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-rw-r--r--src/glsl/nir/nir_lower_gs_intrinsics.c219
1 files changed, 0 insertions, 219 deletions
diff --git a/src/glsl/nir/nir_lower_gs_intrinsics.c b/src/glsl/nir/nir_lower_gs_intrinsics.c
deleted file mode 100644
index fdff165..0000000
--- a/src/glsl/nir/nir_lower_gs_intrinsics.c
+++ /dev/null
@@ -1,219 +0,0 @@
-/*
- * Copyright © 2015 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#include "nir.h"
-#include "nir_builder.h"
-
-/**
- * \file nir_lower_gs_intrinsics.c
- *
- * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
- * arbitrary number of vertices. However, the shader must declare the maximum
- * number of vertices that it will ever output - further attempts to emit
- * vertices result in undefined behavior according to the GLSL specification.
- *
- * Drivers might use this maximum number of vertices to allocate enough space
- * to hold the geometry shader's output. Some drivers (such as i965) need to
- * implement "safety checks" which ensure that the shader hasn't emitted too
- * many vertices, to avoid overflowing that space and trashing other memory.
- *
- * The count of emitted vertices can also be useful in buffer offset
- * calculations, so drivers know where to write the GS output.
- *
- * However, for simple geometry shaders that emit a statically determinable
- * number of vertices, this extra bookkeeping is unnecessary and inefficient.
- * By tracking the vertex count in NIR, we allow constant folding/propagation
- * and dead control flow optimizations to eliminate most of it where possible.
- *
- * This pass introduces a new global variable which stores the current vertex
- * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
- * to their *_with_counter variants. emit_vertex is also wrapped in a safety
- * check to avoid buffer overflows. Finally, it adds a set_vertex_count
- * intrinsic at the end of the program, informing the driver of the final
- * vertex count.
- */
-
-struct state {
- nir_builder *builder;
- nir_variable *vertex_count_var;
- bool progress;
-};
-
-/**
- * Replace emit_vertex intrinsics with:
- *
- * if (vertex_count < max_vertices) {
- * emit_vertex_with_counter vertex_count ...
- * vertex_count += 1
- * }
- */
-static void
-rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
-{
- nir_builder *b = state->builder;
-
- /* Load the vertex count */
- b->cursor = nir_before_instr(&intrin->instr);
- nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
-
- nir_ssa_def *max_vertices = nir_imm_int(b, b->shader->info.gs.vertices_out);
-
- /* Create: if (vertex_count < max_vertices) and insert it.
- *
- * The new if statement needs to be hooked up to the control flow graph
- * before we start inserting instructions into it.
- */
- nir_if *if_stmt = nir_if_create(b->shader);
- if_stmt->condition = nir_src_for_ssa(nir_ilt(b, count, max_vertices));
- nir_builder_cf_insert(b, &if_stmt->cf_node);
-
- /* Fill out the new then-block */
- b->cursor = nir_after_cf_list(&if_stmt->then_list);
-
- nir_intrinsic_instr *lowered =
- nir_intrinsic_instr_create(b->shader,
- nir_intrinsic_emit_vertex_with_counter);
- lowered->const_index[0] = intrin->const_index[0];
- lowered->src[0] = nir_src_for_ssa(count);
- nir_builder_instr_insert(b, &lowered->instr);
-
- /* Increment the vertex count by 1 */
- nir_store_var(b, state->vertex_count_var,
- nir_iadd(b, count, nir_imm_int(b, 1)),
- 0x1); /* .x */
-
- nir_instr_remove(&intrin->instr);
-
- state->progress = true;
-}
-
-/**
- * Replace end_primitive with end_primitive_with_counter.
- */
-static void
-rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
-{
- nir_builder *b = state->builder;
-
- b->cursor = nir_before_instr(&intrin->instr);
- nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
-
- nir_intrinsic_instr *lowered =
- nir_intrinsic_instr_create(b->shader,
- nir_intrinsic_end_primitive_with_counter);
- lowered->const_index[0] = intrin->const_index[0];
- lowered->src[0] = nir_src_for_ssa(count);
- nir_builder_instr_insert(b, &lowered->instr);
-
- nir_instr_remove(&intrin->instr);
-
- state->progress = true;
-}
-
-static bool
-rewrite_intrinsics(nir_block *block, void *closure)
-{
- struct state *state = closure;
-
- nir_foreach_instr_safe(block, instr) {
- if (instr->type != nir_instr_type_intrinsic)
- continue;
-
- nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- switch (intrin->intrinsic) {
- case nir_intrinsic_emit_vertex:
- rewrite_emit_vertex(intrin, state);
- break;
- case nir_intrinsic_end_primitive:
- rewrite_end_primitive(intrin, state);
- break;
- default:
- /* not interesting; skip this */
- break;
- }
- }
-
- return true;
-}
-
-/**
- * Add a set_vertex_count intrinsic at the end of the program
- * (representing the final vertex count).
- */
-static void
-append_set_vertex_count(nir_block *end_block, struct state *state)
-{
- nir_builder *b = state->builder;
- nir_shader *shader = state->builder->shader;
-
- /* Insert the new intrinsic in all of the predecessors of the end block,
- * but before any jump instructions (return).
- */
- struct set_entry *entry;
- set_foreach(end_block->predecessors, entry) {
- nir_block *pred = (nir_block *) entry->key;
- b->cursor = nir_after_block_before_jump(pred);
-
- nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
-
- nir_intrinsic_instr *set_vertex_count =
- nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
- set_vertex_count->src[0] = nir_src_for_ssa(count);
-
- nir_builder_instr_insert(b, &set_vertex_count->instr);
- }
-}
-
-bool
-nir_lower_gs_intrinsics(nir_shader *shader)
-{
- struct state state;
- state.progress = false;
-
- /* Create the counter variable */
- nir_variable *var = rzalloc(shader, nir_variable);
- var->data.mode = nir_var_global;
- var->type = glsl_uint_type();
- var->name = "vertex_count";
- var->constant_initializer = rzalloc(shader, nir_constant); /* initialize to 0 */
-
- exec_list_push_tail(&shader->globals, &var->node);
- state.vertex_count_var = var;
-
- nir_foreach_function(shader, function) {
- if (function->impl) {
- nir_builder b;
- nir_builder_init(&b, function->impl);
- state.builder = &b;
-
- nir_foreach_block(function->impl, rewrite_intrinsics, &state);
-
- /* This only works because we have a single main() function. */
- append_set_vertex_count(function->impl->end_block, &state);
-
- nir_metadata_preserve(function->impl, 0);
- }
- }
-
- return state.progress;
-}