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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/svga/svga_link.c
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/*/
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* Copyright 2013 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "svga_context.h"
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#include "svga_link.h"
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#include "svga_debug.h"
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#include "tgsi/tgsi_strings.h"
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#define INVALID_INDEX 255
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/**
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* Examine input and output shaders info to link outputs from the
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* output shader to inputs from the input shader.
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* Basically, we'll remap input shader's input slots to new numbers
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* based on semantic name/index of the outputs from the output shader.
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*/
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void
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svga_link_shaders(const struct tgsi_shader_info *outshader_info,
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const struct tgsi_shader_info *inshader_info,
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struct shader_linkage *linkage)
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{
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unsigned i, free_slot;
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for (i = 0; i < ARRAY_SIZE(linkage->input_map); i++) {
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linkage->input_map[i] = INVALID_INDEX;
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}
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for (i = 0; i < ARRAY_SIZE(linkage->prevShader.output_map); i++) {
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linkage->prevShader.output_map[i] = INVALID_INDEX;
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}
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/* Assign input slots for input shader inputs.
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* Basically, we want to use the same index for the output shader's outputs
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* and the input shader's inputs that should be linked together.
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* We'll modify the input shader's inputs to match the output shader.
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*/
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assert(inshader_info->num_inputs <=
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ARRAY_SIZE(inshader_info->input_semantic_name));
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/* free register index that can be used for built-in varyings */
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free_slot = outshader_info->num_outputs + 1;
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for (i = 0; i < inshader_info->num_inputs; i++) {
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enum tgsi_semantic sem_name = inshader_info->input_semantic_name[i];
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unsigned sem_index = inshader_info->input_semantic_index[i];
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unsigned j;
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unsigned out_index;
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/* search output shader outputs for same item */
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for (j = 0; j < outshader_info->num_outputs; j++) {
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assert(j < ARRAY_SIZE(outshader_info->output_semantic_name));
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if (outshader_info->output_semantic_name[j] == sem_name &&
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outshader_info->output_semantic_index[j] == sem_index) {
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linkage->input_map[i] = j;
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linkage->prevShader.output_map[j] = i;
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break;
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}
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}
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/**
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* The clip distance inputs come from the output shader's
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* clip distance shadow copy, so mark the input index to match
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* the index of the shadow copy.
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*/
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if (sem_name == TGSI_SEMANTIC_CLIPDIST) {
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out_index = outshader_info->num_outputs + 1 + sem_index;
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linkage->input_map[i] = out_index;
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linkage->prevShader.output_map[out_index] = i;
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/* make sure free_slot includes this extra output */
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free_slot = MAX2(free_slot, linkage->input_map[i] + 1);
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}
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}
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/* Find the index for position */
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linkage->position_index = 0;
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for (i = 0; i < outshader_info->num_outputs; i++) {
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if (outshader_info->output_semantic_name[i] == TGSI_SEMANTIC_POSITION) {
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linkage->position_index = i;
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break;
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}
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}
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linkage->num_inputs = inshader_info->num_inputs;
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linkage->prevShader.num_outputs = outshader_info->num_outputs;
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/* Things like the front-face register are handled here */
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for (i = 0; i < inshader_info->num_inputs; i++) {
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if (linkage->input_map[i] == INVALID_INDEX) {
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unsigned j = free_slot++;
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linkage->input_map[i] = j;
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linkage->prevShader.output_map[j] = i;
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}
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}
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linkage->input_map_max = free_slot - 1;
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/* Debug */
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if (SVGA_DEBUG & DEBUG_TGSI) {
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uint64_t reg = 0;
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uint64_t one = 1;
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debug_printf(
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"### linkage info: num_inputs=%d input_map_max=%d prevShader.num_outputs=%d\n",
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linkage->num_inputs, linkage->input_map_max,
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linkage->prevShader.num_outputs);
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for (i = 0; i < linkage->num_inputs; i++) {
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assert(linkage->input_map[i] != INVALID_INDEX);
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debug_printf(" input[%d] slot %u %s %u %s\n",
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i,
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linkage->input_map[i],
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tgsi_semantic_names[inshader_info->input_semantic_name[i]],
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inshader_info->input_semantic_index[i],
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tgsi_interpolate_names[inshader_info->input_interpolate[i]]);
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/* make sure no repeating register index */
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assert((reg & (one << linkage->input_map[i])) == 0);
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reg |= one << linkage->input_map[i];
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}
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}
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}
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