[Mesa-dev] [PATCH v2 2/2] nir: Introduce new nir_intrinsic_load_per_vertex_input intrinsics.

Kenneth Graunke kenneth at whitecape.org
Thu Oct 1 11:13:20 PDT 2015


Geometry and tessellation shaders process multiple vertices; their
inputs are arrays indexed by the vertex number.  While GLSL makes
this look like a normal array, it can be very different behind the
scenes.

On Intel hardware, all inputs for a particular vertex are stored
together - as if they were grouped into a single struct.  This means
that consecutive elements of these top-level arrays are not contiguous.
In fact, they may sometimes be in completely disjoint memory segments.

NIR's existing load_input intrinsics are awkward for this case, as they
distill everything down to a single offset.  We'd much rather keep the
vertex ID separate, but build up an offset as normal beyond that.

This patch introduces new nir_intrinsic_load_per_vertex_input
intrinsics to handle this case.  They work like ordinary load_input
intrinsics, but have an extra source (src[0]) which represents the
outermost array index.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
 src/glsl/nir/nir_intrinsics.h                 |  1 +
 src/glsl/nir/nir_lower_io.c                   | 54 ++++++++++++++++++++++---
 src/glsl/nir/nir_print.c                      |  2 +
 src/mesa/drivers/dri/i965/brw_nir.c           | 13 +++++-
 src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp | 58 +++++++++++----------------
 5 files changed, 86 insertions(+), 42 deletions(-)

diff --git a/src/glsl/nir/nir_intrinsics.h b/src/glsl/nir/nir_intrinsics.h
index ac4c2ba..263d8c1 100644
--- a/src/glsl/nir/nir_intrinsics.h
+++ b/src/glsl/nir/nir_intrinsics.h
@@ -228,6 +228,7 @@ SYSTEM_VALUE(num_work_groups, 3, 0)
 LOAD(uniform, 0, 2, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
 LOAD(ubo, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
 LOAD(input, 0, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
+LOAD(per_vertex_input, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE | NIR_INTRINSIC_CAN_REORDER)
 LOAD(ssbo, 1, 1, NIR_INTRINSIC_CAN_ELIMINATE)
 
 /*
diff --git a/src/glsl/nir/nir_lower_io.c b/src/glsl/nir/nir_lower_io.c
index 80967fc..d066ca6 100644
--- a/src/glsl/nir/nir_lower_io.c
+++ b/src/glsl/nir/nir_lower_io.c
@@ -63,8 +63,20 @@ nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
    *size = location;
 }
 
+/**
+ * Returns true if we're processing a stage whose inputs are arrays indexed
+ * by a vertex number (such as geometry shader inputs).
+ */
+static bool
+stage_uses_per_vertex_inputs(struct lower_io_state *state)
+{
+   gl_shader_stage stage = state->builder.shader->stage;
+   return stage == MESA_SHADER_GEOMETRY;
+}
+
 static unsigned
 get_io_offset(nir_deref_var *deref, nir_instr *instr,
+              nir_src *vertex_index,
               nir_src *indirect, bool *has_indirect,
               struct lower_io_state *state)
 {
@@ -75,6 +87,22 @@ get_io_offset(nir_deref_var *deref, nir_instr *instr,
    b->cursor = nir_before_instr(instr);
 
    nir_deref *tail = &deref->deref;
+
+   /* For per-vertex input arrays (i.e. geometry shader inputs), keep the
+    * outermost array index separate.  Process the rest normally.
+    */
+   if (vertex_index != NULL) {
+      tail = tail->child;
+      assert(tail->deref_type == nir_deref_type_array);
+      nir_deref_array *deref_array = nir_deref_as_array(tail);
+
+      nir_ssa_def *vtx = nir_imm_int(b, deref_array->base_offset);
+      if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
+         vtx = nir_iadd(b, vtx, nir_ssa_for_src(b, deref_array->indirect, 1));
+      }
+      *vertex_index = nir_src_for_ssa(vtx);
+   }
+
    while (tail->child != NULL) {
       const struct glsl_type *parent_type = tail->type;
       tail = tail->child;
@@ -114,13 +142,19 @@ get_io_offset(nir_deref_var *deref, nir_instr *instr,
 }
 
 static nir_intrinsic_op
-load_op(nir_variable_mode mode, bool has_indirect)
+load_op(struct lower_io_state *state,
+        nir_variable_mode mode, bool per_vertex, bool has_indirect)
 {
    nir_intrinsic_op op;
    switch (mode) {
    case nir_var_shader_in:
-      op = has_indirect ? nir_intrinsic_load_input_indirect :
-                          nir_intrinsic_load_input;
+      if (per_vertex) {
+         op = has_indirect ? nir_intrinsic_load_per_vertex_input_indirect :
+                             nir_intrinsic_load_per_vertex_input;
+      } else {
+         op = has_indirect ? nir_intrinsic_load_input_indirect :
+                             nir_intrinsic_load_input;
+      }
       break;
    case nir_var_uniform:
       op = has_indirect ? nir_intrinsic_load_uniform_indirect :
@@ -157,15 +191,21 @@ nir_lower_io_block(nir_block *block, void *void_state)
          if (mode != nir_var_shader_in && mode != nir_var_uniform)
             continue;
 
+         bool per_vertex = mode == nir_var_shader_in &&
+                           stage_uses_per_vertex_inputs(state);
+
+         nir_src vertex_index;
          nir_src indirect;
          bool has_indirect;
 
          unsigned offset = get_io_offset(intrin->variables[0], &intrin->instr,
+                                         per_vertex ? &vertex_index : NULL,
                                          &indirect, &has_indirect, state);
 
          nir_intrinsic_instr *load =
             nir_intrinsic_instr_create(state->mem_ctx,
-                                       load_op(mode, has_indirect));
+                                       load_op(state, mode, per_vertex,
+                                               has_indirect));
          load->num_components = intrin->num_components;
 
          unsigned location = intrin->variables[0]->var->data.driver_location;
@@ -176,8 +216,11 @@ nir_lower_io_block(nir_block *block, void *void_state)
             load->const_index[0] = location + offset;
          }
 
+         if (per_vertex)
+            load->src[0] = vertex_index;
+
          if (has_indirect)
-            load->src[0] = indirect;
+            load->src[per_vertex ? 1 : 0] = indirect;
 
          if (intrin->dest.is_ssa) {
             nir_ssa_dest_init(&load->instr, &load->dest,
@@ -201,6 +244,7 @@ nir_lower_io_block(nir_block *block, void *void_state)
          bool has_indirect;
 
          unsigned offset = get_io_offset(intrin->variables[0], &intrin->instr,
+                                         NULL, /* ignore per-vertex */
                                          &indirect, &has_indirect, state);
          offset += intrin->variables[0]->var->data.driver_location;
 
diff --git a/src/glsl/nir/nir_print.c b/src/glsl/nir/nir_print.c
index a19aa8b..f40c5df 100644
--- a/src/glsl/nir/nir_print.c
+++ b/src/glsl/nir/nir_print.c
@@ -443,6 +443,8 @@ print_intrinsic_instr(nir_intrinsic_instr *instr, print_state *state)
       break;
    case nir_intrinsic_load_input:
    case nir_intrinsic_load_input_indirect:
+   case nir_intrinsic_load_per_vertex_input:
+   case nir_intrinsic_load_per_vertex_input_indirect:
       var_list = &state->shader->inputs;
       break;
    case nir_intrinsic_store_output:
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
index 2812fd7..64763e0 100644
--- a/src/mesa/drivers/dri/i965/brw_nir.c
+++ b/src/mesa/drivers/dri/i965/brw_nir.c
@@ -32,8 +32,17 @@ brw_nir_lower_inputs(nir_shader *nir,
                      const struct gl_program *prog,
                      bool is_scalar)
 {
-   nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
-                            is_scalar ? type_size_scalar : type_size_vec4);
+   switch (nir->stage) {
+   case MESA_SHADER_GEOMETRY:
+      foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+         var->data.driver_location = var->data.location;
+      }
+      break;
+   default:
+      nir_assign_var_locations(&nir->inputs, &nir->num_inputs,
+                               is_scalar ? type_size_scalar : type_size_vec4);
+      break;
+   }
 }
 
 static void
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp b/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
index 64a90e5..91280de 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
@@ -29,41 +29,6 @@ namespace brw {
 void
 vec4_gs_visitor::nir_setup_inputs(nir_shader *shader)
 {
-   nir_inputs = ralloc_array(mem_ctx, src_reg, shader->num_inputs);
-
-   foreach_list_typed(nir_variable, var, node, &shader->inputs) {
-      int offset = var->data.driver_location;
-      if (var->type->base_type == GLSL_TYPE_ARRAY) {
-         /* Geometry shader inputs are arrays, but they use an unusual array
-          * layout: instead of all array elements for a given geometry shader
-          * input being stored consecutively, all geometry shader inputs are
-          * interleaved into one giant array. At this stage of compilation, we
-          * assume that the stride of the array is BRW_VARYING_SLOT_COUNT.
-          * Later, setup_attributes() will remap our accesses to the actual
-          * input array.
-          */
-         assert(var->type->length > 0);
-         int length = var->type->length;
-         int size = type_size_vec4(var->type) / length;
-         for (int i = 0; i < length; i++) {
-            int location = var->data.location + i * BRW_VARYING_SLOT_COUNT;
-            for (int j = 0; j < size; j++) {
-               src_reg src = src_reg(ATTR, location + j, var->type);
-               src = retype(src, brw_type_for_base_type(var->type));
-               nir_inputs[offset] = src;
-               offset++;
-            }
-         }
-      } else {
-         int size = type_size_vec4(var->type);
-         for (int i = 0; i < size; i++) {
-            src_reg src = src_reg(ATTR, var->data.location + i, var->type);
-            src = retype(src, brw_type_for_base_type(var->type));
-            nir_inputs[offset] = src;
-            offset++;
-         }
-      }
-   }
 }
 
 void
@@ -96,6 +61,29 @@ vec4_gs_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr)
    src_reg src;
 
    switch (instr->intrinsic) {
+   case nir_intrinsic_load_per_vertex_input_indirect:
+      assert(!"EmitNoIndirectInput should prevent this.");
+   case nir_intrinsic_load_per_vertex_input: {
+      /* The EmitNoIndirectInput flag guarantees our vertex index will
+       * be constant.  We should handle indirects someday.
+       */
+      nir_const_value *vertex = nir_src_as_const_value(instr->src[0]);
+
+      /* Make up a type...we have no way of knowing... */
+      const glsl_type *const type = glsl_type::ivec(instr->num_components);
+
+      src = src_reg(ATTR, BRW_VARYING_SLOT_COUNT * vertex->u[0] +
+                          instr->const_index[0], type);
+      dest = get_nir_dest(instr->dest, src.type);
+      dest.writemask = brw_writemask_for_size(instr->num_components);
+      emit(MOV(dest, src));
+      break;
+   }
+
+   case nir_intrinsic_load_input:
+   case nir_intrinsic_load_input_indirect:
+      unreachable("nir_lower_io should have produced per_vertex intrinsics");
+
    case nir_intrinsic_emit_vertex_with_counter: {
       this->vertex_count =
          retype(get_nir_src(instr->src[0], 1), BRW_REGISTER_TYPE_UD);
-- 
2.5.3



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