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/*/
* 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 < ARRAY_SIZE(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 <=
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++) {
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 < 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;
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];
}
}
}
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