glsl: Lower UBO and SSBO access in glsl linker
[mesa.git] / src / mesa / drivers / dri / i965 / brw_vue_map.c
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 "main/compiler.h"
44 #include "brw_context.h"
45
46 static inline void
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
60 brw_compute_vue_map(const struct brw_device_info *devinfo,
61 struct brw_vue_map *vue_map,
62 GLbitfield64 slots_valid,
63 bool separate)
64 {
65 /* Keep using the packed/contiguous layout on old hardware - we only need
66 * the SSO layout when using geometry/tessellation shaders or 32 FS input
67 * varyings, which only exist on Gen >= 6. It's also a bit more efficient.
68 */
69 if (devinfo->gen < 6)
70 separate = false;
71
72 vue_map->slots_valid = slots_valid;
73 vue_map->separate = separate;
74
75 /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
76 * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
77 */
78 slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
79
80 /* Make sure that the values we store in vue_map->varying_to_slot and
81 * vue_map->slot_to_varying won't overflow the signed chars that are used
82 * to store them. Note that since vue_map->slot_to_varying sometimes holds
83 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
84 * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
85 */
86 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
87
88 for (int i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
89 vue_map->varying_to_slot[i] = -1;
90 vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
91 }
92
93 int slot = 0;
94
95 /* VUE header: format depends on chip generation and whether clipping is
96 * enabled.
97 *
98 * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30),
99 * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout.
100 */
101 if (devinfo->gen < 6) {
102 /* There are 8 dwords in VUE header pre-Ironlake:
103 * dword 0-3 is indices, point width, clip flags.
104 * dword 4-7 is ndc position
105 * dword 8-11 is the first vertex data.
106 *
107 * On Ironlake the VUE header is nominally 20 dwords, but the hardware
108 * will accept the same header layout as Gen4 [and should be a bit faster]
109 */
110 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
111 assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++);
112 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
113 } else {
114 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
115 * dword 0-3 of the header is indices, point width, clip flags.
116 * dword 4-7 is the 4D space position
117 * dword 8-15 of the vertex header is the user clip distance if
118 * enabled.
119 * dword 8-11 or 16-19 is the first vertex element data we fill.
120 */
121 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
122 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
123 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
124 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++);
125 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
126 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++);
127
128 /* front and back colors need to be consecutive so that we can use
129 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
130 * two-sided color.
131 */
132 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
133 assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++);
134 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
135 assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++);
136 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
137 assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++);
138 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
139 assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++);
140 }
141
142 /* The hardware doesn't care about the rest of the vertex outputs, so we
143 * can assign them however we like. For normal programs, we simply assign
144 * them contiguously.
145 *
146 * For separate shader pipelines, we first assign built-in varyings
147 * contiguous slots. This works because ARB_separate_shader_objects
148 * requires that all shaders have matching built-in varying interface
149 * blocks. Next, we assign generic varyings based on their location
150 * (either explicit or linker assigned). This guarantees a fixed layout.
151 *
152 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
153 * since it's encoded as the clip distances by emit_clip_distances().
154 * However, it may be output by transform feedback, and we'd rather not
155 * recompute state when TF changes, so we just always include it.
156 */
157 GLbitfield64 builtins = slots_valid & BITFIELD64_MASK(VARYING_SLOT_VAR0);
158 while (builtins != 0) {
159 const int varying = ffsll(builtins) - 1;
160 if (vue_map->varying_to_slot[varying] == -1) {
161 assign_vue_slot(vue_map, varying, slot++);
162 }
163 builtins &= ~BITFIELD64_BIT(varying);
164 }
165
166 const int first_generic_slot = slot;
167 GLbitfield64 generics = slots_valid & ~BITFIELD64_MASK(VARYING_SLOT_VAR0);
168 while (generics != 0) {
169 const int varying = ffsll(generics) - 1;
170 if (separate) {
171 slot = first_generic_slot + varying - VARYING_SLOT_VAR0;
172 assign_vue_slot(vue_map, varying, slot);
173 } else {
174 assign_vue_slot(vue_map, varying, slot++);
175 }
176 generics &= ~BITFIELD64_BIT(varying);
177 }
178
179 vue_map->num_slots = separate ? slot + 1 : slot;
180 }