draw_gs.c revision 848b8605
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3 * Copyright 2009 VMware, Inc.
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27
28#include "draw_gs.h"
29
30#include "draw_private.h"
31#include "draw_context.h"
32#ifdef HAVE_LLVM
33#include "draw_llvm.h"
34#endif
35
36#include "tgsi/tgsi_parse.h"
37#include "tgsi/tgsi_exec.h"
38
39#include "pipe/p_shader_tokens.h"
40
41#include "util/u_math.h"
42#include "util/u_memory.h"
43#include "util/u_prim.h"
44
45/* fixme: move it from here */
46#define MAX_PRIMITIVES 64
47
48static INLINE int
49draw_gs_get_input_index(int semantic, int index,
50                        const struct tgsi_shader_info *input_info)
51{
52   int i;
53   const ubyte *input_semantic_names = input_info->output_semantic_name;
54   const ubyte *input_semantic_indices = input_info->output_semantic_index;
55   for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
56      if (input_semantic_names[i] == semantic &&
57          input_semantic_indices[i] == index)
58         return i;
59   }
60   return -1;
61}
62
63/**
64 * We execute geometry shaders in the SOA mode, so ideally we want to
65 * flush when the number of currently fetched primitives is equal to
66 * the number of elements in the SOA vector. This ensures that the
67 * throughput is optimized for the given vector instrunction set.
68 */
69static INLINE boolean
70draw_gs_should_flush(struct draw_geometry_shader *shader)
71{
72   return (shader->fetched_prim_count == shader->vector_length);
73}
74
75/*#define DEBUG_OUTPUTS 1*/
76static void
77tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
78                      unsigned num_primitives,
79                      float (**p_output)[4])
80{
81   struct tgsi_exec_machine *machine = shader->machine;
82   unsigned prim_idx, j, slot;
83   unsigned current_idx = 0;
84   float (*output)[4];
85
86   output = *p_output;
87
88   /* Unswizzle all output results.
89    */
90
91   for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
92      unsigned num_verts_per_prim = machine->Primitives[prim_idx];
93      shader->primitive_lengths[prim_idx +   shader->emitted_primitives] =
94         machine->Primitives[prim_idx];
95      shader->emitted_vertices += num_verts_per_prim;
96      for (j = 0; j < num_verts_per_prim; j++, current_idx++) {
97         int idx = current_idx * shader->info.num_outputs;
98#ifdef DEBUG_OUTPUTS
99         debug_printf("%d) Output vert:\n", idx / shader->info.num_outputs);
100#endif
101         for (slot = 0; slot < shader->info.num_outputs; slot++) {
102            output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
103            output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
104            output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
105            output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
106#ifdef DEBUG_OUTPUTS
107            debug_printf("\t%d: %f %f %f %f\n", slot,
108                         output[slot][0],
109                         output[slot][1],
110                         output[slot][2],
111                         output[slot][3]);
112#endif
113            debug_assert(!util_is_inf_or_nan(output[slot][0]));
114         }
115         output = (float (*)[4])((char *)output + shader->vertex_size);
116      }
117   }
118   *p_output = output;
119   shader->emitted_primitives += num_primitives;
120}
121
122/*#define DEBUG_INPUTS 1*/
123static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
124                                unsigned *indices,
125                                unsigned num_vertices,
126                                unsigned prim_idx)
127{
128   struct tgsi_exec_machine *machine = shader->machine;
129   unsigned slot, i;
130   int vs_slot;
131   unsigned input_vertex_stride = shader->input_vertex_stride;
132   const float (*input_ptr)[4];
133
134   input_ptr = shader->input;
135
136   for (i = 0; i < num_vertices; ++i) {
137      const float (*input)[4];
138#if DEBUG_INPUTS
139      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
140                   i, indices[i], prim_idx);
141#endif
142      input = (const float (*)[4])(
143         (const char *)input_ptr + (indices[i] * input_vertex_stride));
144      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
145         unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
146         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
147            machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
148            machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
149            machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
150            machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
151         } else {
152            vs_slot = draw_gs_get_input_index(
153               shader->info.input_semantic_name[slot],
154               shader->info.input_semantic_index[slot],
155               shader->input_info);
156            if (vs_slot < 0) {
157               debug_printf("VS/GS signature mismatch!\n");
158               machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
159               machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
160               machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
161               machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
162            } else {
163#if DEBUG_INPUTS
164               debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
165                            slot, vs_slot, idx);
166               assert(!util_is_inf_or_nan(input[vs_slot][0]));
167               assert(!util_is_inf_or_nan(input[vs_slot][1]));
168               assert(!util_is_inf_or_nan(input[vs_slot][2]));
169               assert(!util_is_inf_or_nan(input[vs_slot][3]));
170#endif
171               machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
172               machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
173               machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
174               machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
175#if DEBUG_INPUTS
176               debug_printf("\t\t%f %f %f %f\n",
177                            machine->Inputs[idx].xyzw[0].f[prim_idx],
178                            machine->Inputs[idx].xyzw[1].f[prim_idx],
179                            machine->Inputs[idx].xyzw[2].f[prim_idx],
180                            machine->Inputs[idx].xyzw[3].f[prim_idx]);
181#endif
182               ++vs_slot;
183            }
184         }
185      }
186   }
187}
188
189static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
190                            const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
191                            const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
192{
193   struct tgsi_exec_machine *machine = shader->machine;
194
195   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
196                                  constants, constants_size);
197}
198
199static unsigned tgsi_gs_run(struct draw_geometry_shader *shader,
200                            unsigned input_primitives)
201{
202   struct tgsi_exec_machine *machine = shader->machine;
203
204   tgsi_set_exec_mask(machine,
205                      1,
206                      input_primitives > 1,
207                      input_primitives > 2,
208                      input_primitives > 3);
209
210   /* run interpreter */
211   tgsi_exec_machine_run(machine);
212
213   return
214      machine->Temps[TGSI_EXEC_TEMP_PRIMITIVE_I].xyzw[TGSI_EXEC_TEMP_PRIMITIVE_C].u[0];
215}
216
217#ifdef HAVE_LLVM
218
219static void
220llvm_fetch_gs_input(struct draw_geometry_shader *shader,
221                    unsigned *indices,
222                    unsigned num_vertices,
223                    unsigned prim_idx)
224{
225   unsigned slot, i;
226   int vs_slot;
227   unsigned input_vertex_stride = shader->input_vertex_stride;
228   const float (*input_ptr)[4];
229   float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
230
231   shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
232
233   input_ptr = shader->input;
234
235   for (i = 0; i < num_vertices; ++i) {
236      const float (*input)[4];
237#if DEBUG_INPUTS
238      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
239                   i, indices[i], prim_idx);
240#endif
241      input = (const float (*)[4])(
242         (const char *)input_ptr + (indices[i] * input_vertex_stride));
243      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
244         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
245            /* skip. we handle system values through gallivm */
246            /* NOTE: If we hit this case here it's an ordinary input not a sv,
247             * even though it probably should be a sv.
248             * Not sure how to set it up as regular input however if that even,
249             * would make sense so hack around this later in gallivm.
250             */
251         } else {
252            vs_slot = draw_gs_get_input_index(
253               shader->info.input_semantic_name[slot],
254               shader->info.input_semantic_index[slot],
255               shader->input_info);
256            if (vs_slot < 0) {
257               debug_printf("VS/GS signature mismatch!\n");
258               (*input_data)[i][slot][0][prim_idx] = 0;
259               (*input_data)[i][slot][1][prim_idx] = 0;
260               (*input_data)[i][slot][2][prim_idx] = 0;
261               (*input_data)[i][slot][3][prim_idx] = 0;
262            } else {
263#if DEBUG_INPUTS
264               debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
265                            slot, vs_slot, i);
266               assert(!util_is_inf_or_nan(input[vs_slot][0]));
267               assert(!util_is_inf_or_nan(input[vs_slot][1]));
268               assert(!util_is_inf_or_nan(input[vs_slot][2]));
269               assert(!util_is_inf_or_nan(input[vs_slot][3]));
270#endif
271               (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
272               (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
273               (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
274               (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
275#if DEBUG_INPUTS
276               debug_printf("\t\t%f %f %f %f\n",
277                            (*input_data)[i][slot][0][prim_idx],
278                            (*input_data)[i][slot][1][prim_idx],
279                            (*input_data)[i][slot][2][prim_idx],
280                            (*input_data)[i][slot][3][prim_idx]);
281#endif
282               ++vs_slot;
283            }
284         }
285      }
286   }
287}
288
289static void
290llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
291                      unsigned num_primitives,
292                      float (**p_output)[4])
293{
294   int total_verts = 0;
295   int vertex_count = 0;
296   int total_prims = 0;
297   int max_prims_per_invocation = 0;
298   char *output_ptr = (char*)shader->gs_output;
299   int i, j, prim_idx;
300   unsigned next_prim_boundary = shader->primitive_boundary;
301
302   for (i = 0; i < shader->vector_length; ++i) {
303      int prims = shader->llvm_emitted_primitives[i];
304      total_prims += prims;
305      max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
306   }
307   for (i = 0; i < shader->vector_length; ++i) {
308      total_verts += shader->llvm_emitted_vertices[i];
309   }
310
311   output_ptr += shader->emitted_vertices * shader->vertex_size;
312   for (i = 0; i < shader->vector_length - 1; ++i) {
313      int current_verts = shader->llvm_emitted_vertices[i];
314      int next_verts = shader->llvm_emitted_vertices[i + 1];
315#if 0
316      int j;
317      for (j = 0; j < current_verts; ++j) {
318         struct vertex_header *vh = (struct vertex_header *)
319            (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
320         debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
321                      vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
322
323      }
324#endif
325      debug_assert(current_verts <= shader->max_output_vertices);
326      debug_assert(next_verts <= shader->max_output_vertices);
327      if (next_verts) {
328         memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
329                 output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
330                 shader->vertex_size * next_verts);
331      }
332      vertex_count += current_verts;
333   }
334
335#if 0
336   {
337      int i;
338      for (i = 0; i < total_verts; ++i) {
339         struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
340         debug_printf("%d) Vertex:\n", i);
341         for (j = 0; j < shader->info.num_outputs; ++j) {
342            unsigned *udata = (unsigned*)vh->data[j];
343            debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
344                         vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
345                         udata[0], udata[1], udata[2], udata[3]);
346         }
347
348      }
349   }
350#endif
351
352   prim_idx = 0;
353   for (i = 0; i < shader->vector_length; ++i) {
354      int num_prims = shader->llvm_emitted_primitives[i];
355      for (j = 0; j < num_prims; ++j) {
356         int prim_length =
357            shader->llvm_prim_lengths[j][i];
358         shader->primitive_lengths[shader->emitted_primitives + prim_idx] =
359            prim_length;
360         ++prim_idx;
361      }
362   }
363
364   shader->emitted_primitives += total_prims;
365   shader->emitted_vertices += total_verts;
366}
367
368static void
369llvm_gs_prepare(struct draw_geometry_shader *shader,
370                const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
371                const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
372{
373}
374
375static unsigned
376llvm_gs_run(struct draw_geometry_shader *shader,
377            unsigned input_primitives)
378{
379   unsigned ret;
380   char *input = (char*)shader->gs_output;
381
382   input += (shader->emitted_vertices * shader->vertex_size);
383
384   ret = shader->current_variant->jit_func(
385      shader->jit_context, shader->gs_input->data,
386      (struct vertex_header*)input,
387      input_primitives,
388      shader->draw->instance_id,
389      shader->llvm_prim_ids);
390
391   return ret;
392}
393
394#endif
395
396static void gs_flush(struct draw_geometry_shader *shader)
397{
398   unsigned out_prim_count;
399
400   unsigned input_primitives = shader->fetched_prim_count;
401
402   if (shader->draw->collect_statistics) {
403      shader->draw->statistics.gs_invocations += input_primitives;
404   }
405
406   debug_assert(input_primitives > 0 &&
407                input_primitives <= 4);
408
409   out_prim_count = shader->run(shader, input_primitives);
410   shader->fetch_outputs(shader, out_prim_count,
411                         &shader->tmp_output);
412
413#if 0
414   debug_printf("PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
415                shader->emitted_primitives, shader->emitted_vertices,
416                out_prim_count);
417#endif
418
419   shader->fetched_prim_count = 0;
420}
421
422static void gs_point(struct draw_geometry_shader *shader,
423                     int idx)
424{
425   unsigned indices[1];
426
427   indices[0] = idx;
428
429   shader->fetch_inputs(shader, indices, 1,
430                        shader->fetched_prim_count);
431   ++shader->in_prim_idx;
432   ++shader->fetched_prim_count;
433
434   if (draw_gs_should_flush(shader))
435      gs_flush(shader);
436}
437
438static void gs_line(struct draw_geometry_shader *shader,
439                    int i0, int i1)
440{
441   unsigned indices[2];
442
443   indices[0] = i0;
444   indices[1] = i1;
445
446   shader->fetch_inputs(shader, indices, 2,
447                        shader->fetched_prim_count);
448   ++shader->in_prim_idx;
449   ++shader->fetched_prim_count;
450
451   if (draw_gs_should_flush(shader))
452      gs_flush(shader);
453}
454
455static void gs_line_adj(struct draw_geometry_shader *shader,
456                        int i0, int i1, int i2, int i3)
457{
458   unsigned indices[4];
459
460   indices[0] = i0;
461   indices[1] = i1;
462   indices[2] = i2;
463   indices[3] = i3;
464
465   shader->fetch_inputs(shader, indices, 4,
466                        shader->fetched_prim_count);
467   ++shader->in_prim_idx;
468   ++shader->fetched_prim_count;
469
470   if (draw_gs_should_flush(shader))
471      gs_flush(shader);
472}
473
474static void gs_tri(struct draw_geometry_shader *shader,
475                   int i0, int i1, int i2)
476{
477   unsigned indices[3];
478
479   indices[0] = i0;
480   indices[1] = i1;
481   indices[2] = i2;
482
483   shader->fetch_inputs(shader, indices, 3,
484                        shader->fetched_prim_count);
485   ++shader->in_prim_idx;
486   ++shader->fetched_prim_count;
487
488   if (draw_gs_should_flush(shader))
489      gs_flush(shader);
490}
491
492static void gs_tri_adj(struct draw_geometry_shader *shader,
493                       int i0, int i1, int i2,
494                       int i3, int i4, int i5)
495{
496   unsigned indices[6];
497
498   indices[0] = i0;
499   indices[1] = i1;
500   indices[2] = i2;
501   indices[3] = i3;
502   indices[4] = i4;
503   indices[5] = i5;
504
505   shader->fetch_inputs(shader, indices, 6,
506                        shader->fetched_prim_count);
507   ++shader->in_prim_idx;
508   ++shader->fetched_prim_count;
509
510   if (draw_gs_should_flush(shader))
511      gs_flush(shader);
512}
513
514#define FUNC         gs_run
515#define GET_ELT(idx) (idx)
516#include "draw_gs_tmp.h"
517
518
519#define FUNC         gs_run_elts
520#define LOCAL_VARS   const ushort *elts = input_prims->elts;
521#define GET_ELT(idx) (elts[idx])
522#include "draw_gs_tmp.h"
523
524
525/**
526 * Execute geometry shader.
527 */
528int draw_geometry_shader_run(struct draw_geometry_shader *shader,
529                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
530                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
531                             const struct draw_vertex_info *input_verts,
532                             const struct draw_prim_info *input_prim,
533                             const struct tgsi_shader_info *input_info,
534                             struct draw_vertex_info *output_verts,
535                             struct draw_prim_info *output_prims )
536{
537   const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
538   unsigned input_stride = input_verts->vertex_size;
539   unsigned num_outputs = draw_total_gs_outputs(shader->draw);
540   unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
541   unsigned num_input_verts = input_prim->linear ?
542      input_verts->count :
543      input_prim->count;
544   unsigned num_in_primitives =
545      align(
546         MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
547                                              num_input_verts),
548              u_decomposed_prims_for_vertices(shader->input_primitive,
549                                              num_input_verts)),
550         shader->vector_length);
551   unsigned max_out_prims =
552      u_decomposed_prims_for_vertices(shader->output_primitive,
553                                      shader->max_output_vertices)
554      * num_in_primitives;
555   /* we allocate exactly one extra vertex per primitive to allow the GS to emit
556    * overflown vertices into some area where they won't harm anyone */
557   unsigned total_verts_per_buffer = shader->primitive_boundary *
558      num_in_primitives;
559
560   //Assume at least one primitive
561   max_out_prims = MAX2(max_out_prims, 1);
562
563
564   output_verts->vertex_size = vertex_size;
565   output_verts->stride = output_verts->vertex_size;
566   output_verts->verts =
567      (struct vertex_header *)MALLOC(output_verts->vertex_size *
568                                     total_verts_per_buffer);
569   debug_assert(output_verts->verts);
570
571#if 0
572   debug_printf("%s count = %d (in prims # = %d)\n",
573                __FUNCTION__, num_input_verts, num_in_primitives);
574   debug_printf("\tlinear = %d, prim_info->count = %d\n",
575                input_prim->linear, input_prim->count);
576   debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n"
577                u_prim_name(input_prim->prim),
578                u_prim_name(shader->input_primitive),
579                u_prim_name(shader->output_primitive));
580   debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
581                "vertex_size = %d, tverts = %d\n",
582                shader->max_output_vertices, max_out_prims,
583                shader->primitive_boundary, output_verts->vertex_size,
584                total_verts_per_buffer);
585#endif
586
587   shader->emitted_vertices = 0;
588   shader->emitted_primitives = 0;
589   shader->vertex_size = vertex_size;
590   shader->tmp_output = (float (*)[4])output_verts->verts->data;
591   shader->fetched_prim_count = 0;
592   shader->input_vertex_stride = input_stride;
593   shader->input = input;
594   shader->input_info = input_info;
595   FREE(shader->primitive_lengths);
596   shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned));
597
598
599#ifdef HAVE_LLVM
600   if (shader->draw->llvm) {
601      shader->gs_output = output_verts->verts;
602      if (max_out_prims > shader->max_out_prims) {
603         unsigned i;
604         if (shader->llvm_prim_lengths) {
605            for (i = 0; i < shader->max_out_prims; ++i) {
606               align_free(shader->llvm_prim_lengths[i]);
607            }
608            FREE(shader->llvm_prim_lengths);
609         }
610
611         shader->llvm_prim_lengths = MALLOC(max_out_prims * sizeof(unsigned*));
612         for (i = 0; i < max_out_prims; ++i) {
613            int vector_size = shader->vector_length * sizeof(unsigned);
614            shader->llvm_prim_lengths[i] =
615               align_malloc(vector_size, vector_size);
616         }
617
618         shader->max_out_prims = max_out_prims;
619      }
620      shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
621      shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
622      shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
623   }
624#endif
625
626   shader->prepare(shader, constants, constants_size);
627
628   if (input_prim->linear)
629      gs_run(shader, input_prim, input_verts,
630             output_prims, output_verts);
631   else
632      gs_run_elts(shader, input_prim, input_verts,
633                  output_prims, output_verts);
634
635   /* Flush the remaining primitives. Will happen if
636    * num_input_primitives % 4 != 0
637    */
638   if (shader->fetched_prim_count > 0) {
639      gs_flush(shader);
640   }
641
642   debug_assert(shader->fetched_prim_count == 0);
643
644   /* Update prim_info:
645    */
646   output_prims->linear = TRUE;
647   output_prims->elts = NULL;
648   output_prims->start = 0;
649   output_prims->count = shader->emitted_vertices;
650   output_prims->prim = shader->output_primitive;
651   output_prims->flags = 0x0;
652   output_prims->primitive_lengths = shader->primitive_lengths;
653   output_prims->primitive_count = shader->emitted_primitives;
654   output_verts->count = shader->emitted_vertices;
655
656   if (shader->draw->collect_statistics) {
657      unsigned i;
658      for (i = 0; i < shader->emitted_primitives; ++i) {
659         shader->draw->statistics.gs_primitives +=
660            u_decomposed_prims_for_vertices(shader->output_primitive,
661                                            shader->primitive_lengths[i]);
662      }
663   }
664
665#if 0
666   debug_printf("GS finished, prims = %d, verts = %d\n",
667                output_prims->primitive_count,
668                output_verts->count);
669#endif
670
671   return shader->emitted_vertices;
672}
673
674void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
675                                  struct draw_context *draw)
676{
677   boolean use_llvm = draw->llvm != NULL;
678   if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
679      tgsi_exec_machine_bind_shader(shader->machine,
680                                    shader->state.tokens,
681                                    draw->gs.tgsi.sampler);
682   }
683}
684
685
686boolean
687draw_gs_init( struct draw_context *draw )
688{
689   if (!draw->llvm) {
690      draw->gs.tgsi.machine = tgsi_exec_machine_create();
691      if (!draw->gs.tgsi.machine)
692         return FALSE;
693
694      draw->gs.tgsi.machine->Primitives = align_malloc(
695         MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
696      if (!draw->gs.tgsi.machine->Primitives)
697         return FALSE;
698      memset(draw->gs.tgsi.machine->Primitives, 0,
699             MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
700   }
701
702   return TRUE;
703}
704
705void draw_gs_destroy( struct draw_context *draw )
706{
707   if (draw->gs.tgsi.machine) {
708      align_free(draw->gs.tgsi.machine->Primitives);
709      tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
710   }
711}
712
713struct draw_geometry_shader *
714draw_create_geometry_shader(struct draw_context *draw,
715                            const struct pipe_shader_state *state)
716{
717#ifdef HAVE_LLVM
718   boolean use_llvm = draw->llvm != NULL;
719   struct llvm_geometry_shader *llvm_gs;
720#endif
721   struct draw_geometry_shader *gs;
722   unsigned i;
723
724#ifdef HAVE_LLVM
725   if (use_llvm) {
726      llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
727
728      if (llvm_gs == NULL)
729         return NULL;
730
731      gs = &llvm_gs->base;
732
733      make_empty_list(&llvm_gs->variants);
734   } else
735#endif
736   {
737      gs = CALLOC_STRUCT(draw_geometry_shader);
738   }
739
740   if (!gs)
741      return NULL;
742
743   gs->draw = draw;
744   gs->state = *state;
745   gs->state.tokens = tgsi_dup_tokens(state->tokens);
746   if (!gs->state.tokens) {
747      FREE(gs);
748      return NULL;
749   }
750
751   tgsi_scan_shader(state->tokens, &gs->info);
752
753   /* setup the defaults */
754   gs->input_primitive = PIPE_PRIM_TRIANGLES;
755   gs->output_primitive = PIPE_PRIM_TRIANGLE_STRIP;
756   gs->max_output_vertices = 32;
757   gs->max_out_prims = 0;
758
759#ifdef HAVE_LLVM
760   if (use_llvm) {
761      /* TODO: change the input array to handle the following
762         vector length, instead of the currently hardcoded
763         TGSI_NUM_CHANNELS
764      gs->vector_length = lp_native_vector_width / 32;*/
765      gs->vector_length = TGSI_NUM_CHANNELS;
766   } else
767#endif
768   {
769      gs->vector_length = 1;
770   }
771
772   for (i = 0; i < gs->info.num_properties; ++i) {
773      if (gs->info.properties[i].name ==
774          TGSI_PROPERTY_GS_INPUT_PRIM)
775         gs->input_primitive = gs->info.properties[i].data[0];
776      else if (gs->info.properties[i].name ==
777               TGSI_PROPERTY_GS_OUTPUT_PRIM)
778         gs->output_primitive = gs->info.properties[i].data[0];
779      else if (gs->info.properties[i].name ==
780               TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES)
781         gs->max_output_vertices = gs->info.properties[i].data[0];
782   }
783   /* Primitive boundary is bigger than max_output_vertices by one, because
784    * the specification says that the geometry shader should exit if the
785    * number of emitted vertices is bigger or equal to max_output_vertices and
786    * we can't do that because we're running in the SoA mode, which means that
787    * our storing routines will keep getting called on channels that have
788    * overflown.
789    * So we need some scratch area where we can keep writing the overflown
790    * vertices without overwriting anything important or crashing.
791    */
792   gs->primitive_boundary = gs->max_output_vertices + 1;
793
794   gs->position_output = -1;
795   for (i = 0; i < gs->info.num_outputs; i++) {
796      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
797          gs->info.output_semantic_index[i] == 0)
798         gs->position_output = i;
799      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
800         gs->viewport_index_output = i;
801      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
802         debug_assert(gs->info.output_semantic_index[i] <
803                      PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
804         gs->clipdistance_output[gs->info.output_semantic_index[i]] = i;
805      }
806      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) {
807         debug_assert(gs->info.output_semantic_index[i] <
808                      PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
809         gs->culldistance_output[gs->info.output_semantic_index[i]] = i;
810      }
811   }
812
813   gs->machine = draw->gs.tgsi.machine;
814
815#ifdef HAVE_LLVM
816   if (use_llvm) {
817      int vector_size = gs->vector_length * sizeof(float);
818      gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
819      memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
820      gs->llvm_prim_lengths = 0;
821
822      gs->llvm_emitted_primitives = align_malloc(vector_size, vector_size);
823      gs->llvm_emitted_vertices = align_malloc(vector_size, vector_size);
824      gs->llvm_prim_ids = align_malloc(vector_size, vector_size);
825
826      gs->fetch_outputs = llvm_fetch_gs_outputs;
827      gs->fetch_inputs = llvm_fetch_gs_input;
828      gs->prepare = llvm_gs_prepare;
829      gs->run = llvm_gs_run;
830
831      gs->jit_context = &draw->llvm->gs_jit_context;
832
833
834      llvm_gs->variant_key_size =
835         draw_gs_llvm_variant_key_size(
836            MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
837                 gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1));
838   } else
839#endif
840   {
841      gs->fetch_outputs = tgsi_fetch_gs_outputs;
842      gs->fetch_inputs = tgsi_fetch_gs_input;
843      gs->prepare = tgsi_gs_prepare;
844      gs->run = tgsi_gs_run;
845   }
846
847   return gs;
848}
849
850void draw_bind_geometry_shader(struct draw_context *draw,
851                               struct draw_geometry_shader *dgs)
852{
853   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
854
855   if (dgs) {
856      draw->gs.geometry_shader = dgs;
857      draw->gs.num_gs_outputs = dgs->info.num_outputs;
858      draw->gs.position_output = dgs->position_output;
859      draw_geometry_shader_prepare(dgs, draw);
860   }
861   else {
862      draw->gs.geometry_shader = NULL;
863      draw->gs.num_gs_outputs = 0;
864   }
865}
866
867void draw_delete_geometry_shader(struct draw_context *draw,
868                                 struct draw_geometry_shader *dgs)
869{
870   if (!dgs) {
871      return;
872   }
873#ifdef HAVE_LLVM
874   if (draw->llvm) {
875      struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
876      struct draw_gs_llvm_variant_list_item *li;
877
878      li = first_elem(&shader->variants);
879      while(!at_end(&shader->variants, li)) {
880         struct draw_gs_llvm_variant_list_item *next = next_elem(li);
881         draw_gs_llvm_destroy_variant(li->base);
882         li = next;
883      }
884
885      assert(shader->variants_cached == 0);
886
887      if (dgs->llvm_prim_lengths) {
888         unsigned i;
889         for (i = 0; i < dgs->max_out_prims; ++i) {
890            align_free(dgs->llvm_prim_lengths[i]);
891         }
892         FREE(dgs->llvm_prim_lengths);
893      }
894      align_free(dgs->llvm_emitted_primitives);
895      align_free(dgs->llvm_emitted_vertices);
896      align_free(dgs->llvm_prim_ids);
897
898      align_free(dgs->gs_input);
899   }
900#endif
901
902   FREE(dgs->primitive_lengths);
903   FREE((void*) dgs->state.tokens);
904   FREE(dgs);
905}
906
907
908#ifdef HAVE_LLVM
909void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
910                                 struct draw_gs_llvm_variant *variant)
911{
912   shader->current_variant = variant;
913}
914#endif
915
916/*
917 * Called at the very begin of the draw call with a new instance
918 * Used to reset state that should persist between primitive restart.
919 */
920void
921draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
922{
923   if (!gs)
924      return;
925
926   gs->in_prim_idx = 0;
927}
928