1/*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "nir.h"
25#include "nir_builder.h"
26#include "nir_xfb_info.h"
27
28/**
29 * \file nir_lower_gs_intrinsics.c
30 *
31 * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
32 * arbitrary number of vertices.  However, the shader must declare the maximum
33 * number of vertices that it will ever output - further attempts to emit
34 * vertices result in undefined behavior according to the GLSL specification.
35 *
36 * Drivers might use this maximum number of vertices to allocate enough space
37 * to hold the geometry shader's output.  Some drivers (such as i965) need to
38 * implement "safety checks" which ensure that the shader hasn't emitted too
39 * many vertices, to avoid overflowing that space and trashing other memory.
40 *
41 * The count of emitted vertices can also be useful in buffer offset
42 * calculations, so drivers know where to write the GS output.
43 *
44 * However, for simple geometry shaders that emit a statically determinable
45 * number of vertices, this extra bookkeeping is unnecessary and inefficient.
46 * By tracking the vertex count in NIR, we allow constant folding/propagation
47 * and dead control flow optimizations to eliminate most of it where possible.
48 *
49 * This pass introduces a new global variable which stores the current vertex
50 * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
51 * to their *_with_counter variants.  emit_vertex is also wrapped in a safety
52 * check to avoid buffer overflows.  Finally, it adds a set_vertex_count
53 * intrinsic at the end of the program, informing the driver of the final
54 * vertex count.
55 */
56
57struct state {
58   nir_builder *builder;
59   nir_variable *vertex_count_vars[NIR_MAX_XFB_STREAMS];
60   nir_variable *vtxcnt_per_prim_vars[NIR_MAX_XFB_STREAMS];
61   nir_variable *primitive_count_vars[NIR_MAX_XFB_STREAMS];
62   bool per_stream;
63   bool count_prims;
64   bool count_vtx_per_prim;
65   bool overwrite_incomplete;
66   bool progress;
67};
68
69/**
70 * Replace emit_vertex intrinsics with:
71 *
72 * if (vertex_count < max_vertices) {
73 *    emit_vertex_with_counter vertex_count, vertex_count_per_primitive (optional) ...
74 *    vertex_count += 1
75 *    vertex_count_per_primitive += 1
76 * }
77 */
78static void
79rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
80{
81   nir_builder *b = state->builder;
82   unsigned stream = nir_intrinsic_stream_id(intrin);
83
84   /* Load the vertex count */
85   b->cursor = nir_before_instr(&intrin->instr);
86   assert(state->vertex_count_vars[stream] != NULL);
87   nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
88   nir_ssa_def *count_per_primitive;
89
90   if (state->count_vtx_per_prim)
91      count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
92   else
93      count_per_primitive = nir_ssa_undef(b, 1, 32);
94
95   nir_ssa_def *max_vertices =
96      nir_imm_int(b, b->shader->info.gs.vertices_out);
97
98   /* Create: if (vertex_count < max_vertices) and insert it.
99    *
100    * The new if statement needs to be hooked up to the control flow graph
101    * before we start inserting instructions into it.
102    */
103   nir_push_if(b, nir_ilt(b, count, max_vertices));
104
105   nir_emit_vertex_with_counter(b, count, count_per_primitive, stream);
106
107   /* Increment the vertex count by 1 */
108   nir_store_var(b, state->vertex_count_vars[stream],
109                 nir_iadd_imm(b, count, 1),
110                 0x1); /* .x */
111
112   if (state->count_vtx_per_prim) {
113      /* Increment the per-primitive vertex count by 1 */
114      nir_variable *var = state->vtxcnt_per_prim_vars[stream];
115      nir_ssa_def *vtx_per_prim_cnt = nir_load_var(b, var);
116      nir_store_var(b, var,
117                    nir_iadd_imm(b, vtx_per_prim_cnt, 1),
118                    0x1); /* .x */
119   }
120
121   nir_pop_if(b, NULL);
122
123   nir_instr_remove(&intrin->instr);
124
125   state->progress = true;
126}
127
128/**
129 * Emits code that overwrites incomplete primitives and their vertices.
130 *
131 * A primitive is considered incomplete when it doesn't have enough vertices.
132 * For example, a triangle strip that has 2 or fewer vertices, or a line strip
133 * with 1 vertex are considered incomplete.
134 *
135 * After each end_primitive and at the end of the shader before emitting
136 * set_vertex_and_primitive_count, we check if the primitive that is being
137 * emitted has enough vertices or not, and we adjust the vertex and primitive
138 * counters accordingly.
139 *
140 * This means that the following emit_vertex can reuse the vertex index of
141 * a previous vertex, if the previous primitive was incomplete, so the compiler
142 * backend is expected to simply overwrite any data that belonged to those.
143 */
144static void
145overwrite_incomplete_primitives(struct state *state, unsigned stream)
146{
147   assert(state->count_vtx_per_prim);
148
149   nir_builder *b = state->builder;
150   unsigned outprim = b->shader->info.gs.output_primitive;
151   unsigned outprim_min_vertices;
152
153   if (outprim == GL_POINTS)
154      outprim_min_vertices = 1;
155   else if (outprim == GL_LINE_STRIP)
156      outprim_min_vertices = 2;
157   else if (outprim == GL_TRIANGLE_STRIP)
158      outprim_min_vertices = 3;
159   else
160      unreachable("Invalid GS output primitive type.");
161
162   /* Total count of vertices emitted so far. */
163   nir_ssa_def *vtxcnt_total =
164      nir_load_var(b, state->vertex_count_vars[stream]);
165
166   /* Number of vertices emitted for the last primitive */
167   nir_ssa_def *vtxcnt_per_primitive =
168      nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
169
170   /* See if the current primitive is a incomplete */
171   nir_ssa_def *is_inc_prim =
172      nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices));
173
174   /* Number of vertices in the incomplete primitive */
175   nir_ssa_def *num_inc_vtx =
176      nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0));
177
178   /* Store corrected total vertex count */
179   nir_store_var(b, state->vertex_count_vars[stream],
180                 nir_isub(b, vtxcnt_total, num_inc_vtx),
181                 0x1); /* .x */
182
183   if (state->count_prims) {
184      /* Number of incomplete primitives (0 or 1) */
185      nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim);
186
187      /* Store corrected primitive count */
188      nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
189      nir_store_var(b, state->primitive_count_vars[stream],
190                    nir_isub(b, prim_cnt, num_inc_prim),
191                    0x1); /* .x */
192   }
193}
194
195/**
196 * Replace end_primitive with end_primitive_with_counter.
197 */
198static void
199rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
200{
201   nir_builder *b = state->builder;
202   unsigned stream = nir_intrinsic_stream_id(intrin);
203
204   b->cursor = nir_before_instr(&intrin->instr);
205   assert(state->vertex_count_vars[stream] != NULL);
206   nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
207   nir_ssa_def *count_per_primitive;
208
209   if (state->count_vtx_per_prim)
210      count_per_primitive = nir_load_var(b, state->vtxcnt_per_prim_vars[stream]);
211   else
212      count_per_primitive = nir_ssa_undef(b, count->num_components, count->bit_size);
213
214   nir_end_primitive_with_counter(b, count, count_per_primitive, stream);
215
216   if (state->count_prims) {
217      /* Increment the primitive count by 1 */
218      nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
219      nir_store_var(b, state->primitive_count_vars[stream],
220                    nir_iadd_imm(b, prim_cnt, 1),
221                    0x1); /* .x */
222   }
223
224   if (state->count_vtx_per_prim) {
225      if (state->overwrite_incomplete)
226         overwrite_incomplete_primitives(state, stream);
227
228      /* Store 0 to per-primitive vertex count */
229      nir_store_var(b, state->vtxcnt_per_prim_vars[stream],
230                    nir_imm_int(b, 0),
231                    0x1); /* .x */
232   }
233
234   nir_instr_remove(&intrin->instr);
235
236   state->progress = true;
237}
238
239static bool
240rewrite_intrinsics(nir_block *block, struct state *state)
241{
242   nir_foreach_instr_safe(instr, block) {
243      if (instr->type != nir_instr_type_intrinsic)
244         continue;
245
246      nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
247      switch (intrin->intrinsic) {
248      case nir_intrinsic_emit_vertex:
249      case nir_intrinsic_emit_vertex_with_counter:
250         rewrite_emit_vertex(intrin, state);
251         break;
252      case nir_intrinsic_end_primitive:
253      case nir_intrinsic_end_primitive_with_counter:
254         rewrite_end_primitive(intrin, state);
255         break;
256      default:
257         /* not interesting; skip this */
258         break;
259      }
260   }
261
262   return true;
263}
264
265/**
266 * Add a set_vertex_and_primitive_count intrinsic at the end of the program
267 * (representing the final total vertex and primitive count).
268 */
269static void
270append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state)
271{
272   nir_builder *b = state->builder;
273   nir_shader *shader = state->builder->shader;
274
275   /* Insert the new intrinsic in all of the predecessors of the end block,
276    * but before any jump instructions (return).
277    */
278   set_foreach(end_block->predecessors, entry) {
279      nir_block *pred = (nir_block *) entry->key;
280      b->cursor = nir_after_block_before_jump(pred);
281
282      for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) {
283         /* When it's not per-stream, we only need to write one variable. */
284         if (!state->per_stream && stream != 0)
285            continue;
286
287         nir_ssa_def *vtx_cnt;
288         nir_ssa_def *prim_cnt;
289
290         if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) {
291            /* Inactive stream: vertex count is 0, primitive count is 0 or undef. */
292            vtx_cnt = nir_imm_int(b, 0);
293            prim_cnt = state->count_prims
294                       ? nir_imm_int(b, 0)
295                       : nir_ssa_undef(b, 1, 32);
296         } else {
297            if (state->overwrite_incomplete)
298               overwrite_incomplete_primitives(state, stream);
299
300            vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
301            prim_cnt = state->count_prims
302                       ? nir_load_var(b, state->primitive_count_vars[stream])
303                       : nir_ssa_undef(b, 1, 32);
304         }
305
306         nir_set_vertex_and_primitive_count(b, vtx_cnt, prim_cnt, stream);
307         state->progress = true;
308      }
309   }
310}
311
312/**
313 * Check to see if there are any blocks that need set_vertex_and_primitive_count
314 *
315 * If every block that could need the set_vertex_and_primitive_count intrinsic
316 * already has one, there is nothing for this pass to do.
317 */
318static bool
319a_block_needs_set_vertex_and_primitive_count(nir_block *end_block, bool per_stream)
320{
321   set_foreach(end_block->predecessors, entry) {
322      nir_block *pred = (nir_block *) entry->key;
323
324
325      for (unsigned stream = 0; stream < NIR_MAX_XFB_STREAMS; ++stream) {
326         /* When it's not per-stream, we only need to write one variable. */
327         if (!per_stream && stream != 0)
328            continue;
329
330         bool found = false;
331
332         nir_foreach_instr_reverse(instr, pred) {
333            if (instr->type != nir_instr_type_intrinsic)
334               continue;
335
336            const nir_intrinsic_instr *const intrin =
337               nir_instr_as_intrinsic(instr);
338
339            if (intrin->intrinsic == nir_intrinsic_set_vertex_and_primitive_count &&
340                intrin->const_index[0] == stream) {
341               found = true;
342               break;
343            }
344         }
345
346         if (!found)
347            return true;
348      }
349   }
350
351   return false;
352}
353
354bool
355nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options)
356{
357   bool per_stream = options & nir_lower_gs_intrinsics_per_stream;
358   bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives;
359   bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete;
360   bool count_vtx_per_prim =
361      overwrite_incomplete ||
362      (options & nir_lower_gs_intrinsics_count_vertices_per_primitive);
363
364   struct state state;
365   state.progress = false;
366   state.count_prims = count_primitives;
367   state.count_vtx_per_prim = count_vtx_per_prim;
368   state.overwrite_incomplete = overwrite_incomplete;
369   state.per_stream = per_stream;
370
371   nir_function_impl *impl = nir_shader_get_entrypoint(shader);
372   assert(impl);
373
374   if (!a_block_needs_set_vertex_and_primitive_count(impl->end_block, per_stream))
375      return false;
376
377   nir_builder b;
378   nir_builder_init(&b, impl);
379   state.builder = &b;
380
381   b.cursor = nir_before_cf_list(&impl->body);
382
383   for (unsigned i = 0; i < NIR_MAX_XFB_STREAMS; i++) {
384      if (per_stream && !(shader->info.gs.active_stream_mask & (1 << i)))
385         continue;
386
387      if (i == 0 || per_stream) {
388         state.vertex_count_vars[i] =
389            nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
390         /* initialize to 0 */
391         nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1);
392
393         if (count_primitives) {
394            state.primitive_count_vars[i] =
395               nir_local_variable_create(impl, glsl_uint_type(), "primitive_count");
396            /* initialize to 1 */
397            nir_store_var(&b, state.primitive_count_vars[i], nir_imm_int(&b, 1), 0x1);
398         }
399         if (count_vtx_per_prim) {
400            state.vtxcnt_per_prim_vars[i] =
401               nir_local_variable_create(impl, glsl_uint_type(), "vertices_per_primitive");
402            /* initialize to 0 */
403            nir_store_var(&b, state.vtxcnt_per_prim_vars[i], nir_imm_int(&b, 0), 0x1);
404         }
405      } else {
406         /* If per_stream is false, we only have one counter of each kind which we
407          * want to use for all streams. Duplicate the counter pointers so all
408          * streams use the same counters.
409          */
410         state.vertex_count_vars[i] = state.vertex_count_vars[0];
411
412         if (count_primitives)
413            state.primitive_count_vars[i] = state.primitive_count_vars[0];
414         if (count_vtx_per_prim)
415            state.vtxcnt_per_prim_vars[i] = state.vtxcnt_per_prim_vars[0];
416      }
417   }
418
419   nir_foreach_block_safe(block, impl)
420      rewrite_intrinsics(block, &state);
421
422   /* This only works because we have a single main() function. */
423   append_set_vertex_and_primitive_count(impl->end_block, &state);
424
425   nir_metadata_preserve(impl, 0);
426
427   return state.progress;
428}
429