+ /* The extra dword is used to avoid LDS bank conflicts. */
+ unsigned vertex_size = ngg_nogs_vertex_size(ctx->shader);
+ LLVMTypeRef ai32 = LLVMArrayType(ctx->ac.i32, vertex_size);
+ LLVMTypeRef pai32 = LLVMPointerType(ai32, AC_ADDR_SPACE_LDS);
+ LLVMValueRef tmp = LLVMBuildBitCast(ctx->ac.builder, ctx->esgs_ring, pai32, "");
+ return LLVMBuildGEP(ctx->ac.builder, tmp, &vtxid, 1, "");
+}
+
+static LLVMValueRef si_insert_input_v4i32(struct si_shader_context *ctx, LLVMValueRef ret,
+ struct ac_arg param, unsigned return_index)
+{
+ LLVMValueRef v = ac_get_arg(&ctx->ac, param);
+
+ for (unsigned i = 0; i < 4; i++) {
+ ret = LLVMBuildInsertValue(ctx->ac.builder, ret, ac_llvm_extract_elem(&ctx->ac, v, i),
+ return_index + i, "");
+ }
+ return ret;
+}
+
+static void load_bitmasks_2x64(struct si_shader_context *ctx, LLVMValueRef lds_ptr,
+ unsigned dw_offset, LLVMValueRef mask[2],
+ LLVMValueRef *total_bitcount)
+{
+ LLVMBuilderRef builder = ctx->ac.builder;
+ LLVMValueRef ptr64 = LLVMBuildPointerCast(
+ builder, lds_ptr, LLVMPointerType(LLVMArrayType(ctx->ac.i64, 2), AC_ADDR_SPACE_LDS), "");
+ for (unsigned i = 0; i < 2; i++) {
+ LLVMValueRef index = LLVMConstInt(ctx->ac.i32, dw_offset / 2 + i, 0);
+ mask[i] = LLVMBuildLoad(builder, ac_build_gep0(&ctx->ac, ptr64, index), "");
+ }
+
+ /* We get better code if we don't use the 128-bit bitcount. */
+ *total_bitcount = LLVMBuildAdd(builder, ac_build_bit_count(&ctx->ac, mask[0]),
+ ac_build_bit_count(&ctx->ac, mask[1]), "");
+}
+
+/**
+ * Given a total thread count, update total and per-wave thread counts in input SGPRs
+ * and return the per-wave thread count.
+ *
+ * \param new_num_threads Total thread count on the input, per-wave thread count on the output.
+ * \param tg_info tg_info SGPR value
+ * \param tg_info_num_bits the bit size of thread count field in tg_info
+ * \param tg_info_shift the bit offset of the thread count field in tg_info
+ * \param wave_info merged_wave_info SGPR value
+ * \param wave_info_num_bits the bit size of thread count field in merged_wave_info
+ * \param wave_info_shift the bit offset of the thread count field in merged_wave_info
+ */
+static void update_thread_counts(struct si_shader_context *ctx, LLVMValueRef *new_num_threads,
+ LLVMValueRef *tg_info, unsigned tg_info_num_bits,
+ unsigned tg_info_shift, LLVMValueRef *wave_info,
+ unsigned wave_info_num_bits, unsigned wave_info_shift)
+{
+ LLVMBuilderRef builder = ctx->ac.builder;
+
+ /* Update the total thread count. */
+ unsigned tg_info_mask = ~(u_bit_consecutive(0, tg_info_num_bits) << tg_info_shift);
+ *tg_info = LLVMBuildAnd(builder, *tg_info, LLVMConstInt(ctx->ac.i32, tg_info_mask, 0), "");
+ *tg_info = LLVMBuildOr(
+ builder, *tg_info,
+ LLVMBuildShl(builder, *new_num_threads, LLVMConstInt(ctx->ac.i32, tg_info_shift, 0), ""), "");
+
+ /* Update the per-wave thread count. */
+ LLVMValueRef prev_threads = LLVMBuildMul(builder, get_wave_id_in_tg(ctx),
+ LLVMConstInt(ctx->ac.i32, ctx->ac.wave_size, 0), "");
+ *new_num_threads = LLVMBuildSub(builder, *new_num_threads, prev_threads, "");
+ *new_num_threads = ac_build_imax(&ctx->ac, *new_num_threads, ctx->ac.i32_0);
+ *new_num_threads =
+ ac_build_imin(&ctx->ac, *new_num_threads, LLVMConstInt(ctx->ac.i32, ctx->ac.wave_size, 0));
+ unsigned wave_info_mask = ~(u_bit_consecutive(0, wave_info_num_bits) << wave_info_shift);
+ *wave_info = LLVMBuildAnd(builder, *wave_info, LLVMConstInt(ctx->ac.i32, wave_info_mask, 0), "");
+ *wave_info = LLVMBuildOr(
+ builder, *wave_info,
+ LLVMBuildShl(builder, *new_num_threads, LLVMConstInt(ctx->ac.i32, wave_info_shift, 0), ""),
+ "");
+}
+
+/**
+ * Cull primitives for NGG VS or TES, then compact vertices, which happens
+ * before the VS or TES main function. Return values for the main function.
+ * Also return the position, which is passed to the shader as an input,
+ * so that we don't compute it twice.
+ */
+void gfx10_emit_ngg_culling_epilogue(struct ac_shader_abi *abi, unsigned max_outputs,
+ LLVMValueRef *addrs)
+{
+ struct si_shader_context *ctx = si_shader_context_from_abi(abi);
+ struct si_shader *shader = ctx->shader;
+ struct si_shader_selector *sel = shader->selector;
+ struct si_shader_info *info = &sel->info;
+ LLVMBuilderRef builder = ctx->ac.builder;
+ unsigned max_waves = ctx->ac.wave_size == 64 ? 2 : 4;
+ LLVMValueRef ngg_scratch = ctx->gs_ngg_scratch;
+
+ if (ctx->ac.wave_size == 64) {
+ ngg_scratch = LLVMBuildPointerCast(builder, ngg_scratch,
+ LLVMPointerType(LLVMArrayType(ctx->ac.i64, max_waves),
+ AC_ADDR_SPACE_LDS), "");
+ }
+
+ assert(shader->key.opt.ngg_culling);
+ assert(shader->key.as_ngg);
+ assert(sel->info.stage == MESA_SHADER_VERTEX ||
+ (sel->info.stage == MESA_SHADER_TESS_EVAL && !shader->key.as_es));
+
+ LLVMValueRef position[4] = {};
+ for (unsigned i = 0; i < info->num_outputs; i++) {
+ switch (info->output_semantic[i]) {
+ case VARYING_SLOT_POS:
+ for (unsigned j = 0; j < 4; j++) {
+ position[j] = LLVMBuildLoad(ctx->ac.builder, addrs[4 * i + j], "");
+ }
+ break;
+ }
+ }
+ assert(position[0]);
+
+ /* Store Position.XYZW into LDS. */
+ LLVMValueRef es_vtxptr = ngg_nogs_vertex_ptr(ctx, get_thread_id_in_tg(ctx));
+ for (unsigned chan = 0; chan < 4; chan++) {
+ LLVMBuildStore(
+ builder, ac_to_integer(&ctx->ac, position[chan]),
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_pos_x + chan, 0)));
+ }
+ /* Store Position.XY / W into LDS. */
+ for (unsigned chan = 0; chan < 2; chan++) {
+ LLVMValueRef val = ac_build_fdiv(&ctx->ac, position[chan], position[3]);
+ LLVMBuildStore(
+ builder, ac_to_integer(&ctx->ac, val),
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_pos_x_div_w + chan, 0)));
+ }
+
+ /* Store VertexID and InstanceID. ES threads will have to load them
+ * from LDS after vertex compaction and use them instead of their own
+ * system values.
+ */
+ bool uses_instance_id = false;
+ bool uses_tes_prim_id = false;
+ LLVMValueRef packed_data = ctx->ac.i32_0;
+
+ if (ctx->stage == MESA_SHADER_VERTEX) {
+ uses_instance_id = sel->info.uses_instanceid ||
+ shader->key.part.vs.prolog.instance_divisor_is_one ||
+ shader->key.part.vs.prolog.instance_divisor_is_fetched;
+
+ LLVMBuildStore(
+ builder, ctx->abi.vertex_id,
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_vertex_id, 0)));
+ if (uses_instance_id) {
+ LLVMBuildStore(
+ builder, ctx->abi.instance_id,
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_instance_id, 0)));
+ }
+ } else {
+ uses_tes_prim_id = sel->info.uses_primid || shader->key.mono.u.vs_export_prim_id;
+
+ assert(ctx->stage == MESA_SHADER_TESS_EVAL);
+ LLVMBuildStore(builder, ac_to_integer(&ctx->ac, ac_get_arg(&ctx->ac, ctx->tes_u)),
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_tes_u, 0)));
+ LLVMBuildStore(builder, ac_to_integer(&ctx->ac, ac_get_arg(&ctx->ac, ctx->tes_v)),
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_tes_v, 0)));
+ packed_data = LLVMBuildShl(builder, ac_get_arg(&ctx->ac, ctx->tes_rel_patch_id),
+ LLVMConstInt(ctx->ac.i32, lds_byte2_tes_rel_patch_id * 8, 0), "");
+ if (uses_tes_prim_id) {
+ LLVMBuildStore(
+ builder, ac_get_arg(&ctx->ac, ctx->args.tes_patch_id),
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_tes_patch_id, 0)));
+ }
+ }
+ /* Initialize the packed data. */
+ LLVMBuildStore(
+ builder, packed_data,
+ ac_build_gep0(&ctx->ac, es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_packed_data, 0)));
+ ac_build_endif(&ctx->ac, ctx->merged_wrap_if_label);
+
+ LLVMValueRef tid = ac_get_thread_id(&ctx->ac);
+
+ /* Initialize all but the first element of ngg_scratch to 0, because we may have less
+ * than the maximum number of waves, but we always read all values. This is where
+ * the thread bitmasks of unculled threads will be stored.
+ *
+ * ngg_scratch layout: iN_wavemask esmask[0..n]
+ */
+ ac_build_ifcc(&ctx->ac,
+ LLVMBuildICmp(builder, LLVMIntULT, get_thread_id_in_tg(ctx),
+ LLVMConstInt(ctx->ac.i32, max_waves - 1, 0), ""),
+ 16101);
+ {
+ LLVMValueRef index = LLVMBuildAdd(builder, tid, ctx->ac.i32_1, "");
+ LLVMBuildStore(builder, LLVMConstInt(ctx->ac.iN_wavemask, 0, 0),
+ ac_build_gep0(&ctx->ac, ngg_scratch, index));
+ }
+ ac_build_endif(&ctx->ac, 16101);
+ ac_build_s_barrier(&ctx->ac);
+
+ /* The hardware requires that there are no holes between unculled vertices,
+ * which means we have to pack ES threads, i.e. reduce the ES thread count
+ * and move ES input VGPRs to lower threads. The upside is that varyings
+ * are only fetched and computed for unculled vertices.
+ *
+ * Vertex compaction in GS threads:
+ *
+ * Part 1: Compute the surviving vertex mask in GS threads:
+ * - Compute 4 32-bit surviving vertex masks in LDS. (max 4 waves)
+ * - In GS, notify ES threads whether the vertex survived.
+ * - Barrier
+ * - ES threads will create the mask and store it in LDS.
+ * - Barrier
+ * - Each GS thread loads the vertex masks from LDS.
+ *
+ * Part 2: Compact ES threads in GS threads:
+ * - Compute the prefix sum for all 3 vertices from the masks. These are the new
+ * thread IDs for each vertex within the primitive.
+ * - Write the value of the old thread ID into the LDS address of the new thread ID.
+ * The ES thread will load the old thread ID and use it to load the position, VertexID,
+ * and InstanceID.
+ * - Update vertex indices and null flag in the GS input VGPRs.
+ * - Barrier
+ *
+ * Part 3: Update inputs GPRs
+ * - For all waves, update per-wave thread counts in input SGPRs.
+ * - In ES threads, update the ES input VGPRs (VertexID, InstanceID, TES inputs).
+ */
+
+ LLVMValueRef vtxindex[3];
+ if (shader->key.opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL) {
+ /* For the GS fast launch, the VS prologs simply puts the Vertex IDs
+ * into these VGPRs.
+ */
+ vtxindex[0] = ac_get_arg(&ctx->ac, ctx->gs_vtx01_offset);
+ vtxindex[1] = ac_get_arg(&ctx->ac, ctx->gs_vtx23_offset);
+ vtxindex[2] = ac_get_arg(&ctx->ac, ctx->gs_vtx45_offset);
+ } else {
+ vtxindex[0] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 0, 16);
+ vtxindex[1] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 16, 16);
+ vtxindex[2] = si_unpack_param(ctx, ctx->gs_vtx23_offset, 0, 16);
+ };
+ LLVMValueRef gs_vtxptr[] = {
+ ngg_nogs_vertex_ptr(ctx, vtxindex[0]),
+ ngg_nogs_vertex_ptr(ctx, vtxindex[1]),
+ ngg_nogs_vertex_ptr(ctx, vtxindex[2]),
+ };
+ es_vtxptr = ngg_nogs_vertex_ptr(ctx, get_thread_id_in_tg(ctx));
+
+ LLVMValueRef gs_accepted = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
+
+ /* Do culling in GS threads. */
+ ac_build_ifcc(&ctx->ac, si_is_gs_thread(ctx), 16002);
+ {
+ /* Load positions. */
+ LLVMValueRef pos[3][4] = {};
+ for (unsigned vtx = 0; vtx < 3; vtx++) {
+ for (unsigned chan = 0; chan < 4; chan++) {
+ unsigned index;
+ if (chan == 0 || chan == 1)
+ index = lds_pos_x_div_w + chan;
+ else if (chan == 3)
+ index = lds_pos_w;
+ else
+ continue;
+
+ LLVMValueRef addr =
+ ac_build_gep0(&ctx->ac, gs_vtxptr[vtx], LLVMConstInt(ctx->ac.i32, index, 0));
+ pos[vtx][chan] = LLVMBuildLoad(builder, addr, "");
+ pos[vtx][chan] = ac_to_float(&ctx->ac, pos[vtx][chan]);
+ }
+ }
+
+ /* Load the viewport state for small prim culling. */
+ LLVMValueRef vp = ac_build_load_invariant(
+ &ctx->ac, ac_get_arg(&ctx->ac, ctx->small_prim_cull_info), ctx->ac.i32_0);
+ vp = LLVMBuildBitCast(builder, vp, ctx->ac.v4f32, "");
+ LLVMValueRef vp_scale[2], vp_translate[2];
+ vp_scale[0] = ac_llvm_extract_elem(&ctx->ac, vp, 0);
+ vp_scale[1] = ac_llvm_extract_elem(&ctx->ac, vp, 1);
+ vp_translate[0] = ac_llvm_extract_elem(&ctx->ac, vp, 2);
+ vp_translate[1] = ac_llvm_extract_elem(&ctx->ac, vp, 3);
+
+ /* Get the small prim filter precision. */
+ LLVMValueRef small_prim_precision = si_unpack_param(ctx, ctx->vs_state_bits, 7, 4);
+ small_prim_precision =
+ LLVMBuildOr(builder, small_prim_precision, LLVMConstInt(ctx->ac.i32, 0x70, 0), "");
+ small_prim_precision =
+ LLVMBuildShl(builder, small_prim_precision, LLVMConstInt(ctx->ac.i32, 23, 0), "");
+ small_prim_precision = LLVMBuildBitCast(builder, small_prim_precision, ctx->ac.f32, "");
+
+ /* Execute culling code. */
+ struct ac_cull_options options = {};
+ options.cull_front = shader->key.opt.ngg_culling & SI_NGG_CULL_FRONT_FACE;
+ options.cull_back = shader->key.opt.ngg_culling & SI_NGG_CULL_BACK_FACE;
+ options.cull_view_xy = shader->key.opt.ngg_culling & SI_NGG_CULL_VIEW_SMALLPRIMS;
+ options.cull_small_prims = options.cull_view_xy;
+ options.cull_zero_area = options.cull_front || options.cull_back;
+ options.cull_w = true;
+
+ /* Tell ES threads whether their vertex survived. */
+ ac_build_ifcc(&ctx->ac,
+ ac_cull_triangle(&ctx->ac, pos, ctx->ac.i1true, vp_scale, vp_translate,
+ small_prim_precision, &options),
+ 16003);
+ {
+ LLVMBuildStore(builder, ctx->ac.i32_1, gs_accepted);
+ for (unsigned vtx = 0; vtx < 3; vtx++) {
+ LLVMBuildStore(builder, ctx->ac.i8_1,
+ si_build_gep_i8(ctx, gs_vtxptr[vtx], lds_byte0_accept_flag));
+ }
+ }
+ ac_build_endif(&ctx->ac, 16003);
+ }
+ ac_build_endif(&ctx->ac, 16002);
+ ac_build_s_barrier(&ctx->ac);
+
+ gs_accepted = LLVMBuildLoad(builder, gs_accepted, "");
+
+ LLVMValueRef es_accepted = ac_build_alloca(&ctx->ac, ctx->ac.i1, "");
+
+ /* Convert the per-vertex flag to a thread bitmask in ES threads and store it in LDS. */
+ ac_build_ifcc(&ctx->ac, si_is_es_thread(ctx), 16007);
+ {
+ LLVMValueRef es_accepted_flag =
+ LLVMBuildLoad(builder, si_build_gep_i8(ctx, es_vtxptr, lds_byte0_accept_flag), "");
+
+ LLVMValueRef es_accepted_bool =
+ LLVMBuildICmp(builder, LLVMIntNE, es_accepted_flag, ctx->ac.i8_0, "");
+ LLVMValueRef es_mask = ac_get_i1_sgpr_mask(&ctx->ac, es_accepted_bool);
+
+ LLVMBuildStore(builder, es_accepted_bool, es_accepted);
+
+ ac_build_ifcc(&ctx->ac, LLVMBuildICmp(builder, LLVMIntEQ, tid, ctx->ac.i32_0, ""), 16008);
+ {
+ LLVMBuildStore(builder, es_mask,
+ ac_build_gep0(&ctx->ac, ngg_scratch, get_wave_id_in_tg(ctx)));
+ }
+ ac_build_endif(&ctx->ac, 16008);
+ }
+ ac_build_endif(&ctx->ac, 16007);
+ ac_build_s_barrier(&ctx->ac);
+
+ /* Load the vertex masks and compute the new ES thread count. */
+ LLVMValueRef es_mask[2], new_num_es_threads, kill_wave;
+ load_bitmasks_2x64(ctx, ngg_scratch, 0, es_mask, &new_num_es_threads);
+ new_num_es_threads = ac_build_readlane_no_opt_barrier(&ctx->ac, new_num_es_threads, NULL);
+
+ /* ES threads compute their prefix sum, which is the new ES thread ID.
+ * Then they write the value of the old thread ID into the LDS address
+ * of the new thread ID. It will be used it to load input VGPRs from
+ * the old thread's LDS location.
+ */
+ ac_build_ifcc(&ctx->ac, LLVMBuildLoad(builder, es_accepted, ""), 16009);
+ {
+ LLVMValueRef old_id = get_thread_id_in_tg(ctx);
+ LLVMValueRef new_id = ac_prefix_bitcount_2x64(&ctx->ac, es_mask, old_id);
+
+ LLVMBuildStore(
+ builder, LLVMBuildTrunc(builder, old_id, ctx->ac.i8, ""),
+ si_build_gep_i8(ctx, ngg_nogs_vertex_ptr(ctx, new_id), lds_byte0_old_thread_id));
+ LLVMBuildStore(builder, LLVMBuildTrunc(builder, new_id, ctx->ac.i8, ""),
+ si_build_gep_i8(ctx, es_vtxptr, lds_byte1_new_thread_id));
+ }
+ ac_build_endif(&ctx->ac, 16009);
+
+ /* Kill waves that have inactive threads. */
+ kill_wave = LLVMBuildICmp(builder, LLVMIntULE,
+ ac_build_imax(&ctx->ac, new_num_es_threads, ngg_get_prim_cnt(ctx)),
+ LLVMBuildMul(builder, get_wave_id_in_tg(ctx),
+ LLVMConstInt(ctx->ac.i32, ctx->ac.wave_size, 0), ""),
+ "");
+ ac_build_ifcc(&ctx->ac, kill_wave, 19202);
+ {
+ /* If we are killing wave 0, send that there are no primitives
+ * in this threadgroup.
+ */
+ ac_build_sendmsg_gs_alloc_req(&ctx->ac, get_wave_id_in_tg(ctx), ctx->ac.i32_0, ctx->ac.i32_0);
+ ac_build_s_endpgm(&ctx->ac);
+ }
+ ac_build_endif(&ctx->ac, 19202);
+ ac_build_s_barrier(&ctx->ac);
+
+ /* Send the final vertex and primitive counts. */
+ ac_build_sendmsg_gs_alloc_req(&ctx->ac, get_wave_id_in_tg(ctx), new_num_es_threads,
+ ngg_get_prim_cnt(ctx));
+
+ /* Update thread counts in SGPRs. */
+ LLVMValueRef new_gs_tg_info = ac_get_arg(&ctx->ac, ctx->gs_tg_info);
+ LLVMValueRef new_merged_wave_info = ac_get_arg(&ctx->ac, ctx->merged_wave_info);
+
+ /* This also converts the thread count from the total count to the per-wave count. */
+ update_thread_counts(ctx, &new_num_es_threads, &new_gs_tg_info, 9, 12, &new_merged_wave_info, 8,
+ 0);
+
+ /* Update vertex indices in VGPR0 (same format as NGG passthrough). */
+ LLVMValueRef new_vgpr0 = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
+
+ /* Set the null flag at the beginning (culled), and then
+ * overwrite it for accepted primitives.
+ */
+ LLVMBuildStore(builder, LLVMConstInt(ctx->ac.i32, 1u << 31, 0), new_vgpr0);
+
+ /* Get vertex indices after vertex compaction. */
+ ac_build_ifcc(&ctx->ac, LLVMBuildTrunc(builder, gs_accepted, ctx->ac.i1, ""), 16011);
+ {
+ struct ac_ngg_prim prim = {};
+ prim.num_vertices = 3;
+ prim.isnull = ctx->ac.i1false;
+
+ for (unsigned vtx = 0; vtx < 3; vtx++) {
+ prim.index[vtx] = LLVMBuildLoad(
+ builder, si_build_gep_i8(ctx, gs_vtxptr[vtx], lds_byte1_new_thread_id), "");
+ prim.index[vtx] = LLVMBuildZExt(builder, prim.index[vtx], ctx->ac.i32, "");
+ prim.edgeflag[vtx] = ngg_get_initial_edgeflag(ctx, vtx);
+ }
+
+ /* Set the new GS input VGPR. */
+ LLVMBuildStore(builder, ac_pack_prim_export(&ctx->ac, &prim), new_vgpr0);
+ }
+ ac_build_endif(&ctx->ac, 16011);
+
+ if (gfx10_ngg_export_prim_early(shader))
+ gfx10_ngg_build_export_prim(ctx, NULL, LLVMBuildLoad(builder, new_vgpr0, ""));
+
+ /* Set the new ES input VGPRs. */
+ LLVMValueRef es_data[4];
+ LLVMValueRef old_thread_id = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
+
+ for (unsigned i = 0; i < 4; i++)
+ es_data[i] = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
+
+ ac_build_ifcc(&ctx->ac, LLVMBuildICmp(ctx->ac.builder, LLVMIntULT, tid, new_num_es_threads, ""),
+ 16012);
+ {
+ LLVMValueRef old_id, old_es_vtxptr, tmp;
+
+ /* Load ES input VGPRs from the ES thread before compaction. */
+ old_id = LLVMBuildLoad(builder, si_build_gep_i8(ctx, es_vtxptr, lds_byte0_old_thread_id), "");
+ old_id = LLVMBuildZExt(builder, old_id, ctx->ac.i32, "");
+
+ LLVMBuildStore(builder, old_id, old_thread_id);
+ old_es_vtxptr = ngg_nogs_vertex_ptr(ctx, old_id);
+
+ for (unsigned i = 0; i < 2; i++) {
+ tmp = LLVMBuildLoad(
+ builder,
+ ac_build_gep0(&ctx->ac, old_es_vtxptr, LLVMConstInt(ctx->ac.i32, lds_vertex_id + i, 0)),
+ "");
+ LLVMBuildStore(builder, tmp, es_data[i]);
+ }
+
+ if (ctx->stage == MESA_SHADER_TESS_EVAL) {
+ tmp = LLVMBuildLoad(builder,
+ si_build_gep_i8(ctx, old_es_vtxptr, lds_byte2_tes_rel_patch_id), "");
+ tmp = LLVMBuildZExt(builder, tmp, ctx->ac.i32, "");
+ LLVMBuildStore(builder, tmp, es_data[2]);
+
+ if (uses_tes_prim_id) {
+ tmp = LLVMBuildLoad(builder,
+ ac_build_gep0(&ctx->ac, old_es_vtxptr,
+ LLVMConstInt(ctx->ac.i32, lds_tes_patch_id, 0)),
+ "");
+ LLVMBuildStore(builder, tmp, es_data[3]);
+ }
+ }
+ }
+ ac_build_endif(&ctx->ac, 16012);
+
+ /* Return values for the main function. */
+ LLVMValueRef ret = ctx->return_value;
+ LLVMValueRef val;
+
+ ret = LLVMBuildInsertValue(ctx->ac.builder, ret, new_gs_tg_info, 2, "");
+ ret = LLVMBuildInsertValue(ctx->ac.builder, ret, new_merged_wave_info, 3, "");
+ if (ctx->stage == MESA_SHADER_TESS_EVAL)
+ ret = si_insert_input_ret(ctx, ret, ctx->tcs_offchip_offset, 4);
+
+ ret = si_insert_input_ptr(ctx, ret, ctx->rw_buffers, 8 + SI_SGPR_RW_BUFFERS);
+ ret = si_insert_input_ptr(ctx, ret, ctx->bindless_samplers_and_images,
+ 8 + SI_SGPR_BINDLESS_SAMPLERS_AND_IMAGES);
+ ret = si_insert_input_ptr(ctx, ret, ctx->const_and_shader_buffers,
+ 8 + SI_SGPR_CONST_AND_SHADER_BUFFERS);
+ ret = si_insert_input_ptr(ctx, ret, ctx->samplers_and_images, 8 + SI_SGPR_SAMPLERS_AND_IMAGES);
+ ret = si_insert_input_ptr(ctx, ret, ctx->vs_state_bits, 8 + SI_SGPR_VS_STATE_BITS);
+
+ if (ctx->stage == MESA_SHADER_VERTEX) {
+ ret = si_insert_input_ptr(ctx, ret, ctx->args.base_vertex, 8 + SI_SGPR_BASE_VERTEX);
+ ret = si_insert_input_ptr(ctx, ret, ctx->args.start_instance, 8 + SI_SGPR_START_INSTANCE);
+ ret = si_insert_input_ptr(ctx, ret, ctx->args.draw_id, 8 + SI_SGPR_DRAWID);
+ ret = si_insert_input_ptr(ctx, ret, ctx->vertex_buffers, 8 + SI_VS_NUM_USER_SGPR);
+
+ for (unsigned i = 0; i < shader->selector->num_vbos_in_user_sgprs; i++) {
+ ret = si_insert_input_v4i32(ctx, ret, ctx->vb_descriptors[i],
+ 8 + SI_SGPR_VS_VB_DESCRIPTOR_FIRST + i * 4);
+ }
+ } else {
+ assert(ctx->stage == MESA_SHADER_TESS_EVAL);
+ ret = si_insert_input_ptr(ctx, ret, ctx->tcs_offchip_layout, 8 + SI_SGPR_TES_OFFCHIP_LAYOUT);
+ ret = si_insert_input_ptr(ctx, ret, ctx->tes_offchip_addr, 8 + SI_SGPR_TES_OFFCHIP_ADDR);
+ }
+
+ unsigned vgpr;
+ if (ctx->stage == MESA_SHADER_VERTEX) {
+ if (shader->selector->num_vbos_in_user_sgprs) {
+ vgpr = 8 + SI_SGPR_VS_VB_DESCRIPTOR_FIRST + shader->selector->num_vbos_in_user_sgprs * 4;
+ } else {
+ vgpr = 8 + GFX9_VSGS_NUM_USER_SGPR + 1;
+ }
+ } else {
+ vgpr = 8 + GFX9_TESGS_NUM_USER_SGPR;
+ }
+
+ val = LLVMBuildLoad(builder, new_vgpr0, "");
+ ret = LLVMBuildInsertValue(builder, ret, ac_to_float(&ctx->ac, val), vgpr++, "");
+ vgpr++; /* gs_vtx23_offset */
+
+ ret = si_insert_input_ret_float(ctx, ret, ctx->args.gs_prim_id, vgpr++);
+ ret = si_insert_input_ret_float(ctx, ret, ctx->args.gs_invocation_id, vgpr++);
+ vgpr++; /* gs_vtx45_offset */
+
+ if (ctx->stage == MESA_SHADER_VERTEX) {
+ val = LLVMBuildLoad(builder, es_data[0], "");
+ ret = LLVMBuildInsertValue(builder, ret, ac_to_float(&ctx->ac, val), vgpr++,
+ ""); /* VGPR5 - VertexID */
+ vgpr += 2;
+ if (uses_instance_id) {
+ val = LLVMBuildLoad(builder, es_data[1], "");
+ ret = LLVMBuildInsertValue(builder, ret, ac_to_float(&ctx->ac, val), vgpr++,
+ ""); /* VGPR8 - InstanceID */
+ } else {
+ vgpr++;
+ }
+ } else {
+ assert(ctx->stage == MESA_SHADER_TESS_EVAL);
+ unsigned num_vgprs = uses_tes_prim_id ? 4 : 3;
+ for (unsigned i = 0; i < num_vgprs; i++) {
+ val = LLVMBuildLoad(builder, es_data[i], "");
+ ret = LLVMBuildInsertValue(builder, ret, ac_to_float(&ctx->ac, val), vgpr++, "");
+ }
+ if (num_vgprs == 3)
+ vgpr++;
+ }
+ /* Return the old thread ID. */
+ val = LLVMBuildLoad(builder, old_thread_id, "");
+ ret = LLVMBuildInsertValue(builder, ret, ac_to_float(&ctx->ac, val), vgpr++, "");
+
+ /* These two also use LDS. */
+ if (sel->info.writes_edgeflag ||
+ (ctx->stage == MESA_SHADER_VERTEX && shader->key.mono.u.vs_export_prim_id))
+ ac_build_s_barrier(&ctx->ac);
+
+ ctx->return_value = ret;