* 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 HAVE_LLVM
+#include "draw_llvm.h"
+#endif
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_exec.h"
/* fixme: move it from here */
#define MAX_PRIMITIVES 64
-boolean
-draw_gs_init( struct draw_context *draw )
-{
- draw->gs.tgsi.machine = tgsi_exec_machine_create();
- if (!draw->gs.tgsi.machine)
- return FALSE;
-
- draw->gs.tgsi.machine->Primitives = align_malloc(
- MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
- if (!draw->gs.tgsi.machine->Primitives)
- return FALSE;
- memset(draw->gs.tgsi.machine->Primitives, 0,
- MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
-
- return TRUE;
-}
-
-void draw_gs_destroy( struct draw_context *draw )
-{
- if (!draw->gs.tgsi.machine)
- return;
-
- align_free(draw->gs.tgsi.machine->Primitives);
-
- 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)
-{
- struct draw_geometry_shader *gs;
- unsigned 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.tgsi.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;
- }
- }
-
- 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)
-{
- FREE(dgs->primitive_lengths);
- FREE((void*) dgs->state.tokens);
- FREE(dgs);
-}
-
static INLINE int
draw_gs_get_input_index(int semantic, int index,
const struct tgsi_shader_info *input_info)
input_semantic_indices[i] == index)
return i;
}
- debug_assert(0);
return -1;
}
+/**
+ * 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 instrunction set.
+ */
+static INLINE boolean
+draw_gs_should_flush(struct draw_geometry_shader *shader)
+{
+ return (shader->fetched_prim_count == shader->vector_length);
+}
+
/*#define DEBUG_OUTPUTS 1*/
-static INLINE void
-draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
- unsigned num_primitives,
- float (**p_output)[4])
+static void
+tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
+ unsigned num_primitives,
+ float (**p_output)[4])
{
struct tgsi_exec_machine *machine = shader->machine;
unsigned prim_idx, j, slot;
+ unsigned current_idx = 0;
float (*output)[4];
output = *p_output;
shader->primitive_lengths[prim_idx + shader->emitted_primitives] =
machine->Primitives[prim_idx];
shader->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;
+ for (j = 0; j < num_verts_per_prim; j++, current_idx++) {
+ int idx = current_idx * shader->info.num_outputs;
#ifdef DEBUG_OUTPUTS
debug_printf("%d) Output vert:\n", idx / shader->info.num_outputs);
#endif
}
}
*p_output = output;
- shader->emitted_primitives += num_primitives;
+ shader->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];
(float)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);
+ 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;
- debug_assert(input_primitives > 0 &&
- input_primitives < 4);
+ tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
+ constants, constants_size);
+}
+
+static unsigned tgsi_gs_run(struct draw_geometry_shader *shader,
+ unsigned input_primitives)
+{
+ struct tgsi_exec_machine *machine = shader->machine;
tgsi_set_exec_mask(machine,
1,
/* run interpreter */
tgsi_exec_machine_run(machine);
- out_prim_count =
+ return
machine->Temps[TGSI_EXEC_TEMP_PRIMITIVE_I].xyzw[TGSI_EXEC_TEMP_PRIMITIVE_C].u[0];
+}
+
+#ifdef HAVE_LLVM
+
+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 */
+ } 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 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;
+ 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];
+ 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];
+ }
+
+ output_ptr += shader->emitted_vertices * shader->vertex_size;
+ for (i = 0; i < shader->vector_length - 1; ++i) {
+ int current_verts = shader->llvm_emitted_vertices[i];
+ int next_verts = shader->llvm_emitted_vertices[i + 1];
+#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
+ {
+ 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
+
+ prim_idx = 0;
+ for (i = 0; i < shader->vector_length; ++i) {
+ int num_prims = shader->llvm_emitted_primitives[i];
+ for (j = 0; j < num_prims; ++j) {
+ int prim_length =
+ shader->llvm_prim_lengths[j][i];
+ shader->primitive_lengths[shader->emitted_primitives + prim_idx] =
+ prim_length;
+ ++prim_idx;
+ }
+ }
+
+ shader->emitted_primitives += total_prims;
+ shader->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 unsigned
+llvm_gs_run(struct draw_geometry_shader *shader,
+ unsigned input_primitives)
+{
+ unsigned ret;
+ char *input = (char*)shader->gs_output;
+
+ input += (shader->emitted_vertices * shader->vertex_size);
+
+ ret = shader->current_variant->jit_func(
+ shader->jit_context, shader->gs_input->data,
+ (struct vertex_header*)input,
+ input_primitives,
+ shader->draw->instance_id,
+ shader->llvm_prim_ids);
+
+ return ret;
+}
+
+#endif
+
+static void gs_flush(struct draw_geometry_shader *shader)
+{
+ unsigned out_prim_count;
+
+ 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);
+
+ out_prim_count = shader->run(shader, input_primitives);
+ shader->fetch_outputs(shader, out_prim_count,
+ &shader->tmp_output);
#if 0
debug_printf("PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
shader->emitted_primitives, shader->emitted_vertices,
out_prim_count);
#endif
- draw_geometry_fetch_outputs(shader, out_prim_count,
- &shader->tmp_output);
+
+ shader->fetched_prim_count = 0;
}
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,
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,
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,
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,
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
/**
- * 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,
{
const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
unsigned input_stride = input_verts->vertex_size;
- unsigned num_outputs = shader->info.num_outputs;
+ unsigned num_outputs = draw_total_gs_outputs(shader->draw);
unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
- struct tgsi_exec_machine *machine = shader->machine;
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;
+ 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;
+
+ //Assume at least one primitive
+ max_out_prims = MAX2(max_out_prims, 1);
+
output_verts->vertex_size = vertex_size;
output_verts->stride = output_verts->vertex_size;
output_verts->verts =
(struct vertex_header *)MALLOC(output_verts->vertex_size *
- num_in_primitives *
- shader->max_output_vertices);
-
+ total_verts_per_buffer);
+ debug_assert(output_verts->verts);
#if 0
debug_printf("%s count = %d (in prims # = %d)\n",
__FUNCTION__, num_input_verts, num_in_primitives);
debug_printf("\tlinear = %d, prim_info->count = %d\n",
input_prim->linear, input_prim->count);
- debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s, max out = %d\n",
+ 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),
- shader->max_output_vertices);
+ 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;
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;
shader->input_info = input_info;
FREE(shader->primitive_lengths);
shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned));
- tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
- constants, constants_size);
+
+#ifdef HAVE_LLVM
+ if (shader->draw->llvm) {
+ shader->gs_output = output_verts->verts;
+ if (max_out_prims > shader->max_out_prims) {
+ unsigned i;
+ if (shader->llvm_prim_lengths) {
+ for (i = 0; i < shader->max_out_prims; ++i) {
+ align_free(shader->llvm_prim_lengths[i]);
+ }
+ FREE(shader->llvm_prim_lengths);
+ }
+
+ shader->llvm_prim_lengths = MALLOC(max_out_prims * sizeof(unsigned*));
+ for (i = 0; i < 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;
+ }
+#endif
+
+ shader->prepare(shader, constants, constants_size);
if (input_prim->linear)
gs_run(shader, input_prim, input_verts,
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->primitive_count = shader->emitted_primitives;
output_verts->count = shader->emitted_vertices;
+ if (shader->draw->collect_statistics) {
+ unsigned i;
+ for (i = 0; i < shader->emitted_primitives; ++i) {
+ shader->draw->statistics.gs_primitives +=
+ u_decomposed_prims_for_vertices(shader->output_primitive,
+ shader->primitive_lengths[i]);
+ }
+ }
+
#if 0
debug_printf("GS finished, prims = %d, verts = %d\n",
output_prims->primitive_count,
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.tgsi.sampler);
}
}
+
+
+boolean
+draw_gs_init( struct draw_context *draw )
+{
+ if (!draw->llvm) {
+ draw->gs.tgsi.machine = tgsi_exec_machine_create();
+ if (!draw->gs.tgsi.machine)
+ return FALSE;
+
+ draw->gs.tgsi.machine->Primitives = align_malloc(
+ MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
+ if (!draw->gs.tgsi.machine->Primitives)
+ return FALSE;
+ memset(draw->gs.tgsi.machine->Primitives, 0,
+ MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
+ }
+
+ return TRUE;
+}
+
+void draw_gs_destroy( struct draw_context *draw )
+{
+ if (draw->gs.tgsi.machine) {
+ align_free(draw->gs.tgsi.machine->Primitives);
+ 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 HAVE_LLVM
+ boolean use_llvm = draw->llvm != NULL;
+ struct llvm_geometry_shader *llvm_gs;
+#endif
+ struct draw_geometry_shader *gs;
+ unsigned i;
+
+#ifdef HAVE_LLVM
+ if (use_llvm) {
+ llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
+
+ if (llvm_gs == NULL)
+ 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;
+ 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;
+ gs->max_out_prims = 0;
+
+#ifdef HAVE_LLVM
+ 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;
+ }
+
+ 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];
+ }
+ /* 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->clipdistance_output[gs->info.output_semantic_index[i]] = i;
+ }
+ if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) {
+ debug_assert(gs->info.output_semantic_index[i] <
+ PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
+ gs->culldistance_output[gs->info.output_semantic_index[i]] = i;
+ }
+ }
+
+ gs->machine = draw->gs.tgsi.machine;
+
+#ifdef HAVE_LLVM
+ 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, vector_size);
+ gs->llvm_emitted_vertices = align_malloc(vector_size, vector_size);
+ gs->llvm_prim_ids = align_malloc(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));
+ } 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)
+{
+ if (!dgs) {
+ return;
+ }
+#ifdef HAVE_LLVM
+ 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->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
+
+ FREE(dgs->primitive_lengths);
+ FREE((void*) dgs->state.tokens);
+ FREE(dgs);
+}
+
+
+#ifdef HAVE_LLVM
+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;
+}