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