예제 #1
0
/*
 * Primitive assembler breaks up adjacency primitives and assembles
 * the base primitives they represent, e.g. vertices forming
 * PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY
 * become vertices forming PIPE_PRIM_TRIANGLES 
 * This is needed because specification says that the adjacency
 * primitives are only visible in the geometry shader so we need
 * to get rid of them so that the rest of the pipeline can
 * process the inputs.
 */
void
draw_prim_assembler_run(struct draw_context *draw,
                        const struct draw_prim_info *input_prims,
                        const struct draw_vertex_info *input_verts,
                        struct draw_prim_info *output_prims,
                        struct draw_vertex_info *output_verts)
{
   struct draw_assembler *asmblr = draw->ia;
   unsigned start, i;
   unsigned assembled_prim = u_reduced_prim(input_prims->prim);
   unsigned max_primitives = u_decomposed_prims_for_vertices(
      input_prims->prim, input_prims->count);
   unsigned max_verts = u_vertices_per_prim(assembled_prim) * max_primitives;

   asmblr->output_prims = output_prims;
   asmblr->output_verts = output_verts;
   asmblr->input_prims = input_prims;
   asmblr->input_verts = input_verts;
   asmblr->needs_primid = needs_primid(asmblr->draw);
   asmblr->primid = 0;
   asmblr->num_prims = 0;

   output_prims->linear = TRUE;
   output_prims->elts = NULL;
   output_prims->start = 0;
   output_prims->prim = assembled_prim;
   output_prims->flags = 0x0;
   output_prims->primitive_lengths = MALLOC(sizeof(unsigned));
   output_prims->primitive_lengths[0] = 0;
   output_prims->primitive_count = 1;

   output_verts->vertex_size = input_verts->vertex_size;
   output_verts->stride = input_verts->stride;
   output_verts->verts = (struct vertex_header*)MALLOC(
      input_verts->vertex_size * max_verts);
   output_verts->count = 0;


   for (start = i = 0; i < input_prims->primitive_count;
        start += input_prims->primitive_lengths[i], i++)
   {
      unsigned count = input_prims->primitive_lengths[i];
      if (input_prims->linear) {
         assembler_run_linear(asmblr, input_prims, input_verts,
                              start, count);
      } else {
         assembler_run_elts(asmblr, input_prims, input_verts,
                            start, count);
      }
   }

   output_prims->primitive_lengths[0] = output_verts->count;
   output_prims->count = output_verts->count;
}
예제 #2
0
/**
 * Computes clipper invocation statistics.
 *
 * Figures out how many primitives would have been
 * sent to the clipper given the specified
 * prim info data.
 */
void
draw_stats_clipper_primitives(struct draw_context *draw,
                              const struct draw_prim_info *prim_info)
{
   if (draw->collect_statistics) {
      unsigned i;
      for (i = 0; i < prim_info->primitive_count; i++) {
         draw->statistics.c_invocations +=
            u_decomposed_prims_for_vertices(prim_info->prim,
                                            prim_info->primitive_lengths[i]);
      }
   }
}
예제 #3
0
파일: draw_gs.c 프로젝트: DirectFB/mesa
/**
 * Execute geometry shader.
 */
int draw_geometry_shader_run(struct draw_geometry_shader *shader,
                             const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
                             const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
                             const struct draw_vertex_info *input_verts,
                             const struct draw_prim_info *input_prim,
                             const struct tgsi_shader_info *input_info,
                             struct draw_vertex_info *output_verts,
                             struct draw_prim_info *output_prims )
{
   const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
   unsigned input_stride = input_verts->vertex_size;
   unsigned num_outputs = draw_total_gs_outputs(shader->draw);
   unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
   unsigned num_input_verts = input_prim->linear ?
      input_verts->count :
      input_prim->count;
   unsigned num_in_primitives =
      align(
         MAX2(u_decomposed_prims_for_vertices(input_prim->prim,
                                              num_input_verts),
              u_decomposed_prims_for_vertices(shader->input_primitive,
                                              num_input_verts)),
         shader->vector_length);
   unsigned max_out_prims =
      u_decomposed_prims_for_vertices(shader->output_primitive,
                                      shader->max_output_vertices)
      * num_in_primitives;

   //Assume at least one primitive
   max_out_prims = MAX2(max_out_prims, 1);


   output_verts->vertex_size = vertex_size;
   output_verts->stride = output_verts->vertex_size;
   /* we allocate exactly one extra vertex per primitive to allow the GS to emit
    * overflown vertices into some area where they won't harm anyone */
   output_verts->verts =
      (struct vertex_header *)MALLOC(output_verts->vertex_size *
                                     max_out_prims *
                                     shader->primitive_boundary);

#if 0
   debug_printf("%s count = %d (in prims # = %d)\n",
                __FUNCTION__, num_input_verts, num_in_primitives);
   debug_printf("\tlinear = %d, prim_info->count = %d\n",
                input_prim->linear, input_prim->count);
   debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s, max out = %d\n",
                u_prim_name(input_prim->prim),
                u_prim_name(shader->input_primitive),
                u_prim_name(shader->output_primitive),
                shader->max_output_vertices);
#endif

   shader->emitted_vertices = 0;
   shader->emitted_primitives = 0;
   shader->vertex_size = vertex_size;
   shader->tmp_output = (float (*)[4])output_verts->verts->data;
   shader->fetched_prim_count = 0;
   shader->input_vertex_stride = input_stride;
   shader->input = input;
   shader->input_info = input_info;
   FREE(shader->primitive_lengths);
   shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned));


#ifdef HAVE_LLVM
   if (draw_get_option_use_llvm()) {
      shader->gs_output = output_verts->verts;
      if (max_out_prims > shader->max_out_prims) {
         unsigned i;
         if (shader->llvm_prim_lengths) {
            for (i = 0; i < shader->max_out_prims; ++i) {
               align_free(shader->llvm_prim_lengths[i]);
            }
            FREE(shader->llvm_prim_lengths);
         }

         shader->llvm_prim_lengths = MALLOC(max_out_prims * sizeof(unsigned*));
         for (i = 0; i < max_out_prims; ++i) {
            int vector_size = shader->vector_length * sizeof(unsigned);
            shader->llvm_prim_lengths[i] =
               align_malloc(vector_size, vector_size);
         }

         shader->max_out_prims = max_out_prims;
      }
      shader->jit_context->prim_lengths = shader->llvm_prim_lengths;
      shader->jit_context->emitted_vertices = shader->llvm_emitted_vertices;
      shader->jit_context->emitted_prims = shader->llvm_emitted_primitives;
   }
#endif

   shader->prepare(shader, constants, constants_size);

   if (input_prim->linear)
      gs_run(shader, input_prim, input_verts,
             output_prims, output_verts);
   else
      gs_run_elts(shader, input_prim, input_verts,
                  output_prims, output_verts);

   /* Flush the remaining primitives. Will happen if
    * num_input_primitives % 4 != 0
    */
   if (shader->fetched_prim_count > 0) {
      gs_flush(shader);
   }

   debug_assert(shader->fetched_prim_count == 0);

   /* Update prim_info:
    */
   output_prims->linear = TRUE;
   output_prims->elts = NULL;
   output_prims->start = 0;
   output_prims->count = shader->emitted_vertices;
   output_prims->prim = shader->output_primitive;
   output_prims->flags = 0x0;
   output_prims->primitive_lengths = shader->primitive_lengths;
   output_prims->primitive_count = shader->emitted_primitives;
   output_verts->count = shader->emitted_vertices;

   if (shader->draw->collect_statistics) {
      unsigned i;
      for (i = 0; i < shader->emitted_primitives; ++i) {
         shader->draw->statistics.gs_primitives +=
            u_decomposed_prims_for_vertices(shader->output_primitive,
                                            shader->primitive_lengths[i]);
      }
   }

#if 0
   debug_printf("GS finished, prims = %d, verts = %d\n",
                output_prims->primitive_count,
                output_verts->count);
#endif

   return shader->emitted_vertices;
}
static void
llvm_pipeline_generic(struct draw_pt_middle_end *middle,
                      const struct draw_fetch_info *fetch_info,
                      const struct draw_prim_info *in_prim_info)
{
   struct llvm_middle_end *fpme = llvm_middle_end(middle);
   struct draw_context *draw = fpme->draw;
   struct draw_geometry_shader *gshader = draw->gs.geometry_shader;
   struct draw_prim_info gs_prim_info;
   struct draw_vertex_info llvm_vert_info;
   struct draw_vertex_info gs_vert_info;
   struct draw_vertex_info *vert_info;
   struct draw_prim_info ia_prim_info;
   struct draw_vertex_info ia_vert_info;
   const struct draw_prim_info *prim_info = in_prim_info;
   boolean free_prim_info = FALSE;
   unsigned opt = fpme->opt;
   unsigned clipped = 0;

   llvm_vert_info.count = fetch_info->count;
   llvm_vert_info.vertex_size = fpme->vertex_size;
   llvm_vert_info.stride = fpme->vertex_size;
   llvm_vert_info.verts = (struct vertex_header *)
      MALLOC(fpme->vertex_size *
             align(fetch_info->count, lp_native_vector_width / 32));
   if (!llvm_vert_info.verts) {
      assert(0);
      return;
   }

   if (draw->collect_statistics) {
      draw->statistics.ia_vertices += prim_info->count;
      draw->statistics.ia_primitives +=
         u_decomposed_prims_for_vertices(prim_info->prim, prim_info->count);
      draw->statistics.vs_invocations += fetch_info->count;
   }

   if (fetch_info->linear)
      clipped = fpme->current_variant->jit_func( &fpme->llvm->jit_context,
                                       llvm_vert_info.verts,
                                       draw->pt.user.vbuffer,
                                       fetch_info->start,
                                       fetch_info->count,
                                       fpme->vertex_size,
                                       draw->pt.vertex_buffer,
                                       draw->instance_id,
                                       draw->start_index,
                                       draw->start_instance);
   else
      clipped = fpme->current_variant->jit_func_elts( &fpme->llvm->jit_context,
                                            llvm_vert_info.verts,
                                            draw->pt.user.vbuffer,
                                            fetch_info->elts,
                                            draw->pt.user.eltMax,
                                            fetch_info->count,
                                            fpme->vertex_size,
                                            draw->pt.vertex_buffer,
                                            draw->instance_id,
                                            draw->pt.user.eltBias,
                                            draw->start_instance);

   /* Finished with fetch and vs:
    */
   fetch_info = NULL;
   vert_info = &llvm_vert_info;

   if ((opt & PT_SHADE) && gshader) {
      struct draw_vertex_shader *vshader = draw->vs.vertex_shader;
      draw_geometry_shader_run(gshader,
                               draw->pt.user.gs_constants,
                               draw->pt.user.gs_constants_size,
                               vert_info,
                               prim_info,
                               &vshader->info,
                               &gs_vert_info,
                               &gs_prim_info);

      FREE(vert_info->verts);
      vert_info = &gs_vert_info;
      prim_info = &gs_prim_info;
   } else {
      if (draw_prim_assembler_is_required(draw, prim_info, vert_info)) {
         draw_prim_assembler_run(draw, prim_info, vert_info,
                                 &ia_prim_info, &ia_vert_info);

         if (ia_vert_info.count) {
            FREE(vert_info->verts);
            vert_info = &ia_vert_info;
            prim_info = &ia_prim_info;
            free_prim_info = TRUE;
         }
      }
   }
   if (prim_info->count == 0) {
      debug_printf("GS/IA didn't emit any vertices!\n");

      FREE(vert_info->verts);
      if (free_prim_info) {
         FREE(prim_info->primitive_lengths);
      }
      return;
   }

   /* stream output needs to be done before clipping */
   draw_pt_so_emit( fpme->so_emit, vert_info, prim_info );

   draw_stats_clipper_primitives(draw, prim_info);

   /*
    * if there's no position, need to stop now, or the latter stages
    * will try to access non-existent position output.
    */
   if (draw_current_shader_position_output(draw) != -1) {
      if ((opt & PT_SHADE) && gshader) {
         clipped = draw_pt_post_vs_run( fpme->post_vs, vert_info, prim_info );
      }
      if (clipped) {
         opt |= PT_PIPELINE;
      }

      /* Do we need to run the pipeline? Now will come here if clipped
       */
      if (opt & PT_PIPELINE) {
         pipeline( fpme, vert_info, prim_info );
      }
      else {
         emit( fpme->emit, vert_info, prim_info );
      }
   }
   FREE(vert_info->verts);
   if (free_prim_info) {
      FREE(prim_info->primitive_lengths);
   }
}