/*/ * 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 "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 < Elements(linkage->input_map); i++) { linkage->input_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 <= Elements(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++) { unsigned sem_name = inshader_info->input_semantic_name[i]; unsigned sem_index = inshader_info->input_semantic_index[i]; unsigned j; /** * Get the clip distance inputs from the output shader's * clip distance shadow copy. */ if (sem_name == TGSI_SEMANTIC_CLIPDIST) { linkage->input_map[i] = outshader_info->num_outputs + 1 + sem_index; /* make sure free_slot includes this extra output */ free_slot = MAX2(free_slot, linkage->input_map[i] + 1); } else { /* search output shader outputs for same item */ for (j = 0; j < outshader_info->num_outputs; j++) { assert(j < Elements(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; break; } } } } linkage->num_inputs = inshader_info->num_inputs; /* 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; } } /* Debug */ if (0) { unsigned reg = 0; for (i = 0; i < linkage->num_inputs; i++) { assert(linkage->input_map[i] != INVALID_INDEX); debug_printf("input shader 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 */ if (reg & 1 << linkage->input_map[i]) { assert(0); } reg |= 1 << linkage->input_map[i]; } } }