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authorKenneth Graunke <[email protected]>2015-05-15 09:54:23 -0700
committerKenneth Graunke <[email protected]>2015-06-22 14:05:44 -0700
commit38eb9015e3be9b93248e64b6befce16872107a7c (patch)
tree3f8278a06ba2b98ae2036468113d0bda091f902a /src/mesa
parent90754d2df05eafe1a3ee3cd9bb1611a19099fc49 (diff)
i965: Split VUE map handling out of brw_vs.c into brw_vue_map.c.
This was originally only used by the vertex shader, but it's now used by the geometry shader as well, and will also eventually be used for tessellation control and evaluation shaders. I suspect it will be easier to find in a file named after the concept. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/Makefile.sources1
-rw-r--r--src/mesa/drivers/dri/i965/brw_vs.c102
-rw-r--r--src/mesa/drivers/dri/i965/brw_vue_map.c136
3 files changed, 137 insertions, 102 deletions
diff --git a/src/mesa/drivers/dri/i965/Makefile.sources b/src/mesa/drivers/dri/i965/Makefile.sources
index 93f336e4b72..981fe79b132 100644
--- a/src/mesa/drivers/dri/i965/Makefile.sources
+++ b/src/mesa/drivers/dri/i965/Makefile.sources
@@ -130,6 +130,7 @@ i965_FILES = \
brw_vs.h \
brw_vs_state.c \
brw_vs_surface_state.c \
+ brw_vue_map.c \
brw_wm.c \
brw_wm.h \
brw_wm_iz.cpp \
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index d03567e33b8..6e9848fb1e9 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -40,108 +40,6 @@
#include "util/ralloc.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 vertex shader program.
- */
-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.
- */
- 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);
- }
- }
-}
-
-
/**
* Decide which set of clip planes should be used when clipping via
* gl_Position or gl_ClipVertex.
diff --git a/src/mesa/drivers/dri/i965/brw_vue_map.c b/src/mesa/drivers/dri/i965/brw_vue_map.c
new file mode 100644
index 00000000000..ff92bd266a4
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vue_map.c
@@ -0,0 +1,136 @@
+/*
+ * 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
+ *
+ * Authors:
+ * Paul Berry <[email protected]>
+ * Chris Forbes <[email protected]>
+ * Eric Anholt <[email protected]>
+ */
+
+
+#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 vertex shader program.
+ */
+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.
+ */
+ 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);
+ }
+ }
+}