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author | Timur Kristóf <timur.kristof@gmail.com> | 2020-07-15 13:44:39 +0200 |
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committer | Timur Kristóf <timur.kristof@gmail.com> | 2020-10-09 15:26:14 +0200 |
commit | 70b94adddb71d9d12a793b188d0336566504afec (patch) | |
tree | 04cf73c17309e1684c7799804c91e0cbc01de3dd | |
parent | c977c369d35eed4de429f76ec6daf7ce95e7d94a (diff) | |
download | mesa-70b94adddb71d9d12a793b188d0336566504afec.tar.gz |
nir: Add ability to overwrite incomplete GS primitives.
After each end_primitive and at the end of the shader before emitting
set_vertex_and_primitive_count, we check if the primitive that is being
emitted has enough vertices or not, and we adjust the vertex and
primitive counters accordingly.
As a result, if the backend uses this option, the backend compiler
will not have to worry about discarding the unneeded vertices
and primitives.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6964>
-rw-r--r-- | src/compiler/nir/nir.h | 1 | ||||
-rw-r--r-- | src/compiler/nir/nir_lower_gs_intrinsics.c | 79 |
2 files changed, 79 insertions, 1 deletions
diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h index e712c6d8a60..989f39f432a 100644 --- a/src/compiler/nir/nir.h +++ b/src/compiler/nir/nir.h @@ -4730,6 +4730,7 @@ typedef enum { nir_lower_gs_intrinsics_per_stream = 1 << 0, nir_lower_gs_intrinsics_count_primitives = 1 << 1, nir_lower_gs_intrinsics_count_vertices_per_primitive = 1 << 2, + nir_lower_gs_intrinsics_overwrite_incomplete = 1 << 3, } nir_lower_gs_intrinsics_flags; bool nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags options); diff --git a/src/compiler/nir/nir_lower_gs_intrinsics.c b/src/compiler/nir/nir_lower_gs_intrinsics.c index a514551fdec..e83034bd25a 100644 --- a/src/compiler/nir/nir_lower_gs_intrinsics.c +++ b/src/compiler/nir/nir_lower_gs_intrinsics.c @@ -62,6 +62,7 @@ struct state { bool per_stream; bool count_prims; bool count_vtx_per_prim; + bool overwrite_incomplete; bool progress; }; @@ -131,6 +132,73 @@ rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state) } /** + * Emits code that overwrites incomplete primitives and their vertices. + * + * A primitive is considered incomplete when it doesn't have enough vertices. + * For example, a triangle strip that has 2 or fewer vertices, or a line strip + * with 1 vertex are considered incomplete. + * + * After each end_primitive and at the end of the shader before emitting + * set_vertex_and_primitive_count, we check if the primitive that is being + * emitted has enough vertices or not, and we adjust the vertex and primitive + * counters accordingly. + * + * This means that the following emit_vertex can reuse the vertex index of + * a previous vertex, if the previous primitive was incomplete, so the compiler + * backend is expected to simply overwrite any data that belonged to those. + */ +static void +overwrite_incomplete_primitives(struct state *state, unsigned stream) +{ + assert(state->count_vtx_per_prim); + + nir_builder *b = state->builder; + unsigned outprim = b->shader->info.gs.output_primitive; + unsigned outprim_min_vertices; + + if (outprim == GL_POINTS) + outprim_min_vertices = 1; + else if (outprim == GL_LINE_STRIP) + outprim_min_vertices = 2; + else if (outprim == GL_TRIANGLE_STRIP) + outprim_min_vertices = 3; + else + unreachable("Invalid GS output primitive type."); + + /* Total count of vertices emitted so far. */ + nir_ssa_def *vtxcnt_total = + nir_load_var(b, state->vertex_count_vars[stream]); + + /* Number of vertices emitted for the last primitive */ + nir_ssa_def *vtxcnt_per_primitive = + nir_load_var(b, state->vtxcnt_per_prim_vars[stream]); + + /* See if the current primitive is a incomplete */ + nir_ssa_def *is_inc_prim = + nir_ilt(b, vtxcnt_per_primitive, nir_imm_int(b, outprim_min_vertices)); + + /* Number of vertices in the incomplete primitive */ + nir_ssa_def *num_inc_vtx = + nir_bcsel(b, is_inc_prim, vtxcnt_per_primitive, nir_imm_int(b, 0)); + + /* Store corrected total vertex count */ + nir_store_var(b, state->vertex_count_vars[stream], + nir_isub(b, vtxcnt_total, num_inc_vtx), + 0x1); /* .x */ + + if (state->count_prims) { + /* Number of incomplete primitives (0 or 1) */ + nir_ssa_def *num_inc_prim = nir_b2i32(b, is_inc_prim); + + /* Store corrected primitive count */ + nir_ssa_def *prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]); + nir_store_var(b, state->primitive_count_vars[stream], + nir_isub(b, prim_cnt, num_inc_prim), + 0x1); /* .x */ + } +} + +/** * Replace end_primitive with end_primitive_with_counter. */ static void @@ -166,6 +234,9 @@ rewrite_end_primitive(nir_intrinsic_instr *intrin, struct state *state) } if (state->count_vtx_per_prim) { + if (state->overwrite_incomplete) + overwrite_incomplete_primitives(state, stream); + /* Store 0 to per-primitive vertex count */ nir_store_var(b, state->vtxcnt_per_prim_vars[stream], nir_imm_int(b, 0), @@ -226,6 +297,9 @@ append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state) if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) continue; + if (state->overwrite_incomplete) + overwrite_incomplete_primitives(state, stream); + nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]); nir_ssa_def *prim_cnt; @@ -251,13 +325,16 @@ nir_lower_gs_intrinsics(nir_shader *shader, nir_lower_gs_intrinsics_flags option { bool per_stream = options & nir_lower_gs_intrinsics_per_stream; bool count_primitives = options & nir_lower_gs_intrinsics_count_primitives; + bool overwrite_incomplete = options & nir_lower_gs_intrinsics_overwrite_incomplete; bool count_vtx_per_prim = - options & nir_lower_gs_intrinsics_count_vertices_per_primitive; + overwrite_incomplete || + (options & nir_lower_gs_intrinsics_count_vertices_per_primitive); struct state state; state.progress = false; state.count_prims = count_primitives; state.count_vtx_per_prim = count_vtx_per_prim; + state.overwrite_incomplete = overwrite_incomplete; state.per_stream = per_stream; nir_function_impl *impl = nir_shader_get_entrypoint(shader); |