (i = 0; i < total_verts; ++i) {
+         struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
+         debug_printf("%d) Vertex:\n", i);
+         for (j = 0; j < shader->info.num_outputs; ++j) {
+            unsigned *udata = (unsigned*)vh->data[j];
+            debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
+                         vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
+                         udata[0], udata[1], udata[2], udata[3]);
+         }
+         
+      }
+   }
 #endif
-   draw_geometry_fetch_outputs(shader, out_prim_count,
-                               &shader->tmp_output);
+
+   prim_idx = 0;
+   for (i = 0; i < shader->vector_length; ++i) {
+      int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
+      for (j = 0; j < num_prims; ++j) {
+         int prim_length =
+            shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
+         shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
+            prim_length;
+         ++prim_idx;
+      }
+   }
+
+   shader->stream[stream].emitted_primitives += total_prims;
+   shader->stream[stream].emitted_vertices += total_verts;
+}
+
+static void
+llvm_gs_prepare(struct draw_geometry_shader *shader,
+                const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
+                const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
+{
+}
+
+static void
+llvm_gs_run(struct draw_geometry_shader *shader,
+            unsigned input_primitives, unsigned *out_prims)
+{
+   struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
+   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
+      char *tmp = (char *)shader->gs_output[i];
+      tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
+      input[i] = (struct vertex_header *)tmp;
+   }
+
+   shader->current_variant->jit_func(
+      shader->jit_context, shader->gs_input->data,
+      input,
+      input_primitives,
+      shader->draw->instance_id,
+      shader->llvm_prim_ids,
+      shader->invocation_id);
+
+   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
+      out_prims[i] = shader->jit_context->emitted_prims[i];
+   }
+}
+
+#endif
+
+static void gs_flush(struct draw_geometry_shader *shader)
+{
+   unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
+   unsigned i;
+   unsigned input_primitives = shader->fetched_prim_count;
+
+   if (shader->draw->collect_statistics) {
+      shader->draw->statistics.gs_invocations += input_primitives;
+   }
+
+   debug_assert(input_primitives > 0 &&
+                input_primitives <= 4);
+
+   for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
+      shader->invocation_id = invocation;
+      shader->run(shader, input_primitives, out_prim_count);
+      for (i = 0; i < shader->num_vertex_streams; i++) {
+         shader->fetch_outputs(shader, i, out_prim_count[i],
+                               &shader->stream[i].tmp_output);
+      }
+   }
+
+#if 0
+   for (i = 0; i < shader->num_vertex_streams; i++) {
+      debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
+                   i,
+                   shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
+                   out_prim_count[i]);
+   }
+#endif
+
+   shader->fetched_prim_count = 0;
 }
 
 static void gs_point(struct draw_geometry_shader *shader,
@@ -303,10 +470,13 @@ static void gs_point(struct draw_geometry_shader *shader,
 
    indices[0] = idx;
 
-   draw_fetch_gs_input(shader, indices, 1, 0);
+   shader->fetch_inputs(shader, indices, 1,
+                        shader->fetched_prim_count);
    ++shader->in_prim_idx;
+   ++shader->fetched_prim_count;
 
-   gs_flush(shader, 1);
+   if (draw_gs_should_flush(shader))
+      gs_flush(shader);
 }
 
 static void gs_line(struct draw_geometry_shader *shader,
@@ -317,10 +487,13 @@ static void gs_line(struct draw_geometry_shader *shader,
    indices[0] = i0;
    indices[1] = i1;
 
-   draw_fetch_gs_input(shader, indices, 2, 0);
+   shader->fetch_inputs(shader, indices, 2,
+                        shader->fetched_prim_count);
    ++shader->in_prim_idx;
-
-   gs_flush(shader, 1);
+   ++shader->fetched_prim_count;
+   
+   if (draw_gs_should_flush(shader))   
+      gs_flush(shader);
 }
 
 static void gs_line_adj(struct draw_geometry_shader *shader,
@@ -333,10 +506,13 @@ static void gs_line_adj(struct draw_geometry_shader *shader,
    indices[2] = i2;
    indices[3] = i3;
 
-   draw_fetch_gs_input(shader, indices, 4, 0);
+   shader->fetch_inputs(shader, indices, 4,
+                        shader->fetched_prim_count);
    ++shader->in_prim_idx;
+   ++shader->fetched_prim_count;
 
-   gs_flush(shader, 1);
+   if (draw_gs_should_flush(shader))
+      gs_flush(shader);
 }
 
 static void gs_tri(struct draw_geometry_shader *shader,
@@ -348,10 +524,13 @@ static void gs_tri(struct draw_geometry_shader *shader,
    indices[1] = i1;
    indices[2] = i2;
 
-   draw_fetch_gs_input(shader, indices, 3, 0);
+   shader->fetch_inputs(shader, indices, 3,
+                        shader->fetched_prim_count);
    ++shader->in_prim_idx;
+   ++shader->fetched_prim_count;
 
-   gs_flush(shader, 1);
+   if (draw_gs_should_flush(shader))
+      gs_flush(shader);
 }
 
 static void gs_tri_adj(struct draw_geometry_shader *shader,
@@ -367,10 +546,13 @@ static void gs_tri_adj(struct draw_geometry_shader *shader,
    indices[4] = i4;
    indices[5] = i5;
 
-   draw_fetch_gs_input(shader, indices, 6, 0);
+   shader->fetch_inputs(shader, indices, 6,
+                        shader->fetched_prim_count);
    ++shader->in_prim_idx;
+   ++shader->fetched_prim_count;
 
-   gs_flush(shader, 1);
+   if (draw_gs_should_flush(shader))
+      gs_flush(shader);
 }
 
 #define FUNC         gs_run
@@ -385,63 +567,113 @@ static void gs_tri_adj(struct draw_geometry_shader *shader,
 
 
 /**
- * Execute geometry shader using TGSI interpreter.
+ * Execute geometry shader.
  */
 int draw_geometry_shader_run(struct draw_geometry_shader *shader,
-                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS], 
-                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS], 
+                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
+                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
                              const struct draw_vertex_info *input_verts,
                              const struct draw_prim_info *input_prim,
+                             const struct tgsi_shader_info *input_info,
                              struct draw_vertex_info *output_verts,
                              struct draw_prim_info *output_prims )
 {
    const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
    unsigned input_stride = input_verts->vertex_size;
-   unsigned vertex_size = input_verts->vertex_size;
-   struct tgsi_exec_machine *machine = shader->machine;
+   unsigned num_outputs = draw_total_gs_outputs(shader->draw);
+   unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
    unsigned num_input_verts = input_prim->linear ?
-                              input_verts->count :
-                              input_prim->count;
+      input_verts->count :
+      input_prim->count;
    unsigned num_in_primitives =
-      MAX2(u_gs_prims_for_vertices(input_prim->prim, num_input_verts),
-           u_gs_prims_for_vertices(shader->input_primitive, num_input_verts));
-   unsigned max_out_prims = u_gs_prims_for_vertices(shader->output_primitive,
-                                                    shader->max_output_vertices)
-                            * num_in_primitives;
-
-   output_verts->vertex_size = input_verts->vertex_size;
-   output_verts->stride = input_verts->vertex_size;
-   output_verts->verts =
-      (struct vertex_header *)MALLOC(input_verts->vertex_size *
-                                     num_in_primitives *
-                                     shader->max_output_vertices);
-
+      align(
+         MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
+                                              num_input_verts),
+              u_decomposed_prims_for_vertices(shader->input_primitive,
+                                              num_input_verts)),
+         shader->vector_length);
+   unsigned max_out_prims =
+      u_decomposed_prims_for_vertices(shader->output_primitive,
+                                      shader->max_output_vertices)
+      * num_in_primitives;
+   /* we allocate exactly one extra vertex per primitive to allow the GS to emit
+    * overflown vertices into some area where they won't harm anyone */
+   unsigned total_verts_per_buffer = shader->primitive_boundary *
+      num_in_primitives;
+   int i;
+   //Assume at least one primitive
+   max_out_prims = MAX2(max_out_prims, 1);
+
+   for (i = 0; i < shader->num_vertex_streams; i++) {
+      /* write all the vertex data into all the streams */
+      output_verts[i].vertex_size = vertex_size;
+      output_verts[i].stride = output_verts[i].vertex_size;
+      output_verts[i].verts =
+         (struct vertex_header *)MALLOC(output_verts[i].vertex_size *
+                                        total_verts_per_buffer * shader->num_invocations);
+      debug_assert(output_verts[i].verts);
+   }
 
 #if 0
-   debug_printf("%s count = %d (in prims # = %d)\n",
-                __FUNCTION__, num_input_verts, num_in_primitives);
+   debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
+                __FUNCTION__, num_input_verts, num_in_primitives,
+                shader->num_invocations, shader->num_vertex_streams);
    debug_printf("\tlinear = %d, prim_info->count = %d\n",
                 input_prim->linear, input_prim->count);
-   debug_printf("\tprimt pipe = %d, shader in = %d, shader out = %d, max out = %d\n",
-                input_prim->prim, shader->input_primitive,
-                shader->output_primitive,
-                shader->max_output_vertices);
+   debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
+                u_prim_name(input_prim->prim),
+                u_prim_name(shader->input_primitive),
+                u_prim_name(shader->output_primitive));
+   debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
+                "vertex_size = %d, tverts = %d\n",
+                shader->max_output_vertices, max_out_prims,
+                shader->primitive_boundary, output_verts->vertex_size,
+                total_verts_per_buffer);
 #endif
 
-   shader->emitted_vertices = 0;
-   shader->emitted_primitives = 0;
+   for (i = 0; i < shader->num_vertex_streams; i++) {
+      shader->stream[i].emitted_vertices = 0;
+      shader->stream[i].emitted_primitives = 0;
+      FREE(shader->stream[i].primitive_lengths);
+      shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
+      shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
+   }
    shader->vertex_size = vertex_size;
-   shader->tmp_output = (float (*)[4])output_verts->verts->data;
-   shader->in_prim_idx = 0;
+   shader->fetched_prim_count = 0;
    shader->input_vertex_stride = input_stride;
    shader->input = input;
-   if (shader->primitive_lengths) {
-      FREE(shader->primitive_lengths);
+   shader->input_info = input_info;
+
+#ifdef LLVM_AVAILABLE
+   if (shader->draw->llvm) {
+      for (i = 0; i < shader->num_vertex_streams; i++) {
+         shader->gs_output[i] = output_verts[i].verts;
+      }
+      if (max_out_prims > shader->max_out_prims) {
+         unsigned i;
+         if (shader->llvm_prim_lengths) {
+            for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
+               align_free(shader->llvm_prim_lengths[i]);
+            }
+            FREE(shader->llvm_prim_lengths);
+         }
+
+         shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
+         for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
+            int vector_size = shader->vector_length * sizeof(unsigned);
+            shader->llvm_prim_lengths[i] =
+               align_malloc(vector_size, vector_size);
+         }
+
+         shader->max_out_prims = max_out_prims;
+      }
+      shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
+      shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
+      shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
    }
-   shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned));
+#endif
 
-   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
-                                  constants, constants_size);
+   shader->prepare(shader, constants, constants_size);
 
    if (input_prim->linear)
       gs_run(shader, input_prim, input_verts,
@@ -450,40 +682,315 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
       gs_run_elts(shader, input_prim, input_verts,
                   output_prims, output_verts);
 
+   /* Flush the remaining primitives. Will happen if
+    * num_input_primitives % 4 != 0
+    */
+   if (shader->fetched_prim_count > 0) {
+      gs_flush(shader);
+   }
+   debug_assert(shader->fetched_prim_count == 0);
+
    /* Update prim_info:
     */
-   output_prims->linear = TRUE;
-   output_prims->elts = NULL;
-   output_prims->start = 0;
-   output_prims->count = shader->emitted_vertices;
-   output_prims->prim = shader->output_primitive;
-   output_prims->flags = 0x0;
-   output_prims->primitive_lengths = shader->primitive_lengths;
-   output_prims->primitive_count = shader->emitted_primitives;
-   output_verts->count = shader->emitted_vertices;
+   for (i = 0; i < shader->num_vertex_streams; i++) {
+      output_prims[i].linear = TRUE;
+      output_prims[i].elts = NULL;
+      output_prims[i].start = 0;
+      output_prims[i].count = shader->stream[i].emitted_vertices;
+      output_prims[i].prim = shader->output_primitive;
+      output_prims[i].flags = 0x0;
+      output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
+      output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
+      output_verts[i].count = shader->stream[i].emitted_vertices;
+
+      if (shader->draw->collect_statistics) {
+         unsigned j;
+         for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
+            shader->draw->statistics.gs_primitives +=
+               u_decomposed_prims_for_vertices(shader->output_primitive,
+                                               shader->stream[i].primitive_lengths[j]);
+         }
+      }
+   }
 
 #if 0
-   debug_printf("GS finished, prims = %d, verts = %d\n",
-                output_prims->primitive_count,
-                output_verts->count);
+   debug_printf("GS finished\n");
+   for (i = 0; i < 4; i++)
+      debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
 #endif
 
-   return shader->emitted_vertices;
-}
-
-void draw_geometry_shader_delete(struct draw_geometry_shader *shader)
-{
-   FREE((void*) shader->state.tokens);
-   FREE(shader);
+   return 0;
 }
 
 void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
                                   struct draw_context *draw)
 {
-   if (shader && shader->machine->Tokens != shader->state.tokens) {
+   boolean use_llvm = draw->llvm != NULL;
+   if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
       tgsi_exec_machine_bind_shader(shader->machine,
                                     shader->state.tokens,
-                                    draw->gs.num_samplers,
-                                    draw->gs.samplers);
+                                    draw->gs.tgsi.sampler,
+                                    draw->gs.tgsi.image,
+                                    draw->gs.tgsi.buffer);
+   }
+}
+
+
+boolean
+draw_gs_init( struct draw_context *draw )
+{
+   if (!draw->llvm) {
+      draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
+
+      for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
+         draw->gs.tgsi.machine->Primitives[i] = align_malloc(
+            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
+         draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
+            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
+         if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
+            return FALSE;
+         memset(draw->gs.tgsi.machine->Primitives[i], 0,
+                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
+         memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
+                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
+      }
+   }
+
+   return TRUE;
+}
+
+void draw_gs_destroy( struct draw_context *draw )
+{
+   int i;
+   if (draw->gs.tgsi.machine) {
+      for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
+         align_free(draw->gs.tgsi.machine->Primitives[i]);
+         align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
+      }
+      tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
+   }
+}
+
+struct draw_geometry_shader *
+draw_create_geometry_shader(struct draw_context *draw,
+                            const struct pipe_shader_state *state)
+{
+#ifdef LLVM_AVAILABLE
+   boolean use_llvm = draw->llvm != NULL;
+   struct llvm_geometry_shader *llvm_gs = NULL;
+#endif
+   struct draw_geometry_shader *gs;
+   unsigned i;
+
+#ifdef LLVM_AVAILABLE
+   if (use_llvm) {
+      llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
+
+      if (!llvm_gs)
+         return NULL;
+
+      gs = &llvm_gs->base;
+
+      make_empty_list(&llvm_gs->variants);
+   } else
+#endif
+   {
+      gs = CALLOC_STRUCT(draw_geometry_shader);
+   }
+
+   if (!gs)
+      return NULL;
+
+   gs->draw = draw;
+   gs->state = *state;
+
+   if (state->type == PIPE_SHADER_IR_TGSI) {
+      gs->state.tokens = tgsi_dup_tokens(state->tokens);
+      if (!gs->state.tokens) {
+         FREE(gs);
+         return NULL;
+      }
+
+      tgsi_scan_shader(state->tokens, &gs->info);
+   } else
+      nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
+
+   /* setup the defaults */
+   gs->max_out_prims = 0;
+
+#ifdef LLVM_AVAILABLE
+   if (use_llvm) {
+      /* TODO: change the input array to handle the following
+         vector length, instead of the currently hardcoded
+         TGSI_NUM_CHANNELS
+      gs->vector_length = lp_native_vector_width / 32;*/
+      gs->vector_length = TGSI_NUM_CHANNELS;
+   } else
+#endif
+   {
+      gs->vector_length = 1;
+   }
+
+   gs->input_primitive =
+         gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+   gs->output_primitive =
+         gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
+   gs->max_output_vertices =
+         gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
+   gs->num_invocations =
+      gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
+   if (!gs->max_output_vertices)
+      gs->max_output_vertices = 32;
+
+   /* Primitive boundary is bigger than max_output_vertices by one, because
+    * the specification says that the geometry shader should exit if the 
+    * number of emitted vertices is bigger or equal to max_output_vertices and
+    * we can't do that because we're running in the SoA mode, which means that
+    * our storing routines will keep getting called on channels that have
+    * overflown.
+    * So we need some scratch area where we can keep writing the overflown 
+    * vertices without overwriting anything important or crashing.
+    */
+   gs->primitive_boundary = gs->max_output_vertices + 1;
+
+   gs->position_output = -1;
+   for (i = 0; i < gs->info.num_outputs; i++) {
+      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
+          gs->info.output_semantic_index[i] == 0)
+         gs->position_output = i;
+      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
+         gs->viewport_index_output = i;
+      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
+         debug_assert(gs->info.output_semantic_index[i] <
+                      PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
+         gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
+      }
+   }
+
+   gs->machine = draw->gs.tgsi.machine;
+
+   gs->num_vertex_streams = 1;
+   for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
+      if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
+         gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
+   }
+
+#ifdef LLVM_AVAILABLE
+   if (use_llvm) {
+      int vector_size = gs->vector_length * sizeof(float);
+      gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
+      memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
+      gs->llvm_prim_lengths = 0;
+
+      gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
+      gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
+      gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
+
+      gs->fetch_outputs = llvm_fetch_gs_outputs;
+      gs->fetch_inputs = llvm_fetch_gs_input;
+      gs->prepare = llvm_gs_prepare;
+      gs->run = llvm_gs_run;
+
+      gs->jit_context = &draw->llvm->gs_jit_context;
+
+
+      llvm_gs->variant_key_size =
+         draw_gs_llvm_variant_key_size(
+            MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
+                 gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
+            gs->info.file_max[TGSI_FILE_IMAGE]+1);
+   } else
+#endif
+   {
+      gs->fetch_outputs = tgsi_fetch_gs_outputs;
+      gs->fetch_inputs = tgsi_fetch_gs_input;
+      gs->prepare = tgsi_gs_prepare;
+      gs->run = tgsi_gs_run;
+   }
+
+   return gs;
+}
+
+void draw_bind_geometry_shader(struct draw_context *draw,
+                               struct draw_geometry_shader *dgs)
+{
+   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
+
+   if (dgs) {
+      draw->gs.geometry_shader = dgs;
+      draw->gs.num_gs_outputs = dgs->info.num_outputs;
+      draw->gs.position_output = dgs->position_output;
+      draw_geometry_shader_prepare(dgs, draw);
    }
+   else {
+      draw->gs.geometry_shader = NULL;
+      draw->gs.num_gs_outputs = 0;
+   }
+}
+
+void draw_delete_geometry_shader(struct draw_context *draw,
+                                 struct draw_geometry_shader *dgs)
+{
+   int i;
+   if (!dgs) {
+      return;
+   }
+#ifdef LLVM_AVAILABLE
+   if (draw->llvm) {
+      struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
+      struct draw_gs_llvm_variant_list_item *li;
+
+      li = first_elem(&shader->variants);
+      while(!at_end(&shader->variants, li)) {
+         struct draw_gs_llvm_variant_list_item *next = next_elem(li);
+         draw_gs_llvm_destroy_variant(li->base);
+         li = next;
+      }
+
+      assert(shader->variants_cached == 0);
+
+      if (dgs->llvm_prim_lengths) {
+         unsigned i;
+         for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
+            align_free(dgs->llvm_prim_lengths[i]);
+         }
+         FREE(dgs->llvm_prim_lengths);
+      }
+      align_free(dgs->llvm_emitted_primitives);
+      align_free(dgs->llvm_emitted_vertices);
+      align_free(dgs->llvm_prim_ids);
+
+      align_free(dgs->gs_input);
+   }
+#endif
+
+   for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
+      FREE(dgs->stream[i].primitive_lengths);
+
+   if (dgs->state.ir.nir)
+      ralloc_free(dgs->state.ir.nir);
+   FREE((void*) dgs->state.tokens);
+   FREE(dgs);
+}
+
+
+#ifdef LLVM_AVAILABLE
+void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
+                                 struct draw_gs_llvm_variant *variant)
+{
+   shader->current_variant = variant;
+}
+#endif
+
+/*
+ * Called at the very begin of the draw call with a new instance
+ * Used to reset state that should persist between primitive restart.
+ */
+void
+draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
+{
+   if (!gs)
+      return;
+
+   gs->in_prim_idx = 0;
 }