v3d/compiler: handle compact varyings
[mesa.git] / src / broadcom / compiler / v3d_nir_lower_io.c
index 1c1665f5831a7b33e657b9bd217197bea9d538e8..4b616b054a72f856aa6dad198af8db0b63a9a535 100644 (file)
  * Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
  * intrinsics into something amenable to the V3D architecture.
  *
- * Currently, it splits VS inputs and uniforms into scalars, drops any
- * non-position outputs in coordinate shaders, and fixes up the addressing on
- * indirect uniform loads.  FS input and VS output scalarization is handled by
- * nir_lower_io_to_scalar().
+ * Most of the work is turning the VS's store_output intrinsics from working
+ * on a base representing the gallium-level vec4 driver_location to an offset
+ * within the VPM, and emitting the header that's read by the fixed function
+ * hardware between the VS and FS.
+ *
+ * We also adjust the offsets on uniform loads to be in bytes, since that's
+ * what we need for indirect addressing with general TMU access.
  */
 
+struct v3d_nir_lower_io_state {
+        int pos_vpm_offset;
+        int vp_vpm_offset;
+        int zs_vpm_offset;
+        int rcp_wc_vpm_offset;
+        int psiz_vpm_offset;
+        int varyings_vpm_offset;
+
+        /* Geometry shader state */
+        struct {
+                /* VPM offset for the current vertex data output */
+                nir_variable *output_offset_var;
+                /* VPM offset for the current vertex header */
+                nir_variable *header_offset_var;
+                /* VPM header for the current vertex */
+                nir_variable *header_var;
+
+                /* Size of the complete VPM output header */
+                uint32_t output_header_size;
+                /* Size of the output data for a single vertex */
+                uint32_t output_vertex_data_size;
+        } gs;
+
+        BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_ANY_STAGE_INPUTS)];
+
+        nir_ssa_def *pos[4];
+};
+
 static void
-replace_intrinsic_with_vec(nir_builder *b, nir_intrinsic_instr *intr,
-                           nir_ssa_def **comps)
+v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
+                            struct v3d_nir_lower_io_state *state);
+
+static void
+v3d_nir_store_output(nir_builder *b, int base, nir_ssa_def *offset,
+                     nir_ssa_def *chan)
 {
+        nir_intrinsic_instr *intr =
+                nir_intrinsic_instr_create(b->shader,
+                                           nir_intrinsic_store_output);
+        nir_ssa_dest_init(&intr->instr, &intr->dest,
+                          1, intr->dest.ssa.bit_size, NULL);
+        intr->num_components = 1;
 
-        /* Batch things back together into a vector.  This will get split by
-         * the later ALU scalarization pass.
-         */
-        nir_ssa_def *vec = nir_vec(b, comps, intr->num_components);
+        intr->src[0] = nir_src_for_ssa(chan);
+        if (offset) {
+                /* When generating the VIR instruction, the base and the offset
+                 * are just going to get added together with an ADD instruction
+                 * so we might as well do the add here at the NIR level instead
+                 * and let the constant folding do its magic.
+                 */
+                intr->src[1] = nir_src_for_ssa(nir_iadd_imm(b, offset, base));
+                base = 0;
+        } else {
+                intr->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
+        }
 
-        /* Replace the old intrinsic with a reference to our reconstructed
-         * vector.
-         */
-        nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(vec));
-        nir_instr_remove(&intr->instr);
+        nir_intrinsic_set_base(intr, base);
+        nir_intrinsic_set_write_mask(intr, 0x1);
+        nir_intrinsic_set_component(intr, 0);
+
+        nir_builder_instr_insert(b, &intr->instr);
 }
 
+/* Convert the uniform offset to bytes.  If it happens to be a constant,
+ * constant-folding will clean up the shift for us.
+ */
 static void
 v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
                       nir_intrinsic_instr *intr)
 {
         b->cursor = nir_before_instr(&intr->instr);
 
-        /* Generate scalar loads equivalent to the original vector. */
-        nir_ssa_def *dests[4];
-        for (unsigned i = 0; i < intr->num_components; i++) {
-                nir_intrinsic_instr *intr_comp =
-                        nir_intrinsic_instr_create(c->s, intr->intrinsic);
-                intr_comp->num_components = 1;
-                nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1,
-                                  intr->dest.ssa.bit_size, NULL);
-
-                /* Convert the uniform offset to bytes.  If it happens
-                 * to be a constant, constant-folding will clean up
-                 * the shift for us.
+        nir_intrinsic_set_base(intr, nir_intrinsic_base(intr) * 16);
+
+        nir_instr_rewrite_src(&intr->instr,
+                              &intr->src[0],
+                              nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
+                                                       nir_imm_int(b, 4))));
+}
+
+static int
+v3d_varying_slot_vpm_offset(struct v3d_compile *c, nir_variable *var, int chan)
+{
+        int component = var->data.location_frac + chan;
+
+        uint32_t num_used_outputs = 0;
+        struct v3d_varying_slot *used_outputs = NULL;
+        switch (c->s->info.stage) {
+        case MESA_SHADER_VERTEX:
+                num_used_outputs = c->vs_key->num_used_outputs;
+                used_outputs = c->vs_key->used_outputs;
+                break;
+        case MESA_SHADER_GEOMETRY:
+                num_used_outputs = c->gs_key->num_used_outputs;
+                used_outputs = c->gs_key->used_outputs;
+                break;
+        default:
+                unreachable("Unsupported shader stage");
+        }
+
+        for (int i = 0; i < num_used_outputs; i++) {
+                struct v3d_varying_slot slot = used_outputs[i];
+
+                if (v3d_slot_get_slot(slot) == var->data.location &&
+                    v3d_slot_get_component(slot) == component) {
+                        return i;
+                }
+        }
+
+        return -1;
+}
+
+/* Lowers a store_output(gallium driver location) to a series of store_outputs
+ * with a driver_location equal to the offset in the VPM.
+ *
+ * For geometry shaders we need to emit multiple vertices so the VPM offsets
+ * need to be computed in the shader code based on the current vertex index.
+ */
+static void
+v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
+                         nir_intrinsic_instr *intr,
+                         struct v3d_nir_lower_io_state *state)
+{
+        b->cursor = nir_before_instr(&intr->instr);
+
+        /* If this is a geometry shader we need to emit our outputs
+         * to the current vertex offset in the VPM.
+         */
+        nir_ssa_def *offset_reg =
+                c->s->info.stage == MESA_SHADER_GEOMETRY ?
+                        nir_load_var(b, state->gs.output_offset_var) : NULL;
+
+        int start_comp = nir_intrinsic_component(intr);
+        nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0],
+                                           intr->num_components);
+        nir_variable *var = NULL;
+        nir_foreach_variable(scan_var, &c->s->outputs) {
+                int components = scan_var->data.compact ?
+                        glsl_get_length(scan_var->type) :
+                        glsl_get_components(scan_var->type);
+                if (scan_var->data.driver_location != nir_intrinsic_base(intr) ||
+                    start_comp < scan_var->data.location_frac ||
+                    start_comp >= scan_var->data.location_frac + components) {
+                        continue;
+                }
+                var = scan_var;
+        }
+        assert(var);
+
+        /* Save off the components of the position for the setup of VPM inputs
+         * read by fixed function HW.
+         */
+        if (var->data.location == VARYING_SLOT_POS) {
+                for (int i = 0; i < intr->num_components; i++) {
+                        state->pos[start_comp + i] = nir_channel(b, src, i);
+                }
+        }
+
+        /* Just psiz to the position in the FF header right now. */
+        if (var->data.location == VARYING_SLOT_PSIZ &&
+            state->psiz_vpm_offset != -1) {
+                v3d_nir_store_output(b, state->psiz_vpm_offset, offset_reg, src);
+        }
+
+        if (var->data.location == VARYING_SLOT_LAYER) {
+                assert(c->s->info.stage == MESA_SHADER_GEOMETRY);
+                nir_ssa_def *header = nir_load_var(b, state->gs.header_var);
+                header = nir_iand(b, header, nir_imm_int(b, 0xff00ffff));
+
+                /* From the GLES 3.2 spec:
+                 *
+                 *    "When fragments are written to a layered framebuffer, the
+                 *     fragment’s layer number selects an image from the array
+                 *     of images at each attachment (...). If the fragment’s
+                 *     layer number is negative, or greater than or equal to
+                 *     the minimum number of layers of any attachment, the
+                 *     effects of the fragment on the framebuffer contents are
+                 *     undefined."
+                 *
+                 * This suggests we can just ignore that situation, however,
+                 * for V3D an out-of-bounds layer index means that the binner
+                 * might do out-of-bounds writes access to the tile state. The
+                 * simulator has an assert to catch this, so we play safe here
+                 * and we make sure that doesn't happen by setting gl_Layer
+                 * to 0 in that case (we always allocate tile state for at
+                 * least one layer).
                  */
-                nir_intrinsic_set_base(intr_comp,
-                                       nir_intrinsic_base(intr) * 16 +
-                                       i * 4);
+                nir_intrinsic_instr *load =
+                        nir_intrinsic_instr_create(b->shader,
+                                                   nir_intrinsic_load_fb_layers_v3d);
+                nir_ssa_dest_init(&load->instr, &load->dest, 1, 32, NULL);
+                nir_builder_instr_insert(b, &load->instr);
+                nir_ssa_def *fb_layers = &load->dest.ssa;
 
-                intr_comp->src[0] =
-                        nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
-                                                 nir_imm_int(b, 4)));
+                nir_ssa_def *cond = nir_ige(b, src, fb_layers);
+                nir_ssa_def *layer_id =
+                        nir_bcsel(b, cond,
+                                  nir_imm_int(b, 0),
+                                  nir_ishl(b, src, nir_imm_int(b, 16)));
+                header = nir_ior(b, header, layer_id);
+                nir_store_var(b, state->gs.header_var, header, 0x1);
+        }
 
-                dests[i] = &intr_comp->dest.ssa;
+        /* Scalarize outputs if it hasn't happened already, since we want to
+         * schedule each VPM write individually.  We can skip any outut
+         * components not read by the FS.
+         */
+        for (int i = 0; i < intr->num_components; i++) {
+                int vpm_offset =
+                        v3d_varying_slot_vpm_offset(c, var,
+                                                    i +
+                                                    start_comp -
+                                                    var->data.location_frac);
+
+                if (vpm_offset == -1)
+                        continue;
+
+                if (var->data.compact)
+                    vpm_offset += nir_src_as_uint(intr->src[1]) * 4;
 
-                nir_builder_instr_insert(b, &intr_comp->instr);
+                BITSET_SET(state->varyings_stored, vpm_offset);
+
+                v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset,
+                                     offset_reg, nir_channel(b, src, i));
         }
 
-        replace_intrinsic_with_vec(b, intr, dests);
+        nir_instr_remove(&intr->instr);
+}
+
+static inline void
+reset_gs_header(nir_builder *b, struct v3d_nir_lower_io_state *state)
+{
+        const uint8_t NEW_PRIMITIVE_OFFSET = 0;
+        const uint8_t VERTEX_DATA_LENGTH_OFFSET = 8;
+
+        uint32_t vertex_data_size = state->gs.output_vertex_data_size;
+        assert((vertex_data_size & 0xffffff00) == 0);
+
+        uint32_t header;
+        header  = 1 << NEW_PRIMITIVE_OFFSET;
+        header |= vertex_data_size << VERTEX_DATA_LENGTH_OFFSET;
+        nir_store_var(b, state->gs.header_var, nir_imm_int(b, header), 0x1);
+}
+
+static void
+v3d_nir_lower_emit_vertex(struct v3d_compile *c, nir_builder *b,
+                          nir_intrinsic_instr *instr,
+                          struct v3d_nir_lower_io_state *state)
+{
+        b->cursor = nir_before_instr(&instr->instr);
+
+        nir_ssa_def *header = nir_load_var(b, state->gs.header_var);
+        nir_ssa_def *header_offset = nir_load_var(b, state->gs.header_offset_var);
+        nir_ssa_def *output_offset = nir_load_var(b, state->gs.output_offset_var);
+
+        /* Emit fixed function outputs */
+        v3d_nir_emit_ff_vpm_outputs(c, b, state);
+
+        /* Emit vertex header */
+        v3d_nir_store_output(b, 0, header_offset, header);
+
+        /* Update VPM offset for next vertex output data and header */
+        output_offset =
+                nir_iadd(b, output_offset,
+                            nir_imm_int(b, state->gs.output_vertex_data_size));
+
+        header_offset = nir_iadd(b, header_offset, nir_imm_int(b, 1));
+
+        /* Reset the New Primitive bit */
+        header = nir_iand(b, header, nir_imm_int(b, 0xfffffffe));
+
+        nir_store_var(b, state->gs.output_offset_var, output_offset, 0x1);
+        nir_store_var(b, state->gs.header_offset_var, header_offset, 0x1);
+        nir_store_var(b, state->gs.header_var, header, 0x1);
+
+        nir_instr_remove(&instr->instr);
+}
+
+static void
+v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
+                            nir_intrinsic_instr *instr,
+                            struct v3d_nir_lower_io_state *state)
+{
+        assert(state->gs.header_var);
+        b->cursor = nir_before_instr(&instr->instr);
+        reset_gs_header(b, state);
+
+        nir_instr_remove(&instr->instr);
 }
 
 static void
 v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
-                       struct nir_instr *instr)
+                       struct nir_instr *instr,
+                       struct v3d_nir_lower_io_state *state)
 {
         if (instr->type != nir_instr_type_intrinsic)
                 return;
         nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
 
         switch (intr->intrinsic) {
-        case nir_intrinsic_load_input:
-                break;
-
         case nir_intrinsic_load_uniform:
                 v3d_nir_lower_uniform(c, b, intr);
                 break;
 
-        case nir_intrinsic_load_user_clip_plane:
+        case nir_intrinsic_store_output:
+                if (c->s->info.stage == MESA_SHADER_VERTEX ||
+                    c->s->info.stage == MESA_SHADER_GEOMETRY) {
+                        v3d_nir_lower_vpm_output(c, b, intr, state);
+                }
+                break;
+
+        case nir_intrinsic_emit_vertex:
+                v3d_nir_lower_emit_vertex(c, b, intr, state);
+                break;
+
+        case nir_intrinsic_end_primitive:
+                v3d_nir_lower_end_primitive(c, b, intr, state);
+                break;
+
         default:
                 break;
         }
 }
 
-static bool
-v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
+/* Remap the output var's .driver_location.  This is purely for
+ * nir_print_shader() so that store_output can map back to a variable name.
+ */
+static void
+v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
+                                        struct v3d_nir_lower_io_state *state)
+{
+        nir_foreach_variable_safe(var, &c->s->outputs) {
+                if (var->data.location == VARYING_SLOT_POS &&
+                    state->pos_vpm_offset != -1) {
+                        var->data.driver_location = state->pos_vpm_offset;
+                        continue;
+                }
+
+                if (var->data.location == VARYING_SLOT_PSIZ &&
+                    state->psiz_vpm_offset != -1) {
+                        var->data.driver_location = state->psiz_vpm_offset;
+                        continue;
+                }
+
+                int vpm_offset = v3d_varying_slot_vpm_offset(c, var, 0);
+                if (vpm_offset != -1) {
+                        var->data.driver_location =
+                                state->varyings_vpm_offset + vpm_offset;
+                } else {
+                        /* If we couldn't find a mapping for the var, delete
+                         * it so that its old .driver_location doesn't confuse
+                         * nir_print_shader().
+                         */
+                        exec_node_remove(&var->node);
+                }
+        }
+}
+
+static void
+v3d_nir_setup_vpm_layout_vs(struct v3d_compile *c,
+                            struct v3d_nir_lower_io_state *state)
+{
+        uint32_t vpm_offset = 0;
+
+        state->pos_vpm_offset = -1;
+        state->vp_vpm_offset = -1;
+        state->zs_vpm_offset = -1;
+        state->rcp_wc_vpm_offset = -1;
+        state->psiz_vpm_offset = -1;
+
+        bool needs_ff_outputs = c->vs_key->base.is_last_geometry_stage;
+        if (needs_ff_outputs) {
+                if (c->vs_key->is_coord) {
+                        state->pos_vpm_offset = vpm_offset;
+                        vpm_offset += 4;
+                }
+
+                state->vp_vpm_offset = vpm_offset;
+                vpm_offset += 2;
+
+                if (!c->vs_key->is_coord) {
+                        state->zs_vpm_offset = vpm_offset++;
+                        state->rcp_wc_vpm_offset = vpm_offset++;
+                }
+
+                if (c->vs_key->per_vertex_point_size)
+                        state->psiz_vpm_offset = vpm_offset++;
+        }
+
+        state->varyings_vpm_offset = vpm_offset;
+
+        c->vpm_output_size = MAX2(1, vpm_offset + c->vs_key->num_used_outputs);
+}
+
+static void
+v3d_nir_setup_vpm_layout_gs(struct v3d_compile *c,
+                            struct v3d_nir_lower_io_state *state)
 {
-        nir_builder b;
-        nir_builder_init(&b, impl);
+        /* 1 header slot for number of output vertices */
+        uint32_t vpm_offset = 1;
+
+        /* 1 header slot per output vertex */
+        const uint32_t num_vertices = c->s->info.gs.vertices_out;
+        vpm_offset += num_vertices;
+
+        state->gs.output_header_size = vpm_offset;
+
+        /* Vertex data: here we only compute offsets into a generic vertex data
+         * elements. When it is time to actually write a particular vertex to
+         * the VPM, we will add the offset for that vertex into the VPM output
+         * to these offsets.
+         *
+         * If geometry shaders are present, they are always the last shader
+         * stage before rasterization, so we always emit fixed function outputs.
+         */
+        vpm_offset = 0;
+        if (c->gs_key->is_coord) {
+                state->pos_vpm_offset = vpm_offset;
+                vpm_offset += 4;
+        } else {
+                state->pos_vpm_offset = -1;
+        }
+
+        state->vp_vpm_offset = vpm_offset;
+        vpm_offset += 2;
+
+        if (!c->gs_key->is_coord) {
+                state->zs_vpm_offset = vpm_offset++;
+                state->rcp_wc_vpm_offset = vpm_offset++;
+        } else {
+                state->zs_vpm_offset = -1;
+                state->rcp_wc_vpm_offset = -1;
+        }
+
+        /* Mesa enables OES_geometry_shader_point_size automatically with
+         * OES_geometry_shader so we always need to handle point size
+         * writes if present.
+         */
+        if (c->gs_key->per_vertex_point_size)
+                state->psiz_vpm_offset = vpm_offset++;
+
+        state->varyings_vpm_offset = vpm_offset;
+
+        state->gs.output_vertex_data_size =
+                state->varyings_vpm_offset + c->gs_key->num_used_outputs;
+
+        c->vpm_output_size =
+                state->gs.output_header_size +
+                state->gs.output_vertex_data_size * num_vertices;
+}
+
+static void
+v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
+                            struct v3d_nir_lower_io_state *state)
+{
+        /* If this is a geometry shader we need to emit our fixed function
+         * outputs to the current vertex offset in the VPM.
+         */
+        nir_ssa_def *offset_reg =
+                c->s->info.stage == MESA_SHADER_GEOMETRY ?
+                        nir_load_var(b, state->gs.output_offset_var) : NULL;
+
+        for (int i = 0; i < 4; i++) {
+                if (!state->pos[i])
+                        state->pos[i] = nir_ssa_undef(b, 1, 32);
+        }
 
-        nir_foreach_block(block, impl) {
-                nir_foreach_instr_safe(instr, block)
-                        v3d_nir_lower_io_instr(c, &b, instr);
+        nir_ssa_def *rcp_wc = nir_frcp(b, state->pos[3]);
+
+        if (state->pos_vpm_offset != -1) {
+                for (int i = 0; i < 4; i++) {
+                        v3d_nir_store_output(b, state->pos_vpm_offset + i,
+                                             offset_reg, state->pos[i]);
+                }
+        }
+
+        if (state->vp_vpm_offset != -1) {
+                for (int i = 0; i < 2; i++) {
+                        nir_ssa_def *pos;
+                        nir_ssa_def *scale;
+                        pos = state->pos[i];
+                        if (i == 0)
+                                scale = nir_load_viewport_x_scale(b);
+                        else
+                                scale = nir_load_viewport_y_scale(b);
+                        pos = nir_fmul(b, pos, scale);
+                        pos = nir_fmul(b, pos, rcp_wc);
+                        pos = nir_f2i32(b, nir_fround_even(b, pos));
+                        v3d_nir_store_output(b, state->vp_vpm_offset + i,
+                                             offset_reg, pos);
+                }
         }
 
-        nir_metadata_preserve(impl, nir_metadata_block_index |
-                              nir_metadata_dominance);
+        if (state->zs_vpm_offset != -1) {
+                nir_ssa_def *z = state->pos[2];
+                z = nir_fmul(b, z, nir_load_viewport_z_scale(b));
+                z = nir_fmul(b, z, rcp_wc);
+                z = nir_fadd(b, z, nir_load_viewport_z_offset(b));
+                v3d_nir_store_output(b, state->zs_vpm_offset, offset_reg, z);
+        }
+
+        if (state->rcp_wc_vpm_offset != -1) {
+                v3d_nir_store_output(b, state->rcp_wc_vpm_offset,
+                                     offset_reg, rcp_wc);
+        }
+
+        /* Store 0 to varyings requested by the FS but not stored by the
+         * previous stage. This should be undefined behavior, but
+         * glsl-routing seems to rely on it.
+         */
+        uint32_t num_used_outputs;
+        switch (c->s->info.stage) {
+        case MESA_SHADER_VERTEX:
+                num_used_outputs = c->vs_key->num_used_outputs;
+                break;
+        case MESA_SHADER_GEOMETRY:
+                num_used_outputs = c->gs_key->num_used_outputs;
+                break;
+        default:
+                unreachable("Unsupported shader stage");
+        }
+
+        for (int i = 0; i < num_used_outputs; i++) {
+                if (!BITSET_TEST(state->varyings_stored, i)) {
+                        v3d_nir_store_output(b, state->varyings_vpm_offset + i,
+                                             offset_reg, nir_imm_int(b, 0));
+                }
+        }
+}
+
+static void
+emit_gs_prolog(struct v3d_compile *c, nir_builder *b,
+               nir_function_impl *impl,
+               struct v3d_nir_lower_io_state *state)
+{
+        nir_block *first = nir_start_block(impl);
+        b->cursor = nir_before_block(first);
+
+        const struct glsl_type *uint_type = glsl_uint_type();
+
+        assert(!state->gs.output_offset_var);
+        state->gs.output_offset_var =
+                nir_local_variable_create(impl, uint_type, "output_offset");
+        nir_store_var(b, state->gs.output_offset_var,
+                      nir_imm_int(b, state->gs.output_header_size), 0x1);
+
+        assert(!state->gs.header_offset_var);
+        state->gs.header_offset_var =
+                nir_local_variable_create(impl, uint_type, "header_offset");
+        nir_store_var(b, state->gs.header_offset_var, nir_imm_int(b, 1), 0x1);
 
-        return true;
+        assert(!state->gs.header_var);
+        state->gs.header_var =
+                nir_local_variable_create(impl, uint_type, "header");
+        reset_gs_header(b, state);
+}
+
+static void
+emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b,
+                                 struct v3d_nir_lower_io_state *state)
+{
+        const uint8_t VERTEX_COUNT_OFFSET = 16;
+
+        /* Our GS header has 1 generic header slot (at VPM offset 0) and then
+         * one slot per output vertex after it. This means we don't need to
+         * have a variable just to keep track of the number of vertices we
+         * emitted and instead we can just compute it here from the header
+         * offset variable by removing the one generic header slot that always
+         * goes at the begining of out header.
+         */
+        nir_ssa_def *header_offset =
+                nir_load_var(b, state->gs.header_offset_var);
+        nir_ssa_def *vertex_count =
+                nir_isub(b, header_offset, nir_imm_int(b, 1));
+        nir_ssa_def *header =
+                nir_ior(b, nir_imm_int(b, state->gs.output_header_size),
+                           nir_ishl(b, vertex_count,
+                                    nir_imm_int(b, VERTEX_COUNT_OFFSET)));
+
+        v3d_nir_store_output(b, 0, NULL, header);
 }
 
 void
 v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
 {
+        struct v3d_nir_lower_io_state state = { 0 };
+
+        /* Set up the layout of the VPM outputs. */
+        switch (s->info.stage) {
+        case MESA_SHADER_VERTEX:
+                v3d_nir_setup_vpm_layout_vs(c, &state);
+                break;
+        case MESA_SHADER_GEOMETRY:
+                v3d_nir_setup_vpm_layout_gs(c, &state);
+                break;
+        case MESA_SHADER_FRAGMENT:
+        case MESA_SHADER_COMPUTE:
+                break;
+        default:
+                unreachable("Unsupported shader stage");
+        }
+
         nir_foreach_function(function, s) {
-                if (function->impl)
-                        v3d_nir_lower_io_impl(c, function->impl);
+                if (function->impl) {
+                        nir_builder b;
+                        nir_builder_init(&b, function->impl);
+
+                        if (c->s->info.stage == MESA_SHADER_GEOMETRY)
+                                emit_gs_prolog(c, &b, function->impl, &state);
+
+                        nir_foreach_block(block, function->impl) {
+                                nir_foreach_instr_safe(instr, block)
+                                        v3d_nir_lower_io_instr(c, &b, instr,
+                                                               &state);
+                        }
+
+                        nir_block *last = nir_impl_last_block(function->impl);
+                        b.cursor = nir_after_block(last);
+                        if (s->info.stage == MESA_SHADER_VERTEX) {
+                                v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
+                        } else if (s->info.stage == MESA_SHADER_GEOMETRY) {
+                                emit_gs_vpm_output_header_prolog(c, &b, &state);
+                        }
+
+                        nir_metadata_preserve(function->impl,
+                                              nir_metadata_block_index |
+                                              nir_metadata_dominance);
+                }
+        }
+
+        if (s->info.stage == MESA_SHADER_VERTEX ||
+            s->info.stage == MESA_SHADER_GEOMETRY) {
+                v3d_nir_lower_io_update_output_var_base(c, &state);
         }
 }