nir_variable *vertex_count_var;
nir_variable *emitted_vertex_var;
- nir_variable *vertex_flags_var;
nir_variable *vertex_flags_out;
- nir_variable *output_vars[32];
+ struct exec_list old_outputs;
+ struct exec_list emit_outputs;
nir_ssa_def *outer_levels[4];
nir_ssa_def *inner_levels[2];
static void
lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
{
- nir_intrinsic_instr *outputs[32] = {};
-
nir_foreach_instr_safe (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
- case nir_intrinsic_store_output: {
- // src[] = { value, offset }.
-
- uint32_t loc = nir_intrinsic_base(intr);
- outputs[loc] = intr;
- break;
- }
-
case nir_intrinsic_end_primitive: {
b->cursor = nir_before_instr(&intr->instr);
- nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 4), 0x1);
+ nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 4), 0x1);
nir_instr_remove(&intr->instr);
break;
}
case nir_intrinsic_emit_vertex: {
-
/* Load the vertex count */
b->cursor = nir_before_instr(&intr->instr);
nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
nir_push_if(b, nir_ieq(b, count, local_thread_id(b)));
- for (uint32_t i = 0; i < ARRAY_SIZE(outputs); i++) {
- if (outputs[i]) {
- nir_store_var(b, state->output_vars[i],
- outputs[i]->src[0].ssa,
- (1 << outputs[i]->num_components) - 1);
-
- nir_instr_remove(&outputs[i]->instr);
- }
- outputs[i] = NULL;
+ foreach_two_lists(dest_node, &state->emit_outputs, src_node, &state->old_outputs) {
+ nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+ nir_variable *src = exec_node_data(nir_variable, src_node, node);
+ nir_copy_var(b, dest, src);
}
nir_instr_remove(&intr->instr);
nir_store_var(b, state->emitted_vertex_var,
nir_iadd(b, nir_load_var(b, state->emitted_vertex_var), nir_imm_int(b, 1)), 0x1);
- nir_store_var(b, state->vertex_flags_out,
- nir_load_var(b, state->vertex_flags_var), 0x1);
-
nir_pop_if(b, NULL);
/* Increment the vertex count by 1 */
nir_store_var(b, state->vertex_count_var,
nir_iadd(b, count, nir_imm_int(b, 1)), 0x1); /* .x */
- nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 0), 0x1);
+ nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 0), 0x1);
break;
}
}
}
-static void
-emit_store_outputs(nir_builder *b, struct state *state)
-{
- /* This also stores the internally added vertex_flags output. */
-
- for (uint32_t i = 0; i < ARRAY_SIZE(state->output_vars); i++) {
- if (!state->output_vars[i])
- continue;
-
- nir_intrinsic_instr *store =
- nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
-
- nir_intrinsic_set_base(store, i);
- store->src[0] = nir_src_for_ssa(nir_load_var(b, state->output_vars[i]));
- store->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
- store->num_components = store->src[0].ssa->num_components;
-
- nir_builder_instr_insert(b, &store->instr);
- }
-}
-
static void
clean_up_split_vars(nir_shader *shader, struct exec_list *list)
{
}
void
-ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
+ir3_nir_lower_gs(nir_shader *shader)
{
struct state state = { };
build_primitive_map(shader, &state.map, &shader->inputs);
+ /* Create an output var for vertex_flags. This will be shadowed below,
+ * same way regular outputs get shadowed, and this variable will become a
+ * temporary.
+ */
state.vertex_flags_out = nir_variable_create(shader, nir_var_shader_out,
glsl_uint_type(), "vertex_flags");
state.vertex_flags_out->data.driver_location = shader->num_outputs++;
state.vertex_flags_out->data.location = VARYING_SLOT_GS_VERTEX_FLAGS_IR3;
+ state.vertex_flags_out->data.interpolation = INTERP_MODE_NONE;
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
assert(impl);
state.header = nir_load_gs_header_ir3(&b);
- nir_foreach_variable (var, &shader->outputs) {
- state.output_vars[var->data.driver_location] =
- nir_local_variable_create(impl, var->type,
- ralloc_asprintf(var, "%s:gs-temp", var->name));
+ /* Generate two set of shadow vars for the output variables. The first
+ * set replaces the real outputs and the second set (emit_outputs) we'll
+ * assign in the emit_vertex conditionals. Then at the end of the shader
+ * we copy the emit_outputs to the real outputs, so that we get
+ * store_output in uniform control flow.
+ */
+ exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
+ exec_list_make_empty(&state.emit_outputs);
+ nir_foreach_variable(var, &state.old_outputs) {
+ /* Create a new output var by cloning the original output var and
+ * stealing the name.
+ */
+ nir_variable *output = nir_variable_clone(var, shader);
+ exec_list_push_tail(&shader->outputs, &output->node);
+
+ /* Rewrite the original output to be a shadow variable. */
+ var->name = ralloc_asprintf(var, "%s@gs-temp", output->name);
+ var->data.mode = nir_var_shader_temp;
+
+ /* Clone the shadow variable to create the emit shadow variable that
+ * we'll assign in the emit conditionals.
+ */
+ nir_variable *emit_output = nir_variable_clone(var, shader);
+ emit_output->name = ralloc_asprintf(var, "%s@emit-temp", output->name);
+ exec_list_push_tail(&state.emit_outputs, &emit_output->node);
}
+ /* During the shader we'll keep track of which vertex we're currently
+ * emitting for the EmitVertex test and how many vertices we emitted so we
+ * know to discard if didn't emit any. In most simple shaders, this can
+ * all be statically determined and gets optimized away.
+ */
state.vertex_count_var =
nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
state.emitted_vertex_var =
nir_local_variable_create(impl, glsl_uint_type(), "emitted_vertex");
- state.vertex_flags_var =
- nir_local_variable_create(impl, glsl_uint_type(), "vertex_flags");
- state.vertex_flags_out = state.output_vars[state.vertex_flags_out->data.driver_location];
- /* initialize to 0 */
+ /* Initialize to 0. */
b.cursor = nir_before_cf_list(&impl->body);
nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
nir_store_var(&b, state.emitted_vertex_var, nir_imm_int(&b, 0), 0x1);
- nir_store_var(&b, state.vertex_flags_var, nir_imm_int(&b, 4), 0x1);
+ nir_store_var(&b, state.vertex_flags_out, nir_imm_int(&b, 4), 0x1);
nir_foreach_block_safe (block, impl)
lower_gs_block(block, &b, &state);
nir_builder_instr_insert(&b, &discard_if->instr);
- emit_store_outputs(&b, &state);
+ foreach_two_lists(dest_node, &shader->outputs, src_node, &state.emit_outputs) {
+ nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+ nir_variable *src = exec_node_data(nir_variable, src_node, node);
+ nir_copy_var(&b, dest, src);
+ }
}
+ exec_list_append(&shader->globals, &state.old_outputs);
+ exec_list_append(&shader->globals, &state.emit_outputs);
+
nir_metadata_preserve(impl, 0);
+ nir_lower_global_vars_to_local(shader);
+ nir_split_var_copies(shader);
+ nir_lower_var_copies(shader);
+
+ nir_fixup_deref_modes(shader);
+
if (shader_debug_enabled(shader->info.stage)) {
fprintf(stderr, "NIR (after gs lowering):\n");
nir_print_shader(shader, stderr);