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1 /*/
2  * Copyright 2013 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  */
24 
25 
26 #include "svga_context.h"
27 #include "svga_link.h"
28 #include "svga_debug.h"
29 
30 #include "tgsi/tgsi_scan.h"
31 #include "tgsi/tgsi_strings.h"
32 
33 
34 #define INVALID_INDEX 255
35 
36 
37 /**
38  * Examine input and output shaders info to link outputs from the
39  * output shader to inputs from the input shader.
40  * Basically, we'll remap input shader's input slots to new numbers
41  * based on semantic name/index of the outputs from the output shader.
42  */
43 void
svga_link_shaders(const struct tgsi_shader_info * outshader_info,const struct tgsi_shader_info * inshader_info,struct shader_linkage * linkage)44 svga_link_shaders(const struct tgsi_shader_info *outshader_info,
45                   const struct tgsi_shader_info *inshader_info,
46                   struct shader_linkage *linkage)
47 {
48    unsigned i, free_slot;
49 
50    for (i = 0; i < ARRAY_SIZE(linkage->input_map); i++) {
51       linkage->input_map[i] = INVALID_INDEX;
52    }
53 
54    for (i = 0; i < ARRAY_SIZE(linkage->prevShader.output_map); i++) {
55       linkage->prevShader.output_map[i] = INVALID_INDEX;
56    }
57 
58    /* Assign input slots for input shader inputs.
59     * Basically, we want to use the same index for the output shader's outputs
60     * and the input shader's inputs that should be linked together.
61     * We'll modify the input shader's inputs to match the output shader.
62     */
63    assert(inshader_info->num_inputs <=
64           ARRAY_SIZE(inshader_info->input_semantic_name));
65 
66    /* free register index that can be used for built-in varyings */
67    free_slot = outshader_info->num_outputs + 1;
68 
69    for (i = 0; i < inshader_info->num_inputs; i++) {
70       enum tgsi_semantic sem_name = inshader_info->input_semantic_name[i];
71       unsigned sem_index = inshader_info->input_semantic_index[i];
72       unsigned j;
73       unsigned out_index;
74 
75       if (sem_name == TGSI_SEMANTIC_PCOORD) {
76          sem_name = TGSI_SEMANTIC_TEXCOORD;
77          sem_index = 0;
78       }
79 
80       /* search output shader outputs for same item */
81       for (j = 0; j < outshader_info->num_outputs; j++) {
82          assert(j < ARRAY_SIZE(outshader_info->output_semantic_name));
83          if (outshader_info->output_semantic_name[j] == sem_name &&
84              outshader_info->output_semantic_index[j] == sem_index) {
85             linkage->input_map[i] = j;
86             linkage->prevShader.output_map[j] = i;
87             break;
88          }
89       }
90 
91       /**
92        * The clip distance inputs come from the output shader's
93        * clip distance shadow copy, so mark the input index to match
94        * the index of the shadow copy.
95        */
96       if (sem_name == TGSI_SEMANTIC_CLIPDIST) {
97          out_index = outshader_info->num_outputs + 1 + sem_index;
98          linkage->input_map[i] = out_index;
99          linkage->prevShader.output_map[out_index] = i;
100          /* make sure free_slot includes this extra output */
101          free_slot = MAX2(free_slot, linkage->input_map[i] + 1);
102       }
103    }
104 
105    /* Find the index for position */
106    linkage->position_index = 0;
107    for (i = 0; i < outshader_info->num_outputs; i++) {
108       if (outshader_info->output_semantic_name[i] == TGSI_SEMANTIC_POSITION) {
109          linkage->position_index = i;
110          break;
111       }
112    }
113 
114    linkage->num_inputs = inshader_info->num_inputs;
115    linkage->prevShader.num_outputs = outshader_info->num_outputs;
116 
117    /* Things like the front-face register are handled here */
118    for (i = 0; i < inshader_info->num_inputs; i++) {
119       if (linkage->input_map[i] == INVALID_INDEX) {
120          unsigned j = free_slot++;
121          linkage->input_map[i] = j;
122          linkage->prevShader.output_map[j] = i;
123       }
124    }
125    linkage->input_map_max = free_slot - 1;
126 
127    /* Debug */
128    if (SVGA_DEBUG & DEBUG_TGSI) {
129       uint64_t reg = 0;
130       uint64_t one = 1;
131 
132       debug_printf(
133       "### linkage info: num_inputs=%d input_map_max=%d prevShader.num_outputs=%d\n",
134                    linkage->num_inputs, linkage->input_map_max,
135                    linkage->prevShader.num_outputs);
136 
137       for (i = 0; i < linkage->num_inputs; i++) {
138 
139          assert(linkage->input_map[i] != INVALID_INDEX);
140 
141          debug_printf("   input[%d] slot %u  %s %u %s\n",
142                       i,
143                       linkage->input_map[i],
144                       tgsi_semantic_names[inshader_info->input_semantic_name[i]],
145                       inshader_info->input_semantic_index[i],
146                       tgsi_interpolate_names[inshader_info->input_interpolate[i]]);
147 
148          /* make sure no repeating register index */
149          assert((reg & (one << linkage->input_map[i])) == 0);
150          reg |= one << linkage->input_map[i];
151       }
152    }
153 }
154