draw_gs.c revision 7ec681f3
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2 *
3 * Copyright 2009 VMware, Inc.
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19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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27
28#include "draw_gs.h"
29
30#include "draw_private.h"
31#include "draw_context.h"
32#ifdef DRAW_LLVM_AVAILABLE
33#include "draw_llvm.h"
34#endif
35
36#include "tgsi/tgsi_parse.h"
37#include "tgsi/tgsi_exec.h"
38#include "nir/nir_to_tgsi_info.h"
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#include "util/ralloc.h"
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 instruction set.
68 */
69static inline boolean
70draw_gs_should_flush(struct draw_geometry_shader *shader)
71{
72   return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1);
73}
74
75/*#define DEBUG_OUTPUTS 1*/
76static void
77tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
78                      unsigned stream,
79                      unsigned num_primitives,
80                      float (**p_output)[4])
81{
82   struct tgsi_exec_machine *machine = shader->machine;
83   unsigned prim_idx, j, slot;
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[stream][prim_idx];
93      unsigned prim_offset = machine->PrimitiveOffsets[stream][prim_idx];
94      shader->stream[stream].primitive_lengths[prim_idx + shader->stream[stream].emitted_primitives] =
95         machine->Primitives[stream][prim_idx];
96      shader->stream[stream].emitted_vertices += num_verts_per_prim;
97
98      for (j = 0; j < num_verts_per_prim; j++) {
99         int idx = prim_offset + j * shader->info.num_outputs;
100#ifdef DEBUG_OUTPUTS
101         debug_printf("%d/%d) Output vert:\n", stream, idx / shader->info.num_outputs);
102#endif
103         for (slot = 0; slot < shader->info.num_outputs; slot++) {
104            output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[0];
105            output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[0];
106            output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[0];
107            output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[0];
108#ifdef DEBUG_OUTPUTS
109            debug_printf("\t%d: %f %f %f %f\n", slot,
110                         output[slot][0],
111                         output[slot][1],
112                         output[slot][2],
113                         output[slot][3]);
114#endif
115         }
116         output = (float (*)[4])((char *)output + shader->vertex_size);
117      }
118   }
119   *p_output = output;
120   shader->stream[stream].emitted_primitives += num_primitives;
121}
122
123/*#define DEBUG_INPUTS 1*/
124static void tgsi_fetch_gs_input(struct draw_geometry_shader *shader,
125                                unsigned *indices,
126                                unsigned num_vertices,
127                                unsigned prim_idx)
128{
129   struct tgsi_exec_machine *machine = shader->machine;
130   unsigned slot, i;
131   int vs_slot;
132   unsigned input_vertex_stride = shader->input_vertex_stride;
133   const float (*input_ptr)[4];
134
135   int primid_sv = machine->SysSemanticToIndex[TGSI_SEMANTIC_PRIMID];
136   if (primid_sv != -1) {
137      for (unsigned j = 0; j < TGSI_QUAD_SIZE; j++)
138         machine->SystemValue[primid_sv].xyzw[0].i[j] = shader->in_prim_idx;
139   }
140
141   input_ptr = shader->input;
142
143   for (i = 0; i < num_vertices; ++i) {
144      const float (*input)[4];
145#if DEBUG_INPUTS
146      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
147                   i, indices[i], prim_idx);
148#endif
149      input = (const float (*)[4])(
150         (const char *)input_ptr + (indices[i] * input_vertex_stride));
151      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
152         unsigned idx = i * TGSI_EXEC_MAX_INPUT_ATTRIBS + slot;
153         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
154            machine->Inputs[idx].xyzw[0].u[prim_idx] = shader->in_prim_idx;
155            machine->Inputs[idx].xyzw[1].u[prim_idx] = shader->in_prim_idx;
156            machine->Inputs[idx].xyzw[2].u[prim_idx] = shader->in_prim_idx;
157            machine->Inputs[idx].xyzw[3].u[prim_idx] = shader->in_prim_idx;
158         } else {
159            vs_slot = draw_gs_get_input_index(
160               shader->info.input_semantic_name[slot],
161               shader->info.input_semantic_index[slot],
162               shader->input_info);
163            if (vs_slot < 0) {
164               debug_printf("VS/GS signature mismatch!\n");
165               machine->Inputs[idx].xyzw[0].f[prim_idx] = 0;
166               machine->Inputs[idx].xyzw[1].f[prim_idx] = 0;
167               machine->Inputs[idx].xyzw[2].f[prim_idx] = 0;
168               machine->Inputs[idx].xyzw[3].f[prim_idx] = 0;
169            } else {
170#if DEBUG_INPUTS
171               debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
172                            slot, vs_slot, idx);
173               assert(!util_is_inf_or_nan(input[vs_slot][0]));
174               assert(!util_is_inf_or_nan(input[vs_slot][1]));
175               assert(!util_is_inf_or_nan(input[vs_slot][2]));
176               assert(!util_is_inf_or_nan(input[vs_slot][3]));
177#endif
178               machine->Inputs[idx].xyzw[0].f[prim_idx] = input[vs_slot][0];
179               machine->Inputs[idx].xyzw[1].f[prim_idx] = input[vs_slot][1];
180               machine->Inputs[idx].xyzw[2].f[prim_idx] = input[vs_slot][2];
181               machine->Inputs[idx].xyzw[3].f[prim_idx] = input[vs_slot][3];
182#if DEBUG_INPUTS
183               debug_printf("\t\t%f %f %f %f\n",
184                            machine->Inputs[idx].xyzw[0].f[prim_idx],
185                            machine->Inputs[idx].xyzw[1].f[prim_idx],
186                            machine->Inputs[idx].xyzw[2].f[prim_idx],
187                            machine->Inputs[idx].xyzw[3].f[prim_idx]);
188#endif
189               ++vs_slot;
190            }
191         }
192      }
193   }
194}
195
196static void tgsi_gs_prepare(struct draw_geometry_shader *shader,
197                            const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
198                            const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
199{
200   struct tgsi_exec_machine *machine = shader->machine;
201   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
202                                  constants, constants_size);
203}
204
205static void tgsi_gs_run(struct draw_geometry_shader *shader,
206                            unsigned input_primitives,
207                            unsigned *out_prims)
208{
209   struct tgsi_exec_machine *machine = shader->machine;
210   int i;
211
212   if (shader->info.uses_invocationid) {
213      unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INVOCATIONID];
214      for (int j = 0; j < TGSI_QUAD_SIZE; j++)
215         machine->SystemValue[i].xyzw[0].i[j] = shader->invocation_id;
216   }
217
218   /* run interpreter */
219   tgsi_exec_machine_run(machine, 0);
220
221   for (i = 0; i < 4; i++)
222      out_prims[i] = machine->OutputPrimCount[i];
223}
224
225#ifdef DRAW_LLVM_AVAILABLE
226
227static void
228llvm_fetch_gs_input(struct draw_geometry_shader *shader,
229                    unsigned *indices,
230                    unsigned num_vertices,
231                    unsigned prim_idx)
232{
233   unsigned slot, i;
234   int vs_slot;
235   unsigned input_vertex_stride = shader->input_vertex_stride;
236   const float (*input_ptr)[4];
237   float (*input_data)[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS] = &shader->gs_input->data;
238
239   shader->llvm_prim_ids[shader->fetched_prim_count] = shader->in_prim_idx;
240
241   input_ptr = shader->input;
242
243   for (i = 0; i < num_vertices; ++i) {
244      const float (*input)[4];
245#if DEBUG_INPUTS
246      debug_printf("%d) vertex index = %d (prim idx = %d)\n",
247                   i, indices[i], prim_idx);
248#endif
249      input = (const float (*)[4])(
250         (const char *)input_ptr + (indices[i] * input_vertex_stride));
251      for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; ++slot) {
252         if (shader->info.input_semantic_name[slot] == TGSI_SEMANTIC_PRIMID) {
253            /* skip. we handle system values through gallivm */
254            /* NOTE: If we hit this case here it's an ordinary input not a sv,
255             * even though it probably should be a sv.
256             * Not sure how to set it up as regular input however if that even,
257             * would make sense so hack around this later in gallivm.
258             */
259         } else {
260            vs_slot = draw_gs_get_input_index(
261               shader->info.input_semantic_name[slot],
262               shader->info.input_semantic_index[slot],
263               shader->input_info);
264            if (vs_slot < 0) {
265               debug_printf("VS/GS signature mismatch!\n");
266               (*input_data)[i][slot][0][prim_idx] = 0;
267               (*input_data)[i][slot][1][prim_idx] = 0;
268               (*input_data)[i][slot][2][prim_idx] = 0;
269               (*input_data)[i][slot][3][prim_idx] = 0;
270            } else {
271#if DEBUG_INPUTS
272               debug_printf("\tSlot = %d, vs_slot = %d, i = %d:\n",
273                            slot, vs_slot, i);
274               assert(!util_is_inf_or_nan(input[vs_slot][0]));
275               assert(!util_is_inf_or_nan(input[vs_slot][1]));
276               assert(!util_is_inf_or_nan(input[vs_slot][2]));
277               assert(!util_is_inf_or_nan(input[vs_slot][3]));
278#endif
279               (*input_data)[i][slot][0][prim_idx] = input[vs_slot][0];
280               (*input_data)[i][slot][1][prim_idx] = input[vs_slot][1];
281               (*input_data)[i][slot][2][prim_idx] = input[vs_slot][2];
282               (*input_data)[i][slot][3][prim_idx] = input[vs_slot][3];
283#if DEBUG_INPUTS
284               debug_printf("\t\t%f %f %f %f\n",
285                            (*input_data)[i][slot][0][prim_idx],
286                            (*input_data)[i][slot][1][prim_idx],
287                            (*input_data)[i][slot][2][prim_idx],
288                            (*input_data)[i][slot][3][prim_idx]);
289#endif
290               ++vs_slot;
291            }
292         }
293      }
294   }
295}
296
297static void
298llvm_fetch_gs_outputs(struct draw_geometry_shader *shader,
299                      unsigned stream,
300                      unsigned num_primitives,
301                      float (**p_output)[4])
302{
303   int total_verts = 0;
304   int vertex_count = 0;
305   int total_prims = 0;
306   int max_prims_per_invocation = 0;
307   char *output_ptr = (char*)shader->gs_output[stream];
308   int i, j, prim_idx;
309   unsigned next_prim_boundary = shader->primitive_boundary;
310
311   for (i = 0; i < shader->vector_length; ++i) {
312      int prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
313      total_prims += prims;
314      max_prims_per_invocation = MAX2(max_prims_per_invocation, prims);
315   }
316   for (i = 0; i < shader->vector_length; ++i) {
317      total_verts += shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
318   }
319
320   output_ptr += shader->stream[stream].emitted_vertices * shader->vertex_size;
321   for (i = 0; i < shader->vector_length - 1; ++i) {
322      int current_verts = shader->llvm_emitted_vertices[i + (stream * shader->vector_length)];
323      int next_verts = shader->llvm_emitted_vertices[i + 1 + (stream * shader->vector_length)];
324#if 0
325      int j;
326      for (j = 0; j < current_verts; ++j) {
327         struct vertex_header *vh = (struct vertex_header *)
328            (output_ptr + shader->vertex_size * (i * next_prim_boundary + j));
329         debug_printf("--- %d) [%f, %f, %f, %f]\n", j + vertex_count,
330                      vh->data[0][0], vh->data[0][1], vh->data[0][2], vh->data[0][3]);
331
332      }
333#endif
334      debug_assert(current_verts <= shader->max_output_vertices);
335      debug_assert(next_verts <= shader->max_output_vertices);
336      if (next_verts) {
337         memmove(output_ptr + (vertex_count + current_verts) * shader->vertex_size,
338                 output_ptr + ((i + 1) * next_prim_boundary) * shader->vertex_size,
339                 shader->vertex_size * next_verts);
340      }
341      vertex_count += current_verts;
342   }
343
344#if 0
345   {
346      int i;
347      for (i = 0; i < total_verts; ++i) {
348         struct vertex_header *vh = (struct vertex_header *)(output_ptr + shader->vertex_size * i);
349         debug_printf("%d) Vertex:\n", i);
350         for (j = 0; j < shader->info.num_outputs; ++j) {
351            unsigned *udata = (unsigned*)vh->data[j];
352            debug_printf("    %d) [%f, %f, %f, %f] [%d, %d, %d, %d]\n", j,
353                         vh->data[j][0], vh->data[j][1], vh->data[j][2], vh->data[j][3],
354                         udata[0], udata[1], udata[2], udata[3]);
355         }
356
357      }
358   }
359#endif
360
361   prim_idx = 0;
362   for (i = 0; i < shader->vector_length; ++i) {
363      int num_prims = shader->llvm_emitted_primitives[i + (stream * shader->vector_length)];
364      for (j = 0; j < num_prims; ++j) {
365         int prim_length =
366            shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i];
367         shader->stream[stream].primitive_lengths[shader->stream[stream].emitted_primitives + prim_idx] =
368            prim_length;
369         ++prim_idx;
370      }
371   }
372
373   shader->stream[stream].emitted_primitives += total_prims;
374   shader->stream[stream].emitted_vertices += total_verts;
375}
376
377static void
378llvm_gs_prepare(struct draw_geometry_shader *shader,
379                const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
380                const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS])
381{
382}
383
384static void
385llvm_gs_run(struct draw_geometry_shader *shader,
386            unsigned input_primitives, unsigned *out_prims)
387{
388   struct vertex_header *input[PIPE_MAX_VERTEX_STREAMS];
389   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
390      char *tmp = (char *)shader->gs_output[i];
391      tmp += shader->stream[i].emitted_vertices * shader->vertex_size;
392      input[i] = (struct vertex_header *)tmp;
393   }
394
395   shader->current_variant->jit_func(
396      shader->jit_context, shader->gs_input->data,
397      input,
398      input_primitives,
399      shader->draw->instance_id,
400      shader->llvm_prim_ids,
401      shader->invocation_id,
402      shader->draw->pt.user.viewid);
403
404   for (unsigned i = 0; i < shader->num_vertex_streams; i++) {
405      out_prims[i] = shader->jit_context->emitted_prims[i];
406   }
407}
408
409#endif
410
411static void gs_flush(struct draw_geometry_shader *shader)
412{
413   unsigned out_prim_count[TGSI_MAX_VERTEX_STREAMS];
414   unsigned i;
415   unsigned input_primitives = shader->fetched_prim_count;
416
417   if (shader->draw->collect_statistics) {
418      shader->draw->statistics.gs_invocations += input_primitives;
419   }
420
421   debug_assert(input_primitives > 0 &&
422                input_primitives <= 4);
423
424   for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) {
425      shader->invocation_id = invocation;
426      shader->run(shader, input_primitives, out_prim_count);
427      for (i = 0; i < shader->num_vertex_streams; i++) {
428         shader->fetch_outputs(shader, i, out_prim_count[i],
429                               &shader->stream[i].tmp_output);
430      }
431   }
432
433#if 0
434   for (i = 0; i < shader->num_vertex_streams; i++) {
435      debug_printf("stream %d: PRIM emitted prims = %d (verts=%d), cur prim count = %d\n",
436                   i,
437                   shader->stream[i].emitted_primitives, shader->stream[i].emitted_vertices,
438                   out_prim_count[i]);
439   }
440#endif
441
442   shader->fetched_prim_count = 0;
443}
444
445static void gs_point(struct draw_geometry_shader *shader,
446                     int idx)
447{
448   unsigned indices[1];
449
450   indices[0] = idx;
451
452   shader->fetch_inputs(shader, indices, 1,
453                        shader->fetched_prim_count);
454   ++shader->in_prim_idx;
455   ++shader->fetched_prim_count;
456
457   if (draw_gs_should_flush(shader))
458      gs_flush(shader);
459}
460
461static void gs_line(struct draw_geometry_shader *shader,
462                    int i0, int i1)
463{
464   unsigned indices[2];
465
466   indices[0] = i0;
467   indices[1] = i1;
468
469   shader->fetch_inputs(shader, indices, 2,
470                        shader->fetched_prim_count);
471   ++shader->in_prim_idx;
472   ++shader->fetched_prim_count;
473
474   if (draw_gs_should_flush(shader))
475      gs_flush(shader);
476}
477
478static void gs_line_adj(struct draw_geometry_shader *shader,
479                        int i0, int i1, int i2, int i3)
480{
481   unsigned indices[4];
482
483   indices[0] = i0;
484   indices[1] = i1;
485   indices[2] = i2;
486   indices[3] = i3;
487
488   shader->fetch_inputs(shader, indices, 4,
489                        shader->fetched_prim_count);
490   ++shader->in_prim_idx;
491   ++shader->fetched_prim_count;
492
493   if (draw_gs_should_flush(shader))
494      gs_flush(shader);
495}
496
497static void gs_tri(struct draw_geometry_shader *shader,
498                   int i0, int i1, int i2)
499{
500   unsigned indices[3];
501
502   indices[0] = i0;
503   indices[1] = i1;
504   indices[2] = i2;
505
506   shader->fetch_inputs(shader, indices, 3,
507                        shader->fetched_prim_count);
508   ++shader->in_prim_idx;
509   ++shader->fetched_prim_count;
510
511   if (draw_gs_should_flush(shader))
512      gs_flush(shader);
513}
514
515static void gs_tri_adj(struct draw_geometry_shader *shader,
516                       int i0, int i1, int i2,
517                       int i3, int i4, int i5)
518{
519   unsigned indices[6];
520
521   indices[0] = i0;
522   indices[1] = i1;
523   indices[2] = i2;
524   indices[3] = i3;
525   indices[4] = i4;
526   indices[5] = i5;
527
528   shader->fetch_inputs(shader, indices, 6,
529                        shader->fetched_prim_count);
530   ++shader->in_prim_idx;
531   ++shader->fetched_prim_count;
532
533   if (draw_gs_should_flush(shader))
534      gs_flush(shader);
535}
536
537#define FUNC         gs_run
538#define GET_ELT(idx) (idx)
539#include "draw_gs_tmp.h"
540
541
542#define FUNC         gs_run_elts
543#define LOCAL_VARS   const ushort *elts = input_prims->elts;
544#define GET_ELT(idx) (elts[idx])
545#include "draw_gs_tmp.h"
546
547
548/**
549 * Execute geometry shader.
550 */
551int draw_geometry_shader_run(struct draw_geometry_shader *shader,
552                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
553                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
554                             const struct draw_vertex_info *input_verts,
555                             const struct draw_prim_info *input_prim,
556                             const struct tgsi_shader_info *input_info,
557                             struct draw_vertex_info *output_verts,
558                             struct draw_prim_info *output_prims )
559{
560   const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
561   unsigned input_stride = input_verts->vertex_size;
562   unsigned num_outputs = draw_total_gs_outputs(shader->draw);
563   unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
564   unsigned num_input_verts = input_prim->linear ?
565      input_verts->count :
566      input_prim->count;
567   unsigned num_in_primitives =
568      align(
569         MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
570                                              num_input_verts),
571              u_decomposed_prims_for_vertices(shader->input_primitive,
572                                              num_input_verts)),
573         shader->vector_length);
574   unsigned max_out_prims =
575      u_decomposed_prims_for_vertices(shader->output_primitive,
576                                      shader->max_output_vertices)
577      * num_in_primitives;
578   /* we allocate exactly one extra vertex per primitive to allow the GS to emit
579    * overflown vertices into some area where they won't harm anyone */
580   unsigned total_verts_per_buffer = shader->primitive_boundary *
581      num_in_primitives;
582   int i;
583   //Assume at least one primitive
584   max_out_prims = MAX2(max_out_prims, 1);
585
586   for (i = 0; i < shader->num_vertex_streams; i++) {
587      /* write all the vertex data into all the streams */
588      output_verts[i].vertex_size = vertex_size;
589      output_verts[i].stride = output_verts[i].vertex_size;
590      output_verts[i].verts =
591         (struct vertex_header *)MALLOC(output_verts[i].vertex_size *
592                                        total_verts_per_buffer * shader->num_invocations +
593                                        DRAW_EXTRA_VERTICES_PADDING);
594      debug_assert(output_verts[i].verts);
595   }
596
597#if 0
598   debug_printf("%s count = %d (in prims # = %d, invocs = %d, streams = %d)\n",
599                __FUNCTION__, num_input_verts, num_in_primitives,
600                shader->num_invocations, shader->num_vertex_streams);
601   debug_printf("\tlinear = %d, prim_info->count = %d\n",
602                input_prim->linear, input_prim->count);
603   debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s\n",
604                u_prim_name(input_prim->prim),
605                u_prim_name(shader->input_primitive),
606                u_prim_name(shader->output_primitive));
607   debug_printf("\tmaxv  = %d, maxp = %d, primitive_boundary = %d, "
608                "vertex_size = %d, tverts = %d\n",
609                shader->max_output_vertices, max_out_prims,
610                shader->primitive_boundary, output_verts->vertex_size,
611                total_verts_per_buffer);
612#endif
613
614   for (i = 0; i < shader->num_vertex_streams; i++) {
615      shader->stream[i].emitted_vertices = 0;
616      shader->stream[i].emitted_primitives = 0;
617      FREE(shader->stream[i].primitive_lengths);
618      shader->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations);
619      shader->stream[i].tmp_output = (float (*)[4])output_verts[i].verts->data;
620   }
621   shader->vertex_size = vertex_size;
622   shader->fetched_prim_count = 0;
623   shader->input_vertex_stride = input_stride;
624   shader->input = input;
625   shader->input_info = input_info;
626
627#ifdef DRAW_LLVM_AVAILABLE
628   if (shader->draw->llvm) {
629      for (i = 0; i < shader->num_vertex_streams; i++) {
630         shader->gs_output[i] = output_verts[i].verts;
631      }
632      if (max_out_prims > shader->max_out_prims) {
633         unsigned i;
634         if (shader->llvm_prim_lengths) {
635            for (i = 0; i < shader->num_vertex_streams * shader->max_out_prims; ++i) {
636               align_free(shader->llvm_prim_lengths[i]);
637            }
638            FREE(shader->llvm_prim_lengths);
639         }
640
641         shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*));
642         for (i = 0; i < shader->num_vertex_streams * max_out_prims; ++i) {
643            int vector_size = shader->vector_length * sizeof(unsigned);
644            shader->llvm_prim_lengths[i] =
645               align_malloc(vector_size, vector_size);
646         }
647
648         shader->max_out_prims = max_out_prims;
649      }
650      shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
651      shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
652      shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
653   }
654#endif
655
656   shader->prepare(shader, constants, constants_size);
657
658   if (input_prim->linear)
659      gs_run(shader, input_prim, input_verts,
660             output_prims, output_verts);
661   else
662      gs_run_elts(shader, input_prim, input_verts,
663                  output_prims, output_verts);
664
665   /* Flush the remaining primitives. Will happen if
666    * num_input_primitives % 4 != 0
667    */
668   if (shader->fetched_prim_count > 0) {
669      gs_flush(shader);
670   }
671   debug_assert(shader->fetched_prim_count == 0);
672
673   /* Update prim_info:
674    */
675   for (i = 0; i < shader->num_vertex_streams; i++) {
676      output_prims[i].linear = TRUE;
677      output_prims[i].elts = NULL;
678      output_prims[i].start = 0;
679      output_prims[i].count = shader->stream[i].emitted_vertices;
680      output_prims[i].prim = shader->output_primitive;
681      output_prims[i].flags = 0x0;
682      output_prims[i].primitive_lengths = shader->stream[i].primitive_lengths;
683      output_prims[i].primitive_count = shader->stream[i].emitted_primitives;
684      output_verts[i].count = shader->stream[i].emitted_vertices;
685
686      if (shader->draw->collect_statistics) {
687         unsigned j;
688         for (j = 0; j < shader->stream[i].emitted_primitives; ++j) {
689            shader->draw->statistics.gs_primitives +=
690               u_decomposed_prims_for_vertices(shader->output_primitive,
691                                               shader->stream[i].primitive_lengths[j]);
692         }
693      }
694   }
695
696#if 0
697   debug_printf("GS finished\n");
698   for (i = 0; i < 4; i++)
699      debug_printf("stream %d: prims = %d verts = %d\n", i, output_prims[i].primitive_count, output_verts[i].count);
700#endif
701
702   return 0;
703}
704
705void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
706                                  struct draw_context *draw)
707{
708   boolean use_llvm = draw->llvm != NULL;
709   if (!use_llvm && shader && shader->machine->Tokens != shader->state.tokens) {
710      tgsi_exec_machine_bind_shader(shader->machine,
711                                    shader->state.tokens,
712                                    draw->gs.tgsi.sampler,
713                                    draw->gs.tgsi.image,
714                                    draw->gs.tgsi.buffer);
715   }
716}
717
718
719boolean
720draw_gs_init( struct draw_context *draw )
721{
722   if (!draw->llvm) {
723      draw->gs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_GEOMETRY);
724
725      for (unsigned i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
726         draw->gs.tgsi.machine->Primitives[i] = align_malloc(
727            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
728         draw->gs.tgsi.machine->PrimitiveOffsets[i] = align_malloc(
729            MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
730         if (!draw->gs.tgsi.machine->Primitives[i] || !draw->gs.tgsi.machine->PrimitiveOffsets[i])
731            return FALSE;
732         memset(draw->gs.tgsi.machine->Primitives[i], 0,
733                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
734         memset(draw->gs.tgsi.machine->PrimitiveOffsets[i], 0,
735                MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
736      }
737   }
738
739   return TRUE;
740}
741
742void draw_gs_destroy( struct draw_context *draw )
743{
744   int i;
745   if (draw->gs.tgsi.machine) {
746      for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++) {
747         align_free(draw->gs.tgsi.machine->Primitives[i]);
748         align_free(draw->gs.tgsi.machine->PrimitiveOffsets[i]);
749      }
750      tgsi_exec_machine_destroy(draw->gs.tgsi.machine);
751   }
752}
753
754struct draw_geometry_shader *
755draw_create_geometry_shader(struct draw_context *draw,
756                            const struct pipe_shader_state *state)
757{
758#ifdef DRAW_LLVM_AVAILABLE
759   boolean use_llvm = draw->llvm != NULL;
760   struct llvm_geometry_shader *llvm_gs = NULL;
761#endif
762   struct draw_geometry_shader *gs;
763   unsigned i;
764
765#ifdef DRAW_LLVM_AVAILABLE
766   if (use_llvm) {
767      llvm_gs = CALLOC_STRUCT(llvm_geometry_shader);
768
769      if (!llvm_gs)
770         return NULL;
771
772      gs = &llvm_gs->base;
773
774      make_empty_list(&llvm_gs->variants);
775   } else
776#endif
777   {
778      gs = CALLOC_STRUCT(draw_geometry_shader);
779   }
780
781   if (!gs)
782      return NULL;
783
784   gs->draw = draw;
785   gs->state = *state;
786
787   if (state->type == PIPE_SHADER_IR_TGSI) {
788      gs->state.tokens = tgsi_dup_tokens(state->tokens);
789      if (!gs->state.tokens) {
790         FREE(gs);
791         return NULL;
792      }
793
794      tgsi_scan_shader(state->tokens, &gs->info);
795   } else
796      nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
797
798   /* setup the defaults */
799   gs->max_out_prims = 0;
800
801#ifdef DRAW_LLVM_AVAILABLE
802   if (use_llvm) {
803      /* TODO: change the input array to handle the following
804         vector length, instead of the currently hardcoded
805         TGSI_NUM_CHANNELS
806      gs->vector_length = lp_native_vector_width / 32;*/
807      gs->vector_length = TGSI_NUM_CHANNELS;
808   } else
809#endif
810   {
811      gs->vector_length = 1;
812   }
813
814   gs->input_primitive =
815         gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
816   gs->output_primitive =
817         gs->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
818   gs->max_output_vertices =
819         gs->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
820   gs->num_invocations =
821      gs->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
822   if (!gs->max_output_vertices)
823      gs->max_output_vertices = 32;
824
825   /* Primitive boundary is bigger than max_output_vertices by one, because
826    * the specification says that the geometry shader should exit if the
827    * number of emitted vertices is bigger or equal to max_output_vertices and
828    * we can't do that because we're running in the SoA mode, which means that
829    * our storing routines will keep getting called on channels that have
830    * overflown.
831    * So we need some scratch area where we can keep writing the overflown
832    * vertices without overwriting anything important or crashing.
833    */
834   gs->primitive_boundary = gs->max_output_vertices + 1;
835
836   gs->position_output = -1;
837   bool found_clipvertex = false;
838   for (i = 0; i < gs->info.num_outputs; i++) {
839      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
840          gs->info.output_semantic_index[i] == 0)
841         gs->position_output = i;
842      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX)
843         gs->viewport_index_output = i;
844      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
845          gs->info.output_semantic_index[i] == 0) {
846         found_clipvertex = true;
847         gs->clipvertex_output = i;
848      }
849      if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
850         debug_assert(gs->info.output_semantic_index[i] <
851                      PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
852         gs->ccdistance_output[gs->info.output_semantic_index[i]] = i;
853      }
854   }
855
856   if (!found_clipvertex)
857      gs->clipvertex_output = gs->position_output;
858
859   gs->machine = draw->gs.tgsi.machine;
860
861   gs->num_vertex_streams = 1;
862   for (i = 0; i < gs->state.stream_output.num_outputs; i++) {
863      if (gs->state.stream_output.output[i].stream >= gs->num_vertex_streams)
864         gs->num_vertex_streams = gs->state.stream_output.output[i].stream + 1;
865   }
866
867#ifdef DRAW_LLVM_AVAILABLE
868   if (use_llvm) {
869      int vector_size = gs->vector_length * sizeof(float);
870      gs->gs_input = align_malloc(sizeof(struct draw_gs_inputs), 16);
871      memset(gs->gs_input, 0, sizeof(struct draw_gs_inputs));
872      gs->llvm_prim_lengths = 0;
873
874      gs->llvm_emitted_primitives = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
875      gs->llvm_emitted_vertices = align_malloc(vector_size * gs->num_vertex_streams, vector_size);
876      gs->llvm_prim_ids = align_calloc(vector_size, vector_size);
877
878      gs->fetch_outputs = llvm_fetch_gs_outputs;
879      gs->fetch_inputs = llvm_fetch_gs_input;
880      gs->prepare = llvm_gs_prepare;
881      gs->run = llvm_gs_run;
882
883      gs->jit_context = &draw->llvm->gs_jit_context;
884
885
886      llvm_gs->variant_key_size =
887         draw_gs_llvm_variant_key_size(
888            MAX2(gs->info.file_max[TGSI_FILE_SAMPLER]+1,
889                 gs->info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
890            gs->info.file_max[TGSI_FILE_IMAGE]+1);
891   } else
892#endif
893   {
894      gs->fetch_outputs = tgsi_fetch_gs_outputs;
895      gs->fetch_inputs = tgsi_fetch_gs_input;
896      gs->prepare = tgsi_gs_prepare;
897      gs->run = tgsi_gs_run;
898   }
899
900   return gs;
901}
902
903void draw_bind_geometry_shader(struct draw_context *draw,
904                               struct draw_geometry_shader *dgs)
905{
906   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
907
908   if (dgs) {
909      draw->gs.geometry_shader = dgs;
910      draw->gs.num_gs_outputs = dgs->info.num_outputs;
911      draw->gs.position_output = dgs->position_output;
912      draw->gs.clipvertex_output = dgs->clipvertex_output;
913      draw_geometry_shader_prepare(dgs, draw);
914   }
915   else {
916      draw->gs.geometry_shader = NULL;
917      draw->gs.num_gs_outputs = 0;
918   }
919}
920
921void draw_delete_geometry_shader(struct draw_context *draw,
922                                 struct draw_geometry_shader *dgs)
923{
924   int i;
925   if (!dgs) {
926      return;
927   }
928#ifdef DRAW_LLVM_AVAILABLE
929   if (draw->llvm) {
930      struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
931      struct draw_gs_llvm_variant_list_item *li;
932
933      li = first_elem(&shader->variants);
934      while(!at_end(&shader->variants, li)) {
935         struct draw_gs_llvm_variant_list_item *next = next_elem(li);
936         draw_gs_llvm_destroy_variant(li->base);
937         li = next;
938      }
939
940      assert(shader->variants_cached == 0);
941
942      if (dgs->llvm_prim_lengths) {
943         unsigned i;
944         for (i = 0; i < dgs->num_vertex_streams * dgs->max_out_prims; ++i) {
945            align_free(dgs->llvm_prim_lengths[i]);
946         }
947         FREE(dgs->llvm_prim_lengths);
948      }
949      align_free(dgs->llvm_emitted_primitives);
950      align_free(dgs->llvm_emitted_vertices);
951      align_free(dgs->llvm_prim_ids);
952
953      align_free(dgs->gs_input);
954   }
955#endif
956
957   if (draw->gs.tgsi.machine && draw->gs.tgsi.machine->Tokens == dgs->state.tokens)
958      draw->gs.tgsi.machine->Tokens = NULL;
959
960   for (i = 0; i < TGSI_MAX_VERTEX_STREAMS; i++)
961      FREE(dgs->stream[i].primitive_lengths);
962
963   if (dgs->state.ir.nir)
964      ralloc_free(dgs->state.ir.nir);
965   FREE((void*) dgs->state.tokens);
966   FREE(dgs);
967}
968
969
970#ifdef DRAW_LLVM_AVAILABLE
971void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
972                                 struct draw_gs_llvm_variant *variant)
973{
974   shader->current_variant = variant;
975}
976#endif
977
978/*
979 * Called at the very begin of the draw call with a new instance
980 * Used to reset state that should persist between primitive restart.
981 */
982void
983draw_geometry_shader_new_instance(struct draw_geometry_shader *gs)
984{
985   if (!gs)
986      return;
987
988   gs->in_prim_idx = 0;
989}
990