/* * 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 * Chris Forbes * Eric Anholt */ #include "main/compiler.h" #include "brw_context.h" static inline void assign_vue_slot(struct brw_vue_map *vue_map, int varying) { /* 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] = vue_map->num_slots; vue_map->slot_to_varying[vue_map->num_slots++] = varying; } /** * Compute the VUE map for a shader stage. */ void brw_compute_vue_map(const struct brw_device_info *devinfo, struct brw_vue_map *vue_map, GLbitfield64 slots_valid) { vue_map->slots_valid = slots_valid; int i; /* 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); vue_map->num_slots = 0; for (i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) { vue_map->varying_to_slot[i] = -1; vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_COUNT; } /* 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); assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC); assign_vue_slot(vue_map, VARYING_SLOT_POS); } 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); assign_vue_slot(vue_map, VARYING_SLOT_POS); if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)) assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0); if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)) assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1); /* 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); if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0)) assign_vue_slot(vue_map, VARYING_SLOT_BFC0); if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1)) assign_vue_slot(vue_map, VARYING_SLOT_COL1); if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1)) assign_vue_slot(vue_map, VARYING_SLOT_BFC1); } /* The hardware doesn't care about the rest of the vertex outputs, so just * assign them contiguously. Don't reassign outputs that already have a * slot. * * 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. */ for (int i = 0; i < VARYING_SLOT_MAX; ++i) { if ((slots_valid & BITFIELD64_BIT(i)) && vue_map->varying_to_slot[i] == -1) { assign_vue_slot(vue_map, i); } } }