* is in emit order; that is:
* - during the epilogue, N is the threadidx (relative to the entire threadgroup)
* - during vertex emit, i.e. while the API GS shader invocation is running,
- * N = threadidx * gs_max_out_vertices + emitidx
+ * N = threadidx * gs.vertices_out + emitidx
*
* Goals of the LDS memory layout:
* 1. Eliminate bank conflicts on write for geometry shaders that have all emits
*
* Swizzling is required to satisfy points 1 and 2 simultaneously.
*
- * Vertices are stored in export order (gsthread * gs_max_out_vertices + emitidx).
+ * Vertices are stored in export order (gsthread * gs.vertices_out + emitidx).
* Indices are swizzled in groups of 32, which ensures point 1 without
* disturbing point 2.
*
LLVMBuilderRef builder = ctx->ac.builder;
LLVMValueRef storage = ngg_gs_get_vertex_storage(ctx);
- /* gs_max_out_vertices = 2^(write_stride_2exp) * some odd number */
- unsigned write_stride_2exp = ffs(sel->gs_max_out_vertices) - 1;
+ /* gs.vertices_out = 2^(write_stride_2exp) * some odd number */
+ unsigned write_stride_2exp = ffs(sel->info.base.gs.vertices_out) - 1;
if (write_stride_2exp) {
LLVMValueRef row = LLVMBuildLShr(builder, vertexidx, LLVMConstInt(ctx->ac.i32, 5, false), "");
LLVMValueRef swizzle = LLVMBuildAnd(
LLVMBuilderRef builder = ctx->ac.builder;
LLVMValueRef tmp;
- tmp = LLVMConstInt(ctx->ac.i32, sel->gs_max_out_vertices, false);
+ tmp = LLVMConstInt(ctx->ac.i32, sel->info.base.gs.vertices_out, false);
tmp = LLVMBuildMul(builder, tmp, gsthread, "");
const LLVMValueRef vertexidx = LLVMBuildAdd(builder, tmp, emitidx, "");
return ngg_gs_vertex_ptr(ctx, vertexidx);
*/
const LLVMValueRef can_emit =
LLVMBuildICmp(builder, LLVMIntULT, vertexidx,
- LLVMConstInt(ctx->ac.i32, sel->gs_max_out_vertices, false), "");
+ LLVMConstInt(ctx->ac.i32, sel->info.base.gs.vertices_out, false), "");
tmp = LLVMBuildAdd(builder, vertexidx, ctx->ac.i32_1, "");
tmp = LLVMBuildSelect(builder, can_emit, tmp, vertexidx, "");
/* Determine and store whether this vertex completed a primitive. */
const LLVMValueRef curverts = LLVMBuildLoad(builder, ctx->gs_curprim_verts[stream], "");
- tmp = LLVMConstInt(ctx->ac.i32, u_vertices_per_prim(sel->gs_output_prim) - 1, false);
+ tmp = LLVMConstInt(ctx->ac.i32, u_vertices_per_prim(sel->info.base.gs.output_primitive) - 1, false);
const LLVMValueRef iscompleteprim = LLVMBuildICmp(builder, LLVMIntUGE, curverts, tmp, "");
/* Since the geometry shader emits triangle strips, we need to
* the correct vertex order.
*/
LLVMValueRef is_odd = ctx->ac.i1false;
- if (stream == 0 && u_vertices_per_prim(sel->gs_output_prim) == 3) {
+ if (stream == 0 && u_vertices_per_prim(sel->info.base.gs.output_primitive) == 3) {
tmp = LLVMBuildAnd(builder, curverts, ctx->ac.i32_1, "");
is_odd = LLVMBuildICmp(builder, LLVMIntEQ, tmp, ctx->ac.i32_1, "");
}
{
const struct si_shader_selector *sel = ctx->shader->selector;
const struct si_shader_info *info = &sel->info;
- const unsigned verts_per_prim = u_vertices_per_prim(sel->gs_output_prim);
+ const unsigned verts_per_prim = u_vertices_per_prim(sel->info.base.gs.output_primitive);
LLVMBuilderRef builder = ctx->ac.builder;
LLVMValueRef i8_0 = LLVMConstInt(ctx->ac.i8, 0, false);
LLVMValueRef tmp, tmp2;
const LLVMValueRef vertexidx = LLVMBuildLoad(builder, ctx->gs_next_vertex[stream], "");
tmp = LLVMBuildICmp(builder, LLVMIntUGE, vertexidx,
- LLVMConstInt(ctx->ac.i32, sel->gs_max_out_vertices, false), "");
+ LLVMConstInt(ctx->ac.i32, sel->info.base.gs.vertices_out, false), "");
ac_build_ifcc(&ctx->ac, tmp, 5101);
ac_build_break(&ctx->ac);
ac_build_endif(&ctx->ac, 5101);
const struct si_shader_selector *es_sel =
shader->previous_stage_sel ? shader->previous_stage_sel : gs_sel;
const gl_shader_stage gs_stage = gs_sel->info.stage;
- const unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
+ const unsigned gs_num_invocations = MAX2(gs_sel->info.base.gs.invocations, 1);
const unsigned input_prim = si_get_input_prim(gs_sel);
const bool use_adjacency =
input_prim >= PIPE_PRIM_LINES_ADJACENCY && input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
if (gs_stage == MESA_SHADER_GEOMETRY) {
bool force_multi_cycling = false;
- unsigned max_out_verts_per_gsprim = gs_sel->gs_max_out_vertices * gs_num_invocations;
+ unsigned max_out_verts_per_gsprim = gs_sel->info.base.gs.vertices_out * gs_num_invocations;
retry_select_mode:
if (max_out_verts_per_gsprim <= 256 && !force_multi_cycling) {
* tessellation. */
max_vert_out_per_gs_instance = true;
max_gsprims_base = 1;
- max_out_verts_per_gsprim = gs_sel->gs_max_out_vertices;
+ max_out_verts_per_gsprim = gs_sel->info.base.gs.vertices_out;
}
esvert_lds_size = es_sel->esgs_itemsize / 4;
unsigned max_out_vertices =
max_vert_out_per_gs_instance
- ? gs_sel->gs_max_out_vertices
+ ? gs_sel->info.base.gs.vertices_out
: gs_stage == MESA_SHADER_GEOMETRY
- ? max_gsprims * gs_num_invocations * gs_sel->gs_max_out_vertices
+ ? max_gsprims * gs_num_invocations * gs_sel->info.base.gs.vertices_out
: max_esverts;
assert(max_out_vertices <= 256);
if (gs_stage == MESA_SHADER_GEOMETRY) {
/* Number of output primitives per GS input primitive after
* GS instancing. */
- prim_amp_factor = gs_sel->gs_max_out_vertices;
+ prim_amp_factor = gs_sel->info.base.gs.vertices_out;
}
/* The GE only checks against the maximum number of ES verts after
uint16_t lshs_vertex_stride;
/* GS parameters. */
- uint16_t gs_max_out_vertices;
uint16_t gsvs_vertex_size;
ubyte gs_input_verts_per_prim;
- ubyte gs_output_prim;
- ubyte gs_num_invocations;
ubyte max_gs_stream; /* count - 1 */
unsigned max_gsvs_emit_size;
uint16_t enabled_streamout_buffer_mask;
*/
can_emit =
LLVMBuildICmp(ctx->ac.builder, LLVMIntULT, gs_next_vertex,
- LLVMConstInt(ctx->ac.i32, shader->selector->gs_max_out_vertices, 0), "");
+ LLVMConstInt(ctx->ac.i32, shader->selector->info.base.gs.vertices_out, 0), "");
bool use_kill = !info->base.writes_memory;
if (use_kill) {
LLVMValueRef out_val = LLVMBuildLoad(ctx->ac.builder, addrs[4 * i + chan], "");
LLVMValueRef voffset =
- LLVMConstInt(ctx->ac.i32, offset * shader->selector->gs_max_out_vertices, 0);
+ LLVMConstInt(ctx->ac.i32, offset * shader->selector->info.base.gs.vertices_out, 0);
offset++;
voffset = LLVMBuildAdd(ctx->ac.builder, voffset, gs_next_vertex, "");
if (!num_components)
continue;
- stride = 4 * num_components * sel->gs_max_out_vertices;
+ stride = 4 * num_components * sel->info.base.gs.vertices_out;
/* Limit on the stride field for <= GFX7. */
assert(stride < (1 << 14));
}
LLVMValueRef soffset =
- LLVMConstInt(ctx.ac.i32, offset * gs_selector->gs_max_out_vertices * 16 * 4, 0);
+ LLVMConstInt(ctx.ac.i32, offset * gs_selector->info.base.gs.vertices_out * 16 * 4, 0);
offset++;
outputs[i].values[chan] =
void gfx9_get_gs_info(struct si_shader_selector *es, struct si_shader_selector *gs,
struct gfx9_gs_info *out)
{
- unsigned gs_num_invocations = MAX2(gs->gs_num_invocations, 1);
+ unsigned gs_num_invocations = MAX2(gs->info.base.gs.invocations, 1);
unsigned input_prim = gs->info.base.gs.input_primitive;
bool uses_adjacency =
input_prim >= PIPE_PRIM_LINES_ADJACENCY && input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
/* MAX_PRIMS_PER_SUBGROUP = gs_prims * max_vert_out * gs_invocations.
* Make sure we don't go over the maximum value.
*/
- if (gs->gs_max_out_vertices > 0) {
+ if (gs->info.base.gs.vertices_out > 0) {
max_gs_prims =
- MIN2(max_gs_prims, max_out_prims / (gs->gs_max_out_vertices * gs_num_invocations));
+ MIN2(max_gs_prims, max_out_prims / (gs->info.base.gs.vertices_out * gs_num_invocations));
}
assert(max_gs_prims > 0);
out->es_verts_per_subgroup = es_verts;
out->gs_prims_per_subgroup = gs_prims;
out->gs_inst_prims_in_subgroup = gs_prims * gs_num_invocations;
- out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup * gs->gs_max_out_vertices;
+ out->max_prims_per_subgroup = out->gs_inst_prims_in_subgroup * gs->info.base.gs.vertices_out;
out->esgs_ring_size = esgs_lds_size;
assert(out->max_prims_per_subgroup <= max_out_prims);
{
struct si_shader_selector *sel = shader->selector;
const ubyte *num_components = sel->info.num_stream_output_components;
- unsigned gs_num_invocations = sel->gs_num_invocations;
+ unsigned gs_num_invocations = sel->info.base.gs.invocations;
struct si_pm4_state *pm4;
uint64_t va;
unsigned max_stream = sel->max_gs_stream;
pm4->atom.emit = si_emit_shader_gs;
- offset = num_components[0] * sel->gs_max_out_vertices;
+ offset = num_components[0] * sel->info.base.gs.vertices_out;
shader->ctx_reg.gs.vgt_gsvs_ring_offset_1 = offset;
if (max_stream >= 1)
- offset += num_components[1] * sel->gs_max_out_vertices;
+ offset += num_components[1] * sel->info.base.gs.vertices_out;
shader->ctx_reg.gs.vgt_gsvs_ring_offset_2 = offset;
if (max_stream >= 2)
- offset += num_components[2] * sel->gs_max_out_vertices;
+ offset += num_components[2] * sel->info.base.gs.vertices_out;
shader->ctx_reg.gs.vgt_gsvs_ring_offset_3 = offset;
if (max_stream >= 3)
- offset += num_components[3] * sel->gs_max_out_vertices;
+ offset += num_components[3] * sel->info.base.gs.vertices_out;
shader->ctx_reg.gs.vgt_gsvs_ring_itemsize = offset;
/* The GSVS_RING_ITEMSIZE register takes 15 bits */
assert(offset < (1 << 15));
- shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->gs_max_out_vertices;
+ shader->ctx_reg.gs.vgt_gs_max_vert_out = sel->info.base.gs.vertices_out;
shader->ctx_reg.gs.vgt_gs_vert_itemsize = num_components[0];
shader->ctx_reg.gs.vgt_gs_vert_itemsize_1 = (max_stream >= 1) ? num_components[1] : 0;
bool window_space = gs_info->stage == MESA_SHADER_VERTEX ?
gs_info->base.vs.window_space_position : 0;
bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
- unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
+ unsigned gs_num_invocations = MAX2(gs_sel->info.base.gs.invocations, 1);
unsigned input_prim = si_get_input_prim(gs_sel);
bool break_wave_at_eoi = false;
struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
if (gs_stage == MESA_SHADER_GEOMETRY) {
shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = es_sel->esgs_itemsize / 4;
- shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->gs_max_out_vertices;
+ shader->ctx_reg.ngg.vgt_gs_max_vert_out = gs_sel->info.base.gs.vertices_out;
} else {
shader->ctx_reg.ngg.vgt_esgs_ring_itemsize = 1;
}
shader->ctx_reg.vs.vgt_primitiveid_en = enable_prim_id;
} else {
shader->ctx_reg.vs.vgt_gs_mode =
- ac_vgt_gs_mode(gs->gs_max_out_vertices, sscreen->info.chip_class);
+ ac_vgt_gs_mode(gs->info.base.gs.vertices_out, sscreen->info.chip_class);
shader->ctx_reg.vs.vgt_primitiveid_en = 0;
}
switch (sel->info.stage) {
case MESA_SHADER_GEOMETRY:
- sel->gs_output_prim = sel->info.base.gs.output_primitive;
-
/* Only possibilities: POINTS, LINE_STRIP, TRIANGLES */
- sel->rast_prim = sel->gs_output_prim;
+ sel->rast_prim = sel->info.base.gs.output_primitive;
if (util_rast_prim_is_triangles(sel->rast_prim))
sel->rast_prim = PIPE_PRIM_TRIANGLES;
- sel->gs_max_out_vertices = sel->info.base.gs.vertices_out;
- sel->gs_num_invocations = sel->info.base.gs.invocations;
sel->gsvs_vertex_size = sel->info.num_outputs * 16;
- sel->max_gsvs_emit_size = sel->gsvs_vertex_size * sel->gs_max_out_vertices;
+ sel->max_gsvs_emit_size = sel->gsvs_vertex_size * sel->info.base.gs.vertices_out;
sel->max_gs_stream = 0;
for (i = 0; i < sel->so.num_outputs; i++)
/* EN_MAX_VERT_OUT_PER_GS_INSTANCE does not work with tesselation so
* we can't split workgroups. Disable ngg if any of the following conditions is true:
- * - num_invocations * gs_max_out_vertices > 256
+ * - num_invocations * gs.vertices_out > 256
* - LDS usage is too high
*/
sel->tess_turns_off_ngg = sscreen->info.chip_class >= GFX10 &&
- (sel->gs_num_invocations * sel->gs_max_out_vertices > 256 ||
- sel->gs_num_invocations * sel->gs_max_out_vertices *
+ (sel->info.base.gs.invocations * sel->info.base.gs.vertices_out > 256 ||
+ sel->info.base.gs.invocations * sel->info.base.gs.vertices_out *
(sel->info.num_outputs * 4 + 1) > 6500 /* max dw per GS primitive */);
break;