+++ /dev/null
-/*
- * Copyright © 2011 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-/**
- * @file brw_vue_map.c
- *
- * This file computes the "VUE map" for a (non-fragment) shader stage, which
- * describes the layout of its output varyings. The VUE map is used to match
- * outputs from one stage with the inputs of the next.
- *
- * Largely, varyings can be placed however we like - producers/consumers simply
- * have to agree on the layout. However, there is also a "VUE Header" that
- * prescribes a fixed-layout for items that interact with fixed function
- * hardware, such as the clipper and rasterizer.
- *
- * Authors:
- * Paul Berry <stereotype441@gmail.com>
- * Chris Forbes <chrisf@ijw.co.nz>
- * Eric Anholt <eric@anholt.net>
- */
-
-
-#include "brw_compiler.h"
-#include "common/gen_debug.h"
-
-static inline void
-assign_vue_slot(struct brw_vue_map *vue_map, int varying, int slot)
-{
- /* Make sure this varying hasn't been assigned a slot already */
- assert (vue_map->varying_to_slot[varying] == -1);
-
- vue_map->varying_to_slot[varying] = slot;
- vue_map->slot_to_varying[slot] = varying;
-}
-
-/**
- * Compute the VUE map for a shader stage.
- */
-void
-brw_compute_vue_map(const struct gen_device_info *devinfo,
- struct brw_vue_map *vue_map,
- uint64_t slots_valid,
- bool separate)
-{
- /* Keep using the packed/contiguous layout on old hardware - we only need
- * the SSO layout when using geometry/tessellation shaders or 32 FS input
- * varyings, which only exist on Gen >= 6. It's also a bit more efficient.
- */
- if (devinfo->gen < 6)
- separate = false;
-
- if (separate) {
- /* In SSO mode, we don't know whether the adjacent stage will
- * read/write gl_ClipDistance, which has a fixed slot location.
- * We have to assume the worst and reserve a slot for it, or else
- * the rest of our varyings will be off by a slot.
- *
- * Note that we don't have to worry about COL/BFC, as those built-in
- * variables only exist in legacy GL, which only supports VS and FS.
- */
- slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
- slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
- }
-
- vue_map->slots_valid = slots_valid;
- vue_map->separate = separate;
-
- /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
- * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
- */
- slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
-
- /* Make sure that the values we store in vue_map->varying_to_slot and
- * vue_map->slot_to_varying won't overflow the signed chars that are used
- * to store them. Note that since vue_map->slot_to_varying sometimes holds
- * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
- * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
- */
- STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
-
- for (int i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
- vue_map->varying_to_slot[i] = -1;
- vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
- }
-
- int slot = 0;
-
- /* VUE header: format depends on chip generation and whether clipping is
- * enabled.
- *
- * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30),
- * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout.
- */
- if (devinfo->gen < 6) {
- /* There are 8 dwords in VUE header pre-Ironlake:
- * dword 0-3 is indices, point width, clip flags.
- * dword 4-7 is ndc position
- * dword 8-11 is the first vertex data.
- *
- * On Ironlake the VUE header is nominally 20 dwords, but the hardware
- * will accept the same header layout as Gen4 [and should be a bit faster]
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
- assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++);
- assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
- } else {
- /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
- * dword 0-3 of the header is indices, point width, clip flags.
- * dword 4-7 is the 4D space position
- * dword 8-15 of the vertex header is the user clip distance if
- * enabled.
- * dword 8-11 or 16-19 is the first vertex element data we fill.
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
- assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++);
-
- /* front and back colors need to be consecutive so that we can use
- * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
- * two-sided color.
- */
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
- assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
- assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++);
- }
-
- /* The hardware doesn't care about the rest of the vertex outputs, so we
- * can assign them however we like. For normal programs, we simply assign
- * them contiguously.
- *
- * For separate shader pipelines, we first assign built-in varyings
- * contiguous slots. This works because ARB_separate_shader_objects
- * requires that all shaders have matching built-in varying interface
- * blocks. Next, we assign generic varyings based on their location
- * (either explicit or linker assigned). This guarantees a fixed layout.
- *
- * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
- * since it's encoded as the clip distances by emit_clip_distances().
- * However, it may be output by transform feedback, and we'd rather not
- * recompute state when TF changes, so we just always include it.
- */
- uint64_t builtins = slots_valid & BITFIELD64_MASK(VARYING_SLOT_VAR0);
- while (builtins != 0) {
- const int varying = ffsll(builtins) - 1;
- if (vue_map->varying_to_slot[varying] == -1) {
- assign_vue_slot(vue_map, varying, slot++);
- }
- builtins &= ~BITFIELD64_BIT(varying);
- }
-
- const int first_generic_slot = slot;
- uint64_t generics = slots_valid & ~BITFIELD64_MASK(VARYING_SLOT_VAR0);
- while (generics != 0) {
- const int varying = ffsll(generics) - 1;
- if (separate) {
- slot = first_generic_slot + varying - VARYING_SLOT_VAR0;
- }
- assign_vue_slot(vue_map, varying, slot++);
- generics &= ~BITFIELD64_BIT(varying);
- }
-
- vue_map->num_slots = slot;
- vue_map->num_per_vertex_slots = 0;
- vue_map->num_per_patch_slots = 0;
-}
-
-/**
- * Compute the VUE map for tessellation control shader outputs and
- * tessellation evaluation shader inputs.
- */
-void
-brw_compute_tess_vue_map(struct brw_vue_map *vue_map,
- uint64_t vertex_slots,
- uint32_t patch_slots)
-{
- /* I don't think anything actually uses this... */
- vue_map->slots_valid = vertex_slots;
-
- /* separate isn't really meaningful, but make sure it's initialized */
- vue_map->separate = false;
-
- vertex_slots &= ~(VARYING_BIT_TESS_LEVEL_OUTER |
- VARYING_BIT_TESS_LEVEL_INNER);
-
- /* Make sure that the values we store in vue_map->varying_to_slot and
- * vue_map->slot_to_varying won't overflow the signed chars that are used
- * to store them. Note that since vue_map->slot_to_varying sometimes holds
- * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that
- * VARYING_SLOT_TESS_MAX is <= 127, not 128.
- */
- STATIC_ASSERT(VARYING_SLOT_TESS_MAX <= 127);
-
- for (int i = 0; i < VARYING_SLOT_TESS_MAX ; ++i) {
- vue_map->varying_to_slot[i] = -1;
- vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD;
- }
-
- int slot = 0;
-
- /* The first 8 DWords are reserved for the "Patch Header".
- *
- * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout
- * depends on the domain type. They might not be in slots 0 and 1 as
- * described here, but pretending they're separate allows us to uniquely
- * identify them by distinct slot locations.
- */
- assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++);
- assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++);
-
- /* first assign per-patch varyings */
- while (patch_slots != 0) {
- const int varying = ffsll(patch_slots) - 1;
- if (vue_map->varying_to_slot[varying + VARYING_SLOT_PATCH0] == -1) {
- assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++);
- }
- patch_slots &= ~BITFIELD64_BIT(varying);
- }
-
- /* apparently, including the patch header... */
- vue_map->num_per_patch_slots = slot;
-
- /* then assign per-vertex varyings for each vertex in our patch */
- while (vertex_slots != 0) {
- const int varying = ffsll(vertex_slots) - 1;
- if (vue_map->varying_to_slot[varying] == -1) {
- assign_vue_slot(vue_map, varying, slot++);
- }
- vertex_slots &= ~BITFIELD64_BIT(varying);
- }
-
- vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots;
- vue_map->num_slots = slot;
-}
-
-static const char *
-varying_name(brw_varying_slot slot)
-{
- assume(slot < BRW_VARYING_SLOT_COUNT);
-
- if (slot < VARYING_SLOT_MAX)
- return gl_varying_slot_name(slot);
-
- static const char *brw_names[] = {
- [BRW_VARYING_SLOT_NDC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_NDC",
- [BRW_VARYING_SLOT_PAD - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PAD",
- [BRW_VARYING_SLOT_PNTC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PNTC",
- };
-
- return brw_names[slot - VARYING_SLOT_MAX];
-}
-
-void
-brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map)
-{
- if (vue_map->num_per_vertex_slots > 0 || vue_map->num_per_patch_slots > 0) {
- fprintf(fp, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n",
- vue_map->num_slots,
- vue_map->num_per_patch_slots,
- vue_map->num_per_vertex_slots,
- vue_map->separate ? "SSO" : "non-SSO");
- for (int i = 0; i < vue_map->num_slots; i++) {
- if (vue_map->slot_to_varying[i] >= VARYING_SLOT_PATCH0) {
- fprintf(fp, " [%d] VARYING_SLOT_PATCH%d\n", i,
- vue_map->slot_to_varying[i] - VARYING_SLOT_PATCH0);
- } else {
- fprintf(fp, " [%d] %s\n", i,
- varying_name(vue_map->slot_to_varying[i]));
- }
- }
- } else {
- fprintf(fp, "VUE map (%d slots, %s)\n",
- vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO");
- for (int i = 0; i < vue_map->num_slots; i++) {
- fprintf(fp, " [%d] %s\n", i,
- varying_name(vue_map->slot_to_varying[i]));
- }
- }
- fprintf(fp, "\n");
-}