2 * Copyright © 2011 Intel Corporation
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:
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
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
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.
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.
37 * Paul Berry <stereotype441@gmail.com>
38 * Chris Forbes <chrisf@ijw.co.nz>
39 * Eric Anholt <eric@anholt.net>
43 #include "brw_context.h"
46 assign_vue_slot(struct brw_vue_map
*vue_map
, int varying
, int slot
)
48 /* Make sure this varying hasn't been assigned a slot already */
49 assert (vue_map
->varying_to_slot
[varying
] == -1);
51 vue_map
->varying_to_slot
[varying
] = slot
;
52 vue_map
->slot_to_varying
[slot
] = varying
;
56 * Compute the VUE map for a shader stage.
59 brw_compute_vue_map(const struct brw_device_info
*devinfo
,
60 struct brw_vue_map
*vue_map
,
61 GLbitfield64 slots_valid
,
64 /* Keep using the packed/contiguous layout on old hardware - we only need
65 * the SSO layout when using geometry/tessellation shaders or 32 FS input
66 * varyings, which only exist on Gen >= 6. It's also a bit more efficient.
71 vue_map
->slots_valid
= slots_valid
;
72 vue_map
->separate
= separate
;
74 /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
75 * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
77 slots_valid
&= ~(VARYING_BIT_LAYER
| VARYING_BIT_VIEWPORT
);
79 /* Make sure that the values we store in vue_map->varying_to_slot and
80 * vue_map->slot_to_varying won't overflow the signed chars that are used
81 * to store them. Note that since vue_map->slot_to_varying sometimes holds
82 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
83 * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
85 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT
<= 127);
87 for (int i
= 0; i
< BRW_VARYING_SLOT_COUNT
; ++i
) {
88 vue_map
->varying_to_slot
[i
] = -1;
89 vue_map
->slot_to_varying
[i
] = BRW_VARYING_SLOT_PAD
;
94 /* VUE header: format depends on chip generation and whether clipping is
97 * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30),
98 * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout.
100 if (devinfo
->gen
< 6) {
101 /* There are 8 dwords in VUE header pre-Ironlake:
102 * dword 0-3 is indices, point width, clip flags.
103 * dword 4-7 is ndc position
104 * dword 8-11 is the first vertex data.
106 * On Ironlake the VUE header is nominally 20 dwords, but the hardware
107 * will accept the same header layout as Gen4 [and should be a bit faster]
109 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
, slot
++);
110 assign_vue_slot(vue_map
, BRW_VARYING_SLOT_NDC
, slot
++);
111 assign_vue_slot(vue_map
, VARYING_SLOT_POS
, slot
++);
113 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
114 * dword 0-3 of the header is indices, point width, clip flags.
115 * dword 4-7 is the 4D space position
116 * dword 8-15 of the vertex header is the user clip distance if
118 * dword 8-11 or 16-19 is the first vertex element data we fill.
120 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
, slot
++);
121 assign_vue_slot(vue_map
, VARYING_SLOT_POS
, slot
++);
122 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
))
123 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST0
, slot
++);
124 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
))
125 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST1
, slot
++);
127 /* front and back colors need to be consecutive so that we can use
128 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
131 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL0
))
132 assign_vue_slot(vue_map
, VARYING_SLOT_COL0
, slot
++);
133 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
134 assign_vue_slot(vue_map
, VARYING_SLOT_BFC0
, slot
++);
135 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL1
))
136 assign_vue_slot(vue_map
, VARYING_SLOT_COL1
, slot
++);
137 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
138 assign_vue_slot(vue_map
, VARYING_SLOT_BFC1
, slot
++);
141 /* The hardware doesn't care about the rest of the vertex outputs, so we
142 * can assign them however we like. For normal programs, we simply assign
145 * For separate shader pipelines, we first assign built-in varyings
146 * contiguous slots. This works because ARB_separate_shader_objects
147 * requires that all shaders have matching built-in varying interface
148 * blocks. Next, we assign generic varyings based on their location
149 * (either explicit or linker assigned). This guarantees a fixed layout.
151 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
152 * since it's encoded as the clip distances by emit_clip_distances().
153 * However, it may be output by transform feedback, and we'd rather not
154 * recompute state when TF changes, so we just always include it.
156 GLbitfield64 builtins
= slots_valid
& BITFIELD64_MASK(VARYING_SLOT_VAR0
);
157 while (builtins
!= 0) {
158 const int varying
= ffsll(builtins
) - 1;
159 if (vue_map
->varying_to_slot
[varying
] == -1) {
160 assign_vue_slot(vue_map
, varying
, slot
++);
162 builtins
&= ~BITFIELD64_BIT(varying
);
165 const int first_generic_slot
= slot
;
166 GLbitfield64 generics
= slots_valid
& ~BITFIELD64_MASK(VARYING_SLOT_VAR0
);
167 while (generics
!= 0) {
168 const int varying
= ffsll(generics
) - 1;
170 slot
= first_generic_slot
+ varying
- VARYING_SLOT_VAR0
;
171 assign_vue_slot(vue_map
, varying
, slot
);
173 assign_vue_slot(vue_map
, varying
, slot
++);
175 generics
&= ~BITFIELD64_BIT(varying
);
178 vue_map
->num_slots
= separate
? slot
+ 1 : slot
;
179 vue_map
->num_per_vertex_slots
= 0;
180 vue_map
->num_per_patch_slots
= 0;
184 * Compute the VUE map for tessellation control shader outputs and
185 * tessellation evaluation shader inputs.
188 brw_compute_tess_vue_map(struct brw_vue_map
*vue_map
,
189 GLbitfield64 vertex_slots
,
190 GLbitfield patch_slots
)
192 /* I don't think anything actually uses this... */
193 vue_map
->slots_valid
= vertex_slots
;
195 vertex_slots
&= ~(VARYING_BIT_TESS_LEVEL_OUTER
|
196 VARYING_BIT_TESS_LEVEL_INNER
);
198 /* Make sure that the values we store in vue_map->varying_to_slot and
199 * vue_map->slot_to_varying won't overflow the signed chars that are used
200 * to store them. Note that since vue_map->slot_to_varying sometimes holds
201 * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that
202 * VARYING_SLOT_TESS_MAX is <= 127, not 128.
204 STATIC_ASSERT(VARYING_SLOT_TESS_MAX
<= 127);
206 for (int i
= 0; i
< VARYING_SLOT_TESS_MAX
; ++i
) {
207 vue_map
->varying_to_slot
[i
] = -1;
208 vue_map
->slot_to_varying
[i
] = BRW_VARYING_SLOT_PAD
;
213 /* The first 8 DWords are reserved for the "Patch Header".
215 * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout
216 * depends on the domain type. They might not be in slots 0 and 1 as
217 * described here, but pretending they're separate allows us to uniquely
218 * identify them by distinct slot locations.
220 assign_vue_slot(vue_map
, VARYING_SLOT_TESS_LEVEL_INNER
, slot
++);
221 assign_vue_slot(vue_map
, VARYING_SLOT_TESS_LEVEL_OUTER
, slot
++);
223 /* first assign per-patch varyings */
224 while (patch_slots
!= 0) {
225 const int varying
= ffsll(patch_slots
) - 1;
226 if (vue_map
->varying_to_slot
[varying
+ VARYING_SLOT_PATCH0
] == -1) {
227 assign_vue_slot(vue_map
, varying
+ VARYING_SLOT_PATCH0
, slot
++);
229 patch_slots
&= ~BITFIELD64_BIT(varying
);
232 /* apparently, including the patch header... */
233 vue_map
->num_per_patch_slots
= slot
;
235 /* then assign per-vertex varyings for each vertex in our patch */
236 while (vertex_slots
!= 0) {
237 const int varying
= ffsll(vertex_slots
) - 1;
238 if (vue_map
->varying_to_slot
[varying
] == -1) {
239 assign_vue_slot(vue_map
, varying
, slot
++);
241 vertex_slots
&= ~BITFIELD64_BIT(varying
);
244 vue_map
->num_per_vertex_slots
= slot
- vue_map
->num_per_patch_slots
;
245 vue_map
->num_slots
= slot
;
249 varying_name(brw_varying_slot slot
)
251 if (slot
< VARYING_SLOT_MAX
)
252 return gl_varying_slot_name(slot
);
254 static const char *brw_names
[] = {
255 [BRW_VARYING_SLOT_NDC
- VARYING_SLOT_MAX
] = "BRW_VARYING_SLOT_NDC",
256 [BRW_VARYING_SLOT_PAD
- VARYING_SLOT_MAX
] = "BRW_VARYING_SLOT_PAD",
257 [BRW_VARYING_SLOT_PNTC
- VARYING_SLOT_MAX
] = "BRW_VARYING_SLOT_PNTC",
260 assert(slot
< BRW_VARYING_SLOT_COUNT
);
261 return brw_names
[slot
- VARYING_SLOT_MAX
];
265 brw_print_vue_map(FILE *fp
, const struct brw_vue_map
*vue_map
)
267 if (vue_map
->num_per_vertex_slots
> 0 || vue_map
->num_per_patch_slots
> 0) {
268 fprintf(fp
, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n",
270 vue_map
->num_per_patch_slots
,
271 vue_map
->num_per_vertex_slots
,
272 vue_map
->separate
? "SSO" : "non-SSO");
273 for (int i
= 0; i
< vue_map
->num_slots
; i
++) {
274 if (vue_map
->slot_to_varying
[i
] >= VARYING_SLOT_PATCH0
) {
275 fprintf(fp
, " [%d] VARYING_SLOT_PATCH%d\n", i
,
276 vue_map
->slot_to_varying
[i
] - VARYING_SLOT_PATCH0
);
278 fprintf(fp
, " [%d] %s\n", i
,
279 varying_name(vue_map
->slot_to_varying
[i
]));
283 fprintf(fp
, "VUE map (%d slots, %s)\n",
284 vue_map
->num_slots
, vue_map
->separate
? "SSO" : "non-SSO");
285 for (int i
= 0; i
< vue_map
->num_slots
; i
++) {
286 fprintf(fp
, " [%d] %s\n", i
,
287 varying_name(vue_map
->slot_to_varying
[i
]));