2 * Copyright 2013 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
26 #include "svga_context.h"
27 #include "svga_link.h"
28 #include "svga_debug.h"
30 #include "tgsi/tgsi_strings.h"
33 #define INVALID_INDEX 255
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.
43 svga_link_shaders(const struct tgsi_shader_info
*outshader_info
,
44 const struct tgsi_shader_info
*inshader_info
,
45 struct shader_linkage
*linkage
)
47 unsigned i
, free_slot
;
49 for (i
= 0; i
< ARRAY_SIZE(linkage
->input_map
); i
++) {
50 linkage
->input_map
[i
] = INVALID_INDEX
;
53 for (i
= 0; i
< ARRAY_SIZE(linkage
->prevShader
.output_map
); i
++) {
54 linkage
->prevShader
.output_map
[i
] = INVALID_INDEX
;
57 /* Assign input slots for input shader inputs.
58 * Basically, we want to use the same index for the output shader's outputs
59 * and the input shader's inputs that should be linked together.
60 * We'll modify the input shader's inputs to match the output shader.
62 assert(inshader_info
->num_inputs
<=
63 ARRAY_SIZE(inshader_info
->input_semantic_name
));
65 /* free register index that can be used for built-in varyings */
66 free_slot
= outshader_info
->num_outputs
+ 1;
68 for (i
= 0; i
< inshader_info
->num_inputs
; i
++) {
69 enum tgsi_semantic sem_name
= inshader_info
->input_semantic_name
[i
];
70 unsigned sem_index
= inshader_info
->input_semantic_index
[i
];
74 /* search output shader outputs for same item */
75 for (j
= 0; j
< outshader_info
->num_outputs
; j
++) {
76 assert(j
< ARRAY_SIZE(outshader_info
->output_semantic_name
));
77 if (outshader_info
->output_semantic_name
[j
] == sem_name
&&
78 outshader_info
->output_semantic_index
[j
] == sem_index
) {
79 linkage
->input_map
[i
] = j
;
80 linkage
->prevShader
.output_map
[j
] = i
;
86 * The clip distance inputs come from the output shader's
87 * clip distance shadow copy, so mark the input index to match
88 * the index of the shadow copy.
90 if (sem_name
== TGSI_SEMANTIC_CLIPDIST
) {
91 out_index
= outshader_info
->num_outputs
+ 1 + sem_index
;
92 linkage
->input_map
[i
] = out_index
;
93 linkage
->prevShader
.output_map
[out_index
] = i
;
94 /* make sure free_slot includes this extra output */
95 free_slot
= MAX2(free_slot
, linkage
->input_map
[i
] + 1);
99 /* Find the index for position */
100 linkage
->position_index
= 0;
101 for (i
= 0; i
< outshader_info
->num_outputs
; i
++) {
102 if (outshader_info
->output_semantic_name
[i
] == TGSI_SEMANTIC_POSITION
) {
103 linkage
->position_index
= i
;
108 linkage
->num_inputs
= inshader_info
->num_inputs
;
109 linkage
->prevShader
.num_outputs
= outshader_info
->num_outputs
;
111 /* Things like the front-face register are handled here */
112 for (i
= 0; i
< inshader_info
->num_inputs
; i
++) {
113 if (linkage
->input_map
[i
] == INVALID_INDEX
) {
114 unsigned j
= free_slot
++;
115 linkage
->input_map
[i
] = j
;
116 linkage
->prevShader
.output_map
[j
] = i
;
119 linkage
->input_map_max
= free_slot
- 1;
122 if (SVGA_DEBUG
& DEBUG_TGSI
) {
127 "### linkage info: num_inputs=%d input_map_max=%d prevShader.num_outputs=%d\n",
128 linkage
->num_inputs
, linkage
->input_map_max
,
129 linkage
->prevShader
.num_outputs
);
131 for (i
= 0; i
< linkage
->num_inputs
; i
++) {
133 assert(linkage
->input_map
[i
] != INVALID_INDEX
);
135 debug_printf(" input[%d] slot %u %s %u %s\n",
137 linkage
->input_map
[i
],
138 tgsi_semantic_names
[inshader_info
->input_semantic_name
[i
]],
139 inshader_info
->input_semantic_index
[i
],
140 tgsi_interpolate_names
[inshader_info
->input_interpolate
[i
]]);
142 /* make sure no repeating register index */
143 assert((reg
& (one
<< linkage
->input_map
[i
])) == 0);
144 reg
|= one
<< linkage
->input_map
[i
];