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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_strings.h"
31 
32 
33 #define INVALID_INDEX 255
34 
35 
36 /**
37  * Examine input and output shaders info to link outputs from the
38  * output shader to inputs from the input shader.
39  * Basically, we'll remap input shader's input slots to new numbers
40  * based on semantic name/index of the outputs from the output shader.
41  */
42 void
svga_link_shaders(const struct tgsi_shader_info * outshader_info,const struct tgsi_shader_info * inshader_info,struct shader_linkage * linkage)43 svga_link_shaders(const struct tgsi_shader_info *outshader_info,
44                   const struct tgsi_shader_info *inshader_info,
45                   struct shader_linkage *linkage)
46 {
47    unsigned i, free_slot;
48 
49    for (i = 0; i < ARRAY_SIZE(linkage->input_map); i++) {
50       linkage->input_map[i] = INVALID_INDEX;
51    }
52 
53    /* Assign input slots for input shader inputs.
54     * Basically, we want to use the same index for the output shader's outputs
55     * and the input shader's inputs that should be linked together.
56     * We'll modify the input shader's inputs to match the output shader.
57     */
58    assert(inshader_info->num_inputs <=
59           ARRAY_SIZE(inshader_info->input_semantic_name));
60 
61    /* free register index that can be used for built-in varyings */
62    free_slot = outshader_info->num_outputs + 1;
63 
64    for (i = 0; i < inshader_info->num_inputs; i++) {
65       unsigned sem_name = inshader_info->input_semantic_name[i];
66       unsigned sem_index = inshader_info->input_semantic_index[i];
67       unsigned j;
68       /**
69        * Get the clip distance inputs from the output shader's
70        * clip distance shadow copy.
71        */
72       if (sem_name == TGSI_SEMANTIC_CLIPDIST) {
73          linkage->input_map[i] = outshader_info->num_outputs + 1 + sem_index;
74          /* make sure free_slot includes this extra output */
75          free_slot = MAX2(free_slot, linkage->input_map[i] + 1);
76       }
77       else {
78          /* search output shader outputs for same item */
79          for (j = 0; j < outshader_info->num_outputs; j++) {
80             assert(j < ARRAY_SIZE(outshader_info->output_semantic_name));
81             if (outshader_info->output_semantic_name[j] == sem_name &&
82                 outshader_info->output_semantic_index[j] == sem_index) {
83                linkage->input_map[i] = j;
84                break;
85             }
86          }
87       }
88    }
89 
90    linkage->num_inputs = inshader_info->num_inputs;
91 
92    /* Things like the front-face register are handled here */
93    for (i = 0; i < inshader_info->num_inputs; i++) {
94       if (linkage->input_map[i] == INVALID_INDEX) {
95          unsigned j = free_slot++;
96          linkage->input_map[i] = j;
97       }
98    }
99 
100    /* Debug */
101    if (SVGA_DEBUG & DEBUG_TGSI) {
102       unsigned reg = 0;
103       debug_printf("### linkage info:\n");
104 
105       for (i = 0; i < linkage->num_inputs; i++) {
106 
107          assert(linkage->input_map[i] != INVALID_INDEX);
108 
109          debug_printf("   input[%d] slot %u  %s %u %s\n",
110                       i,
111                       linkage->input_map[i],
112                       tgsi_semantic_names[inshader_info->input_semantic_name[i]],
113                       inshader_info->input_semantic_index[i],
114                       tgsi_interpolate_names[inshader_info->input_interpolate[i]]);
115 
116          /* make sure no repeating register index */
117          if (reg & 1 << linkage->input_map[i]) {
118             assert(0);
119          }
120          reg |= 1 << linkage->input_map[i];
121       }
122    }
123 }
124