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1 /*
2  * Copyright © 2011 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 /**
25  * @file brw_vue_map.c
26  *
27  * This file computes the "VUE map" for a (non-fragment) shader stage, which
28  * describes the layout of its output varyings.  The VUE map is used to match
29  * outputs from one stage with the inputs of the next.
30  *
31  * Largely, varyings can be placed however we like - producers/consumers simply
32  * have to agree on the layout.  However, there is also a "VUE Header" that
33  * prescribes a fixed-layout for items that interact with fixed function
34  * hardware, such as the clipper and rasterizer.
35  *
36  * Authors:
37  *   Paul Berry <stereotype441@gmail.com>
38  *   Chris Forbes <chrisf@ijw.co.nz>
39  *   Eric Anholt <eric@anholt.net>
40  */
41 
42 
43 #include "brw_compiler.h"
44 #include "dev/gen_debug.h"
45 
46 static inline void
assign_vue_slot(struct brw_vue_map * vue_map,int varying,int slot)47 assign_vue_slot(struct brw_vue_map *vue_map, int varying, int slot)
48 {
49    /* Make sure this varying hasn't been assigned a slot already */
50    assert (vue_map->varying_to_slot[varying] == -1);
51 
52    vue_map->varying_to_slot[varying] = slot;
53    vue_map->slot_to_varying[slot] = varying;
54 }
55 
56 /**
57  * Compute the VUE map for a shader stage.
58  */
59 void
brw_compute_vue_map(const struct gen_device_info * devinfo,struct brw_vue_map * vue_map,uint64_t slots_valid,bool separate,uint32_t pos_slots)60 brw_compute_vue_map(const struct gen_device_info *devinfo,
61                     struct brw_vue_map *vue_map,
62                     uint64_t slots_valid,
63                     bool separate,
64                     uint32_t pos_slots)
65 {
66    /* Keep using the packed/contiguous layout on old hardware - we only need
67     * the SSO layout when using geometry/tessellation shaders or 32 FS input
68     * varyings, which only exist on Gen >= 6.  It's also a bit more efficient.
69     */
70    if (devinfo->gen < 6)
71       separate = false;
72 
73    if (separate) {
74       /* In SSO mode, we don't know whether the adjacent stage will
75        * read/write gl_ClipDistance, which has a fixed slot location.
76        * We have to assume the worst and reserve a slot for it, or else
77        * the rest of our varyings will be off by a slot.
78        *
79        * Note that we don't have to worry about COL/BFC, as those built-in
80        * variables only exist in legacy GL, which only supports VS and FS.
81        */
82       slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
83       slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
84    }
85 
86    vue_map->slots_valid = slots_valid;
87    vue_map->separate = separate;
88 
89    /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
90     * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
91     */
92    slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
93 
94    /* Make sure that the values we store in vue_map->varying_to_slot and
95     * vue_map->slot_to_varying won't overflow the signed chars that are used
96     * to store them.  Note that since vue_map->slot_to_varying sometimes holds
97     * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
98     * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
99     */
100    STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
101 
102    for (int i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
103       vue_map->varying_to_slot[i] = -1;
104       vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
105    }
106 
107    int slot = 0;
108 
109    /* VUE header: format depends on chip generation and whether clipping is
110     * enabled.
111     *
112     * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30),
113     * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout.
114     */
115    if (devinfo->gen < 6) {
116       /* There are 8 dwords in VUE header pre-Ironlake:
117        * dword 0-3 is indices, point width, clip flags.
118        * dword 4-7 is ndc position
119        * dword 8-11 is the first vertex data.
120        *
121        * On Ironlake the VUE header is nominally 20 dwords, but the hardware
122        * will accept the same header layout as Gen4 [and should be a bit faster]
123        */
124       assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
125       assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++);
126       assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
127    } else {
128       /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
129        * dword 0-3 of the header is indices, point width, clip flags.
130        * dword 4-7 is the 4D space position
131        * dword 8-15 of the vertex header is the user clip distance if
132        * enabled.
133        * dword 8-11 or 16-19 is the first vertex element data we fill.
134        */
135       assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
136       assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
137 
138       /* When using Primitive Replication, multiple slots are used for storing
139        * positions for each view.
140        */
141       assert(pos_slots >= 1);
142       if (pos_slots > 1) {
143          for (int i = 1; i < pos_slots; i++) {
144             vue_map->slot_to_varying[slot++] = VARYING_SLOT_POS;
145          }
146       }
147 
148       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
149          assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++);
150       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
151          assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++);
152 
153       /* Vertex URB Formats table says: "Vertex Header shall be padded at the
154        * end so that the header ends on a 32-byte boundary".
155        */
156       slot += slot % 2;
157 
158       /* front and back colors need to be consecutive so that we can use
159        * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
160        * two-sided color.
161        */
162       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
163          assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++);
164       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
165          assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++);
166       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
167          assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++);
168       if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
169          assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++);
170    }
171 
172    /* The hardware doesn't care about the rest of the vertex outputs, so we
173     * can assign them however we like.  For normal programs, we simply assign
174     * them contiguously.
175     *
176     * For separate shader pipelines, we first assign built-in varyings
177     * contiguous slots.  This works because ARB_separate_shader_objects
178     * requires that all shaders have matching built-in varying interface
179     * blocks.  Next, we assign generic varyings based on their location
180     * (either explicit or linker assigned).  This guarantees a fixed layout.
181     *
182     * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
183     * since it's encoded as the clip distances by emit_clip_distances().
184     * However, it may be output by transform feedback, and we'd rather not
185     * recompute state when TF changes, so we just always include it.
186     */
187    uint64_t builtins = slots_valid & BITFIELD64_MASK(VARYING_SLOT_VAR0);
188    while (builtins != 0) {
189       const int varying = ffsll(builtins) - 1;
190       if (vue_map->varying_to_slot[varying] == -1) {
191          assign_vue_slot(vue_map, varying, slot++);
192       }
193       builtins &= ~BITFIELD64_BIT(varying);
194    }
195 
196    const int first_generic_slot = slot;
197    uint64_t generics = slots_valid & ~BITFIELD64_MASK(VARYING_SLOT_VAR0);
198    while (generics != 0) {
199       const int varying = ffsll(generics) - 1;
200       if (separate) {
201          slot = first_generic_slot + varying - VARYING_SLOT_VAR0;
202       }
203       assign_vue_slot(vue_map, varying, slot++);
204       generics &= ~BITFIELD64_BIT(varying);
205    }
206 
207    vue_map->num_slots = slot;
208    vue_map->num_per_vertex_slots = 0;
209    vue_map->num_per_patch_slots = 0;
210 }
211 
212 /**
213  * Compute the VUE map for tessellation control shader outputs and
214  * tessellation evaluation shader inputs.
215  */
216 void
brw_compute_tess_vue_map(struct brw_vue_map * vue_map,uint64_t vertex_slots,uint32_t patch_slots)217 brw_compute_tess_vue_map(struct brw_vue_map *vue_map,
218                          uint64_t vertex_slots,
219                          uint32_t patch_slots)
220 {
221    /* I don't think anything actually uses this... */
222    vue_map->slots_valid = vertex_slots;
223 
224    /* separate isn't really meaningful, but make sure it's initialized */
225    vue_map->separate = false;
226 
227    vertex_slots &= ~(VARYING_BIT_TESS_LEVEL_OUTER |
228                      VARYING_BIT_TESS_LEVEL_INNER);
229 
230    /* Make sure that the values we store in vue_map->varying_to_slot and
231     * vue_map->slot_to_varying won't overflow the signed chars that are used
232     * to store them.  Note that since vue_map->slot_to_varying sometimes holds
233     * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that
234     * VARYING_SLOT_TESS_MAX is <= 127, not 128.
235     */
236    STATIC_ASSERT(VARYING_SLOT_TESS_MAX <= 127);
237 
238    for (int i = 0; i < VARYING_SLOT_TESS_MAX ; ++i) {
239       vue_map->varying_to_slot[i] = -1;
240       vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
241    }
242 
243    int slot = 0;
244 
245    /* The first 8 DWords are reserved for the "Patch Header".
246     *
247     * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout
248     * depends on the domain type.  They might not be in slots 0 and 1 as
249     * described here, but pretending they're separate allows us to uniquely
250     * identify them by distinct slot locations.
251     */
252    assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++);
253    assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++);
254 
255    /* first assign per-patch varyings */
256    while (patch_slots != 0) {
257       const int varying = ffsll(patch_slots) - 1;
258       if (vue_map->varying_to_slot[varying + VARYING_SLOT_PATCH0] == -1) {
259          assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++);
260       }
261       patch_slots &= ~BITFIELD64_BIT(varying);
262    }
263 
264    /* apparently, including the patch header... */
265    vue_map->num_per_patch_slots = slot;
266 
267    /* then assign per-vertex varyings for each vertex in our patch */
268    while (vertex_slots != 0) {
269       const int varying = ffsll(vertex_slots) - 1;
270       if (vue_map->varying_to_slot[varying] == -1) {
271          assign_vue_slot(vue_map, varying, slot++);
272       }
273       vertex_slots &= ~BITFIELD64_BIT(varying);
274    }
275 
276    vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots;
277    vue_map->num_slots = slot;
278 }
279 
280 static const char *
varying_name(brw_varying_slot slot)281 varying_name(brw_varying_slot slot)
282 {
283    assume(slot < BRW_VARYING_SLOT_COUNT);
284 
285    if (slot < VARYING_SLOT_MAX)
286       return gl_varying_slot_name((gl_varying_slot)slot);
287 
288    static const char *brw_names[] = {
289       [BRW_VARYING_SLOT_NDC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_NDC",
290       [BRW_VARYING_SLOT_PAD - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PAD",
291       [BRW_VARYING_SLOT_PNTC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PNTC",
292    };
293 
294    return brw_names[slot - VARYING_SLOT_MAX];
295 }
296 
297 void
brw_print_vue_map(FILE * fp,const struct brw_vue_map * vue_map)298 brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map)
299 {
300    if (vue_map->num_per_vertex_slots > 0 || vue_map->num_per_patch_slots > 0) {
301       fprintf(fp, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n",
302               vue_map->num_slots,
303               vue_map->num_per_patch_slots,
304               vue_map->num_per_vertex_slots,
305               vue_map->separate ? "SSO" : "non-SSO");
306       for (int i = 0; i < vue_map->num_slots; i++) {
307          if (vue_map->slot_to_varying[i] >= VARYING_SLOT_PATCH0) {
308             fprintf(fp, "  [%d] VARYING_SLOT_PATCH%d\n", i,
309                     vue_map->slot_to_varying[i] - VARYING_SLOT_PATCH0);
310          } else {
311             fprintf(fp, "  [%d] %s\n", i,
312                     varying_name(vue_map->slot_to_varying[i]));
313          }
314       }
315    } else {
316       fprintf(fp, "VUE map (%d slots, %s)\n",
317               vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO");
318       for (int i = 0; i < vue_map->num_slots; i++) {
319          fprintf(fp, "  [%d] %s\n", i,
320                  varying_name(vue_map->slot_to_varying[i]));
321       }
322    }
323    fprintf(fp, "\n");
324 }
325