<div dir="ltr">On 24 February 2014 00:36, Ilia Mirkin <span dir="ltr"><<a href="mailto:imirkin@alum.mit.edu" target="_blank">imirkin@alum.mit.edu</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote">
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Before you read any further, this is nowhere close to working. However it's in<br>
a state where I think most of the structure is there, albeit with a lot of XXX<br>
comments. And I haven't actually implemented the new opcodes I've added.<br>
<br>
I was hoping one or two Intel people could take a look at this and let me know<br>
of any pitfalls I'm likely to run into. I've already gotten a lot of help and<br>
advice from Ken, but wanted to put something out publicly.<br>
<br>
Any and all feedback much appreciated!<br>
<br>
Not-Signed-off-by: Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>><br></blockquote><div><br></div><div>I'm really excited to see you're working on this! A lot of people are going to be really happy to see geometry shader support added to Gen6.<br>
<br></div><div>AFAICT, your approach is good. I plan to look at it in more detail later today or sometime tomorrow. But before I do, here are some general comments:<br><br></div><div>1. For long-term readability, it might be useful to have 3 classes: vec4_gs_visitor (for stuff that's common to all gs visitors), gen6_gs_visitor (for the stuff that's specific to gen6 geometry shaders), and gen7plus_gs_visitor (for the stuff that's specific to gen7+ geometry shaders). What you currently have is a little harder to read, because it means that to understand gen6 geometry shaders, you have to keep in mind that some of the code in vec4_gs_visitor is never going to be executed because it will always be overridden by gen6_gs_visitor.<br>
<br></div><div>2. Stream output (a.k.a. transform feedback): As you've probably already figured out, transform feedback on gen6 is tricky because the hardware doesn't have a dedicated pipeline stage for it; you have to emit code in the geometry shader to do it. This is a problem because the GL spec says that two things are supposed to happen in between the GS stage and transform feedback: dangling vertex removal (ignoring line strips containing just a single vertex and ignoring triangle strips containing less than 2 vertices), and expanding line/triangle strips into individual line segments/triangles. In Gen6, these operations happen after the GS stage, so the code you emit in the geometry shader to do transform feedback needs to simulate them.<br>
<br></div><div>Back when I first implemented transform feedback for Gen6, supporting user-defined geometry shaders was the furthest thing from my mind, so I implemented the transform feedback code in raw assembly rather than re-using the vec4_visitor/vec4_generator infrastructure (see gen6_sol_program()). Unfortunately that's going to make it hard to re-use that code in user-defined geometry shaders. Also, when I implemented that code, I was able to make some major simplifying assumptions because there was no user-defined geometry shader--that meant that the number of vertices to process was known at compile time, and I didn't have to worry about dangling vertex removal or expanding line/triangle strips into individual line segments/triangles (because the hardware automatically performs those operations before invoking the GS). You're not going to have that luxury. My recommendation is: feel free to use gen6_sol_program() as a reference point, but don't bother trying to re-use it--the simplifying assumptions are just going to make it too different from what you want. I'd recommend leaving gen6_sol_program() around to handle the case where there's no user-defined geometry shader, and then you can write fresh code for handling transform feedback when there *is* a user-defined geometry shader.<br>
<br></div><div>Before you go too far on the implementation, I'd also recommend writing some new piglit tests in tests/spec/glsl-1.50/execution/geometry/ to verify that dangling vertex removal and strip expansion are handled properly for transform feedback data. If you don't have gs-supporting hardware at your disposal to validate those tests against, I (or one of the Intel folks) would be happy to validate the tests for you. Note in particular that in order to expand a triangle strip to triangles, you have to be careful with the order to make sure that both the provoking vertex and the triangle orientation are preserved (it's not necessary to follow ARB_provoking_vertex, though; you can just assume the GL default of LAST_VERTEX_CONVENTION applies). For example, if the pre-expansion vertex order is ABCDEF, then the only correct post-expansion order is ABC,CBD,CDE,EDF. I'm not sure whether Gen7+ hardware gets this order exactly right in all circumstances, but it seems like it should be easy to get it right on Gen6, because the order is entirely determined by software :)<br>
<br></div><div>I'd also recommend adding some piglit tests to make sure that transform feedback overflow conditions are handled properly when a geometry shader is in use, since overflow handling on Gen6 is (partially) the responsibility of the shader code you generate, and you're not going to be able to piggy-back on the overflow handling in gen6_sol_program().<br>
</div><div><br></div><div>One other note: check out this text from the Gen6 programmer's reference manual (page 172 of Vol 2 part 1): "The final contents of Stream Output buffers must follow the strict pipeline ordering of vertices. Given this ordering requirement, it will be necessary to run the GS stage in a single-threaded fashion (Maximum Number of Threads == 1). Otherwise concurrent GS threads might append vertices to the output buffer out of order." I believe this actually incorrect for gen6--I think it only applies to Gen5 and earlier, and was left in the documentation for Gen6 by accident. Here's how I think it actually works in Gen6. There are two modes: either (a) the SVBI (the pointer that indicates where we are writing to in the transform feedback buffer) is incremented automatically by the hardware when spawning a GS thread, or (b) the SVBI is incremented manually by the GS thread when issuing the FF_SYNC message. The choice of mode (a) or (b) is selected by the GEN6_GS_SVBI_POSTINCREMENT_ENABLE flag in 3DSTATE_GS. The existing gen6_sol_program() logic uses mode (a). But that only works because the correct increment is known before the GS thread starts executing. You're going to have to use mode (b), since the correct increment depends on how many vertices the user-provided GS program outputs. (Actually, it's even more complicated than that, because it has to account for dangling vertex removal and expansion of triangle and line strips). So here's what I think you're going to have to do:<br>
<br></div><div>- Ignore the SVBI values that are provided to the GS thread when it is spawned (in fact, don't even bother setting the GEN6_GS_SVBI_PAYLOAD_ENABLE bit--that way you won't have to waste register space for them). These values are garbage when using mode (b) because lots of GS threads may be spawned before the first one gets a chance to start writing transform feedback output.<br>
</div><div>- Before issuing the FF_SYNC message, compute the number of transform feedback vertices you're going to output, based on the pattern of calls to EmitVertex() and EndPrimitive(). To compute this correctly you're going to have to think about dangling vertex removal and line/triangle strip expansion.<br>
</div><div>- In emit_thread_end(), when sending the FF_SYNC message, tell the hardware how many vertices you're going to output--this determines how much it will post-increment the SVBI pointer.<br></div><div>- In the response to the FF_SYNC message, the hardware tells you the value the SVBI pointer had just before it post-incremented it. This tells you where to store the transform feedback output.<br>
</div><div>- Now, at the same time you're sending your vertices down the pipeline using URB writes, you can also output them to the transform feedback buffer using the SVBI pointer you got back from the FF_SYNC message. This is where you do the actual dangling vertex removal and line/triangle strip expansion.<br>
<br>Note that you only need to do dangling vertex removal and line/triangle strip transformation to the transform feedback data. It's ok (and probably easiest) for the data you deliver down the pipeline using URB writes to have dangling vertices and unexpanded triangle/line strips.<br>
<br></div><div>Of course, I'm working from the same code and docs that you are, so I could be mistaken about some of this :)<br></div><div><br></div><div>Once again, thanks for working on this! I'll try to look over your code sometime today or tomorrow and make more comments.<br>
<br></div><div>Paul<br></div></div></div></div>