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      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 
     27 /**
     28  * \file nir_lower_gs_intrinsics.c
     29  *
     30  * Geometry Shaders can call EmitVertex()/EmitStreamVertex() to output an
     31  * arbitrary number of vertices.  However, the shader must declare the maximum
     32  * number of vertices that it will ever output - further attempts to emit
     33  * vertices result in undefined behavior according to the GLSL specification.
     34  *
     35  * Drivers might use this maximum number of vertices to allocate enough space
     36  * to hold the geometry shader's output.  Some drivers (such as i965) need to
     37  * implement "safety checks" which ensure that the shader hasn't emitted too
     38  * many vertices, to avoid overflowing that space and trashing other memory.
     39  *
     40  * The count of emitted vertices can also be useful in buffer offset
     41  * calculations, so drivers know where to write the GS output.
     42  *
     43  * However, for simple geometry shaders that emit a statically determinable
     44  * number of vertices, this extra bookkeeping is unnecessary and inefficient.
     45  * By tracking the vertex count in NIR, we allow constant folding/propagation
     46  * and dead control flow optimizations to eliminate most of it where possible.
     47  *
     48  * This pass introduces a new global variable which stores the current vertex
     49  * count (initialized to 0), and converts emit_vertex/end_primitive intrinsics
     50  * to their *_with_counter variants.  emit_vertex is also wrapped in a safety
     51  * check to avoid buffer overflows.  Finally, it adds a set_vertex_count
     52  * intrinsic at the end of the program, informing the driver of the final
     53  * vertex count.
     54  */
     55 
     56 struct state {
     57    nir_builder *builder;
     58    nir_variable *vertex_count_var;
     59    bool progress;
     60 };
     61 
     62 /**
     63  * Replace emit_vertex intrinsics with:
     64  *
     65  * if (vertex_count < max_vertices) {
     66  *    emit_vertex_with_counter vertex_count ...
     67  *    vertex_count += 1
     68  * }
     69  */
     70 static void
     71 rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
     72 {
     73    nir_builder *b = state->builder;
     74 
     75    /* Load the vertex count */
     76    b->cursor = nir_before_instr(&intrin->instr);
     77    nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
     78 
     79    nir_ssa_def *max_vertices =
     80       nir_imm_int(b, b->shader->info->gs.vertices_out);
     81 
     82    /* Create: if (vertex_count < max_vertices) and insert it.
     83     *
     84     * The new if statement needs to be hooked up to the control flow graph
     85     * before we start inserting instructions into it.
     86     */
     87    nir_if *if_stmt = nir_if_create(b->shader);
     88    if_stmt->condition = nir_src_for_ssa(nir_ilt(b, count, max_vertices));
     89    nir_builder_cf_insert(b, &if_stmt->cf_node);
     90 
     91    /* Fill out the new then-block */
     92    b->cursor = nir_after_cf_list(&if_stmt->then_list);
     93 
     94    nir_intrinsic_instr *lowered =
     95       nir_intrinsic_instr_create(b->shader,
     96                                  nir_intrinsic_emit_vertex_with_counter);
     97    nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
     98    lowered->src[0] = nir_src_for_ssa(count);
     99    nir_builder_instr_insert(b, &lowered->instr);
    100 
    101    /* Increment the vertex count by 1 */
    102    nir_store_var(b, state->vertex_count_var,
    103                  nir_iadd(b, count, nir_imm_int(b, 1)),
    104                  0x1); /* .x */
    105 
    106    nir_instr_remove(&intrin->instr);
    107 
    108    state->progress = true;
    109 }
    110 
    111 /**
    112  * Replace end_primitive with end_primitive_with_counter.
    113  */
    114 static void
    115 rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state)
    116 {
    117    nir_builder *b = state->builder;
    118 
    119    b->cursor = nir_before_instr(&intrin->instr);
    120    nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
    121 
    122    nir_intrinsic_instr *lowered =
    123       nir_intrinsic_instr_create(b->shader,
    124                                  nir_intrinsic_end_primitive_with_counter);
    125    nir_intrinsic_set_stream_id(lowered, nir_intrinsic_stream_id(intrin));
    126    lowered->src[0] = nir_src_for_ssa(count);
    127    nir_builder_instr_insert(b, &lowered->instr);
    128 
    129    nir_instr_remove(&intrin->instr);
    130 
    131    state->progress = true;
    132 }
    133 
    134 static bool
    135 rewrite_intrinsics(nir_block *block, struct state *state)
    136 {
    137    nir_foreach_instr_safe(instr, block) {
    138       if (instr->type != nir_instr_type_intrinsic)
    139          continue;
    140 
    141       nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
    142       switch (intrin->intrinsic) {
    143       case nir_intrinsic_emit_vertex:
    144          rewrite_emit_vertex(intrin, state);
    145          break;
    146       case nir_intrinsic_end_primitive:
    147          rewrite_end_primitive(intrin, state);
    148          break;
    149       default:
    150          /* not interesting; skip this */
    151          break;
    152       }
    153    }
    154 
    155    return true;
    156 }
    157 
    158 /**
    159  * Add a set_vertex_count intrinsic at the end of the program
    160  * (representing the final vertex count).
    161  */
    162 static void
    163 append_set_vertex_count(nir_block *end_block, struct state *state)
    164 {
    165    nir_builder *b = state->builder;
    166    nir_shader *shader = state->builder->shader;
    167 
    168    /* Insert the new intrinsic in all of the predecessors of the end block,
    169     * but before any jump instructions (return).
    170     */
    171    struct set_entry *entry;
    172    set_foreach(end_block->predecessors, entry) {
    173       nir_block *pred = (nir_block *) entry->key;
    174       b->cursor = nir_after_block_before_jump(pred);
    175 
    176       nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
    177 
    178       nir_intrinsic_instr *set_vertex_count =
    179          nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count);
    180       set_vertex_count->src[0] = nir_src_for_ssa(count);
    181 
    182       nir_builder_instr_insert(b, &set_vertex_count->instr);
    183    }
    184 }
    185 
    186 bool
    187 nir_lower_gs_intrinsics(nir_shader *shader)
    188 {
    189    struct state state;
    190    state.progress = false;
    191 
    192    nir_function_impl *impl = nir_shader_get_entrypoint(shader);
    193    assert(impl);
    194 
    195    nir_builder b;
    196    nir_builder_init(&b, impl);
    197    state.builder = &b;
    198 
    199    /* Create the counter variable */
    200    state.vertex_count_var =
    201       nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
    202    /* initialize to 0 */
    203    b.cursor = nir_before_cf_list(&impl->body);
    204    nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
    205 
    206    nir_foreach_block_safe(block, impl)
    207       rewrite_intrinsics(block, &state);
    208 
    209    /* This only works because we have a single main() function. */
    210    append_set_vertex_count(impl->end_block, &state);
    211 
    212    nir_metadata_preserve(impl, 0);
    213 
    214    return state.progress;
    215 }
    216