i965: Move brw_dump_ir() out of brw_*_emit() functions
[mesa.git] / src / mesa / drivers / dri / i965 / brw_gs.c
index a9649516bf7d50da71dcf42da97cacc7bc35fc55..26c91e4c76acea56ab8b6ac01c1cadfa276f5431 100644 (file)
 #include "brw_vec4_gs_visitor.h"
 #include "brw_state.h"
 #include "brw_ff_gs.h"
+#include "brw_nir.h"
 
+static void
+assign_gs_binding_table_offsets(const struct brw_device_info *devinfo,
+                                const struct gl_shader_program *shader_prog,
+                                const struct gl_program *prog,
+                                struct brw_gs_prog_data *prog_data)
+{
+   /* In gen6 we reserve the first BRW_MAX_SOL_BINDINGS entries for transform
+    * feedback surfaces.
+    */
+   uint32_t reserved = devinfo->gen == 6 ? BRW_MAX_SOL_BINDINGS : 0;
 
-static bool
-do_gs_prog(struct brw_context *brw,
-           struct gl_shader_program *prog,
-           struct brw_geometry_program *gp,
-           struct brw_gs_prog_key *key)
+   brw_assign_common_binding_table_offsets(MESA_SHADER_GEOMETRY, devinfo,
+                                           shader_prog, prog,
+                                           &prog_data->base.base,
+                                           reserved);
+}
+
+bool
+brw_codegen_gs_prog(struct brw_context *brw,
+                    struct gl_shader_program *prog,
+                    struct brw_geometry_program *gp,
+                    struct brw_gs_prog_key *key)
 {
    struct brw_stage_state *stage_state = &brw->gs.base;
    struct brw_gs_compile c;
@@ -51,6 +68,9 @@ do_gs_prog(struct brw_context *brw,
 
    c.prog_data.invocations = gp->program.Invocations;
 
+   assign_gs_binding_table_offsets(brw->intelScreen->devinfo, prog,
+                                   &gp->program.Base, &c.prog_data);
+
    /* Allocate the references to the uniforms that will end up in the
     * prog_data associated with the compiled program, and which will be freed
     * by the state cache.
@@ -60,20 +80,24 @@ do_gs_prog(struct brw_context *brw,
     * every uniform is a float which gets padded to the size of a vec4.
     */
    struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
-   int param_count = gs->num_uniform_components * 4;
-
-   /* We also upload clip plane data as uniforms */
-   param_count += MAX_CLIP_PLANES * 4;
+   int param_count = gp->program.Base.nir->num_uniforms * 4;
 
    c.prog_data.base.base.param =
       rzalloc_array(NULL, const gl_constant_value *, param_count);
    c.prog_data.base.base.pull_param =
       rzalloc_array(NULL, const gl_constant_value *, param_count);
-   /* Setting nr_params here NOT to the size of the param and pull_param
-    * arrays, but to the number of uniform components vec4_visitor
-    * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
-    */
-   c.prog_data.base.base.nr_params = ALIGN(param_count, 4) / 4 + gs->num_samplers;
+   c.prog_data.base.base.image_param =
+      rzalloc_array(NULL, struct brw_image_param, gs->NumImages);
+   c.prog_data.base.base.nr_params = param_count;
+   c.prog_data.base.base.nr_image_params = gs->NumImages;
+
+   brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
+                               &c.prog_data.base.base, false);
+
+   if (brw->gen >= 8) {
+      c.prog_data.static_vertex_count = !gp->program.Base.nir ? -1 :
+         nir_gs_count_vertices(gp->program.Base.nir);
+   }
 
    if (brw->gen >= 7) {
       if (gp->program.OutputType == GL_POINTS) {
@@ -121,16 +145,9 @@ do_gs_prog(struct brw_context *brw,
 
    GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
 
-   /* In order for legacy clipping to work, we need to populate the clip
-    * distance varying slots whenever clipping is enabled, even if the vertex
-    * shader doesn't write to gl_ClipDistance.
-    */
-   if (c.key.base.userclip_active) {
-      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
-      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
-   }
-
-   brw_compute_vue_map(brw, &c.prog_data.base.vue_map, outputs_written);
+   brw_compute_vue_map(brw->intelScreen->devinfo,
+                       &c.prog_data.base.vue_map, outputs_written,
+                       prog ? prog->SeparateShader : false);
 
    /* Compute the output vertex size.
     *
@@ -252,13 +269,31 @@ do_gs_prog(struct brw_context *brw,
    c.prog_data.output_topology =
       get_hw_prim_for_gl_prim(gp->program.OutputType);
 
-   brw_compute_vue_map(brw, &c.input_vue_map, c.key.input_varyings);
+   /* The GLSL linker will have already matched up GS inputs and the outputs
+    * of prior stages.  The driver does extend VS outputs in some cases, but
+    * only for legacy OpenGL or Gen4-5 hardware, neither of which offer
+    * geometry shader support.  So we can safely ignore that.
+    *
+    * For SSO pipelines, we use a fixed VUE map layout based on variable
+    * locations, so we can rely on rendezvous-by-location making this work.
+    *
+    * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
+    * written by previous stages and shows up via payload magic.
+    */
+   GLbitfield64 inputs_read =
+      gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
+   brw_compute_vue_map(brw->intelScreen->devinfo,
+                       &c.input_vue_map, inputs_read,
+                       prog->SeparateShader);
 
    /* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
     * need to program a URB read length of ceiling(num_slots / 2).
     */
    c.prog_data.base.urb_read_length = (c.input_vue_map.num_slots + 1) / 2;
 
+   if (unlikely(INTEL_DEBUG & DEBUG_GS))
+      brw_dump_ir("geometry", prog, gs, NULL);
+
    void *mem_ctx = ralloc_context(NULL);
    unsigned program_size;
    const unsigned *program =
@@ -269,14 +304,7 @@ do_gs_prog(struct brw_context *brw,
    }
 
    /* Scratch space is used for register spilling */
-   if (c.base.last_scratch) {
-      perf_debug("Geometry shader triggered register spilling.  "
-                 "Try reducing the number of live vec4 values to "
-                 "improve performance.\n");
-
-      c.prog_data.base.base.total_scratch
-         = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
-
+   if (c.prog_data.base.base.total_scratch) {
       brw_get_scratch_bo(brw, &stage_state->scratch_bo,
                         c.prog_data.base.base.total_scratch *
                          brw->max_gs_threads);
@@ -292,26 +320,52 @@ do_gs_prog(struct brw_context *brw,
    return true;
 }
 
+static bool
+brw_gs_state_dirty(struct brw_context *brw)
+{
+   return brw_state_dirty(brw,
+                          _NEW_TEXTURE,
+                          BRW_NEW_GEOMETRY_PROGRAM |
+                          BRW_NEW_TRANSFORM_FEEDBACK);
+}
 
 static void
+brw_gs_populate_key(struct brw_context *brw,
+                    struct brw_gs_prog_key *key)
+{
+   struct gl_context *ctx = &brw->ctx;
+   struct brw_stage_state *stage_state = &brw->gs.base;
+   struct brw_geometry_program *gp =
+      (struct brw_geometry_program *) brw->geometry_program;
+   struct gl_program *prog = &gp->program.Base;
+
+   memset(key, 0, sizeof(*key));
+
+   key->program_string_id = gp->id;
+
+   /* _NEW_TEXTURE */
+   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
+                                      &key->tex);
+}
+
+void
 brw_upload_gs_prog(struct brw_context *brw)
 {
    struct gl_context *ctx = &brw->ctx;
+   struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
    struct brw_stage_state *stage_state = &brw->gs.base;
    struct brw_gs_prog_key key;
    /* BRW_NEW_GEOMETRY_PROGRAM */
    struct brw_geometry_program *gp =
       (struct brw_geometry_program *) brw->geometry_program;
 
+   if (!brw_gs_state_dirty(brw))
+      return;
+
    if (gp == NULL) {
       /* No geometry shader.  Vertex data just passes straight through. */
-      if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
-         brw->vue_map_geom_out = brw->vue_map_vs;
-         brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
-      }
-
       if (brw->gen == 6 &&
-          (brw->state.dirty.brw & BRW_NEW_TRANSFORM_FEEDBACK)) {
+          (brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) {
          gen6_brw_upload_ff_gs_prog(brw);
          return;
       }
@@ -325,51 +379,19 @@ brw_upload_gs_prog(struct brw_context *brw)
       return;
    }
 
-   struct gl_program *prog = &gp->program.Base;
-
-   memset(&key, 0, sizeof(key));
-
-   key.base.program_string_id = gp->id;
-   brw_setup_vec4_key_clip_info(brw, &key.base,
-                                gp->program.Base.UsesClipDistanceOut);
-
-   /* _NEW_TEXTURE */
-   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
-                                      &key.base.tex);
-
-   /* BRW_NEW_VUE_MAP_VS */
-   key.input_varyings = brw->vue_map_vs.slots_valid;
+   brw_gs_populate_key(brw, &key);
 
    if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
                          &key, sizeof(key),
                          &stage_state->prog_offset, &brw->gs.prog_data)) {
-      bool success =
-         do_gs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY], gp,
-                    &key);
+      bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
+                                         gp, &key);
       assert(success);
       (void)success;
    }
    brw->gs.base.prog_data = &brw->gs.prog_data->base.base;
-
-   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
-              sizeof(brw->vue_map_geom_out)) != 0) {
-      brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
-      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
-   }
 }
 
-
-const struct brw_tracked_state brw_gs_prog = {
-   .dirty = {
-      .mesa  = _NEW_TEXTURE,
-      .brw   = BRW_NEW_GEOMETRY_PROGRAM |
-               BRW_NEW_TRANSFORM_FEEDBACK |
-               BRW_NEW_VUE_MAP_VS,
-   },
-   .emit = brw_upload_gs_prog
-};
-
-
 bool
 brw_gs_precompile(struct gl_context *ctx,
                   struct gl_shader_program *shader_prog,
@@ -386,38 +408,13 @@ brw_gs_precompile(struct gl_context *ctx,
 
    memset(&key, 0, sizeof(key));
 
-   brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
-
-   /* Assume that the set of varyings coming in from the vertex shader exactly
-    * matches what the geometry shader requires.
-    */
-   key.input_varyings = gp->Base.InputsRead;
+   brw_setup_tex_for_precompile(brw, &key.tex, prog);
+   key.program_string_id = bgp->id;
 
-   success = do_gs_prog(brw, shader_prog, bgp, &key);
+   success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
 
    brw->gs.base.prog_offset = old_prog_offset;
    brw->gs.prog_data = old_prog_data;
 
    return success;
 }
-
-
-bool
-brw_gs_prog_data_compare(const void *in_a, const void *in_b)
-{
-   const struct brw_gs_prog_data *a = in_a;
-   const struct brw_gs_prog_data *b = in_b;
-
-   /* Compare the base structure. */
-   if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
-      return false;
-
-   /* Compare the rest of the struct. */
-   const unsigned offset = sizeof(struct brw_stage_prog_data);
-   if (memcmp(((char *) a) + offset, ((char *) b) + offset,
-              sizeof(struct brw_gs_prog_data) - offset)) {
-      return false;
-   }
-
-   return true;
-}