| /*/ |
| * Copyright 2013 VMware, Inc. All rights reserved. |
| * |
| * 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 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. |
| */ |
| |
| |
| #include "svga_context.h" |
| #include "svga_link.h" |
| #include "svga_debug.h" |
| |
| #include "tgsi/tgsi_strings.h" |
| |
| |
| #define INVALID_INDEX 255 |
| |
| |
| /** |
| * Examine input and output shaders info to link outputs from the |
| * output shader to inputs from the input shader. |
| * Basically, we'll remap input shader's input slots to new numbers |
| * based on semantic name/index of the outputs from the output shader. |
| */ |
| void |
| svga_link_shaders(const struct tgsi_shader_info *outshader_info, |
| const struct tgsi_shader_info *inshader_info, |
| struct shader_linkage *linkage) |
| { |
| unsigned i, free_slot; |
| |
| for (i = 0; i < ARRAY_SIZE(linkage->input_map); i++) { |
| linkage->input_map[i] = INVALID_INDEX; |
| } |
| |
| for (i = 0; i < ARRAY_SIZE(linkage->prevShader.output_map); i++) { |
| linkage->prevShader.output_map[i] = INVALID_INDEX; |
| } |
| |
| /* Assign input slots for input shader inputs. |
| * Basically, we want to use the same index for the output shader's outputs |
| * and the input shader's inputs that should be linked together. |
| * We'll modify the input shader's inputs to match the output shader. |
| */ |
| assert(inshader_info->num_inputs <= |
| ARRAY_SIZE(inshader_info->input_semantic_name)); |
| |
| /* free register index that can be used for built-in varyings */ |
| free_slot = outshader_info->num_outputs + 1; |
| |
| for (i = 0; i < inshader_info->num_inputs; i++) { |
| enum tgsi_semantic sem_name = inshader_info->input_semantic_name[i]; |
| unsigned sem_index = inshader_info->input_semantic_index[i]; |
| unsigned j; |
| unsigned out_index; |
| |
| /* search output shader outputs for same item */ |
| for (j = 0; j < outshader_info->num_outputs; j++) { |
| assert(j < ARRAY_SIZE(outshader_info->output_semantic_name)); |
| if (outshader_info->output_semantic_name[j] == sem_name && |
| outshader_info->output_semantic_index[j] == sem_index) { |
| linkage->input_map[i] = j; |
| linkage->prevShader.output_map[j] = i; |
| break; |
| } |
| } |
| |
| /** |
| * The clip distance inputs come from the output shader's |
| * clip distance shadow copy, so mark the input index to match |
| * the index of the shadow copy. |
| */ |
| if (sem_name == TGSI_SEMANTIC_CLIPDIST) { |
| out_index = outshader_info->num_outputs + 1 + sem_index; |
| linkage->input_map[i] = out_index; |
| linkage->prevShader.output_map[out_index] = i; |
| /* make sure free_slot includes this extra output */ |
| free_slot = MAX2(free_slot, linkage->input_map[i] + 1); |
| } |
| } |
| |
| /* Find the index for position */ |
| linkage->position_index = 0; |
| for (i = 0; i < outshader_info->num_outputs; i++) { |
| if (outshader_info->output_semantic_name[i] == TGSI_SEMANTIC_POSITION) { |
| linkage->position_index = i; |
| break; |
| } |
| } |
| |
| linkage->num_inputs = inshader_info->num_inputs; |
| linkage->prevShader.num_outputs = outshader_info->num_outputs; |
| |
| /* Things like the front-face register are handled here */ |
| for (i = 0; i < inshader_info->num_inputs; i++) { |
| if (linkage->input_map[i] == INVALID_INDEX) { |
| unsigned j = free_slot++; |
| linkage->input_map[i] = j; |
| linkage->prevShader.output_map[j] = i; |
| } |
| } |
| linkage->input_map_max = free_slot - 1; |
| |
| /* Debug */ |
| if (SVGA_DEBUG & DEBUG_TGSI) { |
| uint64_t reg = 0; |
| uint64_t one = 1; |
| |
| debug_printf( |
| "### linkage info: num_inputs=%d input_map_max=%d prevShader.num_outputs=%d\n", |
| linkage->num_inputs, linkage->input_map_max, |
| linkage->prevShader.num_outputs); |
| |
| for (i = 0; i < linkage->num_inputs; i++) { |
| |
| assert(linkage->input_map[i] != INVALID_INDEX); |
| |
| debug_printf(" input[%d] slot %u %s %u %s\n", |
| i, |
| linkage->input_map[i], |
| tgsi_semantic_names[inshader_info->input_semantic_name[i]], |
| inshader_info->input_semantic_index[i], |
| tgsi_interpolate_names[inshader_info->input_interpolate[i]]); |
| |
| /* make sure no repeating register index */ |
| assert((reg & (one << linkage->input_map[i])) == 0); |
| reg |= one << linkage->input_map[i]; |
| } |
| } |
| } |