1 /* 2 * Copyright 2011 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24 /** 25 * @file brw_vue_map.c 26 * 27 * This file computes the "VUE map" for a (non-fragment) shader stage, which 28 * describes the layout of its output varyings. The VUE map is used to match 29 * outputs from one stage with the inputs of the next. 30 * 31 * Largely, varyings can be placed however we like - producers/consumers simply 32 * have to agree on the layout. However, there is also a "VUE Header" that 33 * prescribes a fixed-layout for items that interact with fixed function 34 * hardware, such as the clipper and rasterizer. 35 * 36 * Authors: 37 * Paul Berry <stereotype441 (at) gmail.com> 38 * Chris Forbes <chrisf (at) ijw.co.nz> 39 * Eric Anholt <eric (at) anholt.net> 40 */ 41 42 43 #include "brw_compiler.h" 44 #include "common/gen_debug.h" 45 46 static inline void 47 assign_vue_slot(struct brw_vue_map *vue_map, int varying, int slot) 48 { 49 /* Make sure this varying hasn't been assigned a slot already */ 50 assert (vue_map->varying_to_slot[varying] == -1); 51 52 vue_map->varying_to_slot[varying] = slot; 53 vue_map->slot_to_varying[slot] = varying; 54 } 55 56 /** 57 * Compute the VUE map for a shader stage. 58 */ 59 void 60 brw_compute_vue_map(const struct gen_device_info *devinfo, 61 struct brw_vue_map *vue_map, 62 uint64_t slots_valid, 63 bool separate) 64 { 65 /* Keep using the packed/contiguous layout on old hardware - we only need 66 * the SSO layout when using geometry/tessellation shaders or 32 FS input 67 * varyings, which only exist on Gen >= 6. It's also a bit more efficient. 68 */ 69 if (devinfo->gen < 6) 70 separate = false; 71 72 if (separate) { 73 /* In SSO mode, we don't know whether the adjacent stage will 74 * read/write gl_ClipDistance, which has a fixed slot location. 75 * We have to assume the worst and reserve a slot for it, or else 76 * the rest of our varyings will be off by a slot. 77 * 78 * Note that we don't have to worry about COL/BFC, as those built-in 79 * variables only exist in legacy GL, which only supports VS and FS. 80 */ 81 slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0); 82 slots_valid |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1); 83 } 84 85 vue_map->slots_valid = slots_valid; 86 vue_map->separate = separate; 87 88 /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they 89 * are stored in the first VUE slot (VARYING_SLOT_PSIZ). 90 */ 91 slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT); 92 93 /* Make sure that the values we store in vue_map->varying_to_slot and 94 * vue_map->slot_to_varying won't overflow the signed chars that are used 95 * to store them. Note that since vue_map->slot_to_varying sometimes holds 96 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that 97 * BRW_VARYING_SLOT_COUNT is <= 127, not 128. 98 */ 99 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127); 100 101 for (int i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) { 102 vue_map->varying_to_slot[i] = -1; 103 vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD; 104 } 105 106 int slot = 0; 107 108 /* VUE header: format depends on chip generation and whether clipping is 109 * enabled. 110 * 111 * See the Sandybridge PRM, Volume 2 Part 1, section 1.5.1 (page 30), 112 * "Vertex URB Entry (VUE) Formats" which describes the VUE header layout. 113 */ 114 if (devinfo->gen < 6) { 115 /* There are 8 dwords in VUE header pre-Ironlake: 116 * dword 0-3 is indices, point width, clip flags. 117 * dword 4-7 is ndc position 118 * dword 8-11 is the first vertex data. 119 * 120 * On Ironlake the VUE header is nominally 20 dwords, but the hardware 121 * will accept the same header layout as Gen4 [and should be a bit faster] 122 */ 123 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++); 124 assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++); 125 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++); 126 } else { 127 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge: 128 * dword 0-3 of the header is indices, point width, clip flags. 129 * dword 4-7 is the 4D space position 130 * dword 8-15 of the vertex header is the user clip distance if 131 * enabled. 132 * dword 8-11 or 16-19 is the first vertex element data we fill. 133 */ 134 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++); 135 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++); 136 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)) 137 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++); 138 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)) 139 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++); 140 141 /* front and back colors need to be consecutive so that we can use 142 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing 143 * two-sided color. 144 */ 145 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0)) 146 assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++); 147 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0)) 148 assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++); 149 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1)) 150 assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++); 151 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1)) 152 assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++); 153 } 154 155 /* The hardware doesn't care about the rest of the vertex outputs, so we 156 * can assign them however we like. For normal programs, we simply assign 157 * them contiguously. 158 * 159 * For separate shader pipelines, we first assign built-in varyings 160 * contiguous slots. This works because ARB_separate_shader_objects 161 * requires that all shaders have matching built-in varying interface 162 * blocks. Next, we assign generic varyings based on their location 163 * (either explicit or linker assigned). This guarantees a fixed layout. 164 * 165 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX, 166 * since it's encoded as the clip distances by emit_clip_distances(). 167 * However, it may be output by transform feedback, and we'd rather not 168 * recompute state when TF changes, so we just always include it. 169 */ 170 uint64_t builtins = slots_valid & BITFIELD64_MASK(VARYING_SLOT_VAR0); 171 while (builtins != 0) { 172 const int varying = ffsll(builtins) - 1; 173 if (vue_map->varying_to_slot[varying] == -1) { 174 assign_vue_slot(vue_map, varying, slot++); 175 } 176 builtins &= ~BITFIELD64_BIT(varying); 177 } 178 179 const int first_generic_slot = slot; 180 uint64_t generics = slots_valid & ~BITFIELD64_MASK(VARYING_SLOT_VAR0); 181 while (generics != 0) { 182 const int varying = ffsll(generics) - 1; 183 if (separate) { 184 slot = first_generic_slot + varying - VARYING_SLOT_VAR0; 185 } 186 assign_vue_slot(vue_map, varying, slot++); 187 generics &= ~BITFIELD64_BIT(varying); 188 } 189 190 vue_map->num_slots = slot; 191 vue_map->num_per_vertex_slots = 0; 192 vue_map->num_per_patch_slots = 0; 193 } 194 195 /** 196 * Compute the VUE map for tessellation control shader outputs and 197 * tessellation evaluation shader inputs. 198 */ 199 void 200 brw_compute_tess_vue_map(struct brw_vue_map *vue_map, 201 uint64_t vertex_slots, 202 uint32_t patch_slots) 203 { 204 /* I don't think anything actually uses this... */ 205 vue_map->slots_valid = vertex_slots; 206 207 /* separate isn't really meaningful, but make sure it's initialized */ 208 vue_map->separate = false; 209 210 vertex_slots &= ~(VARYING_BIT_TESS_LEVEL_OUTER | 211 VARYING_BIT_TESS_LEVEL_INNER); 212 213 /* Make sure that the values we store in vue_map->varying_to_slot and 214 * vue_map->slot_to_varying won't overflow the signed chars that are used 215 * to store them. Note that since vue_map->slot_to_varying sometimes holds 216 * values equal to VARYING_SLOT_TESS_MAX , we need to ensure that 217 * VARYING_SLOT_TESS_MAX is <= 127, not 128. 218 */ 219 STATIC_ASSERT(VARYING_SLOT_TESS_MAX <= 127); 220 221 for (int i = 0; i < VARYING_SLOT_TESS_MAX ; ++i) { 222 vue_map->varying_to_slot[i] = -1; 223 vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_PAD; 224 } 225 226 int slot = 0; 227 228 /* The first 8 DWords are reserved for the "Patch Header". 229 * 230 * VARYING_SLOT_TESS_LEVEL_OUTER / INNER live here, but the exact layout 231 * depends on the domain type. They might not be in slots 0 and 1 as 232 * described here, but pretending they're separate allows us to uniquely 233 * identify them by distinct slot locations. 234 */ 235 assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++); 236 assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++); 237 238 /* first assign per-patch varyings */ 239 while (patch_slots != 0) { 240 const int varying = ffsll(patch_slots) - 1; 241 if (vue_map->varying_to_slot[varying + VARYING_SLOT_PATCH0] == -1) { 242 assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++); 243 } 244 patch_slots &= ~BITFIELD64_BIT(varying); 245 } 246 247 /* apparently, including the patch header... */ 248 vue_map->num_per_patch_slots = slot; 249 250 /* then assign per-vertex varyings for each vertex in our patch */ 251 while (vertex_slots != 0) { 252 const int varying = ffsll(vertex_slots) - 1; 253 if (vue_map->varying_to_slot[varying] == -1) { 254 assign_vue_slot(vue_map, varying, slot++); 255 } 256 vertex_slots &= ~BITFIELD64_BIT(varying); 257 } 258 259 vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots; 260 vue_map->num_slots = slot; 261 } 262 263 static const char * 264 varying_name(brw_varying_slot slot) 265 { 266 assume(slot < BRW_VARYING_SLOT_COUNT); 267 268 if (slot < VARYING_SLOT_MAX) 269 return gl_varying_slot_name(slot); 270 271 static const char *brw_names[] = { 272 [BRW_VARYING_SLOT_NDC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_NDC", 273 [BRW_VARYING_SLOT_PAD - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PAD", 274 [BRW_VARYING_SLOT_PNTC - VARYING_SLOT_MAX] = "BRW_VARYING_SLOT_PNTC", 275 }; 276 277 return brw_names[slot - VARYING_SLOT_MAX]; 278 } 279 280 void 281 brw_print_vue_map(FILE *fp, const struct brw_vue_map *vue_map) 282 { 283 if (vue_map->num_per_vertex_slots > 0 || vue_map->num_per_patch_slots > 0) { 284 fprintf(fp, "PUE map (%d slots, %d/patch, %d/vertex, %s)\n", 285 vue_map->num_slots, 286 vue_map->num_per_patch_slots, 287 vue_map->num_per_vertex_slots, 288 vue_map->separate ? "SSO" : "non-SSO"); 289 for (int i = 0; i < vue_map->num_slots; i++) { 290 if (vue_map->slot_to_varying[i] >= VARYING_SLOT_PATCH0) { 291 fprintf(fp, " [%d] VARYING_SLOT_PATCH%d\n", i, 292 vue_map->slot_to_varying[i] - VARYING_SLOT_PATCH0); 293 } else { 294 fprintf(fp, " [%d] %s\n", i, 295 varying_name(vue_map->slot_to_varying[i])); 296 } 297 } 298 } else { 299 fprintf(fp, "VUE map (%d slots, %s)\n", 300 vue_map->num_slots, vue_map->separate ? "SSO" : "non-SSO"); 301 for (int i = 0; i < vue_map->num_slots; i++) { 302 fprintf(fp, " [%d] %s\n", i, 303 varying_name(vue_map->slot_to_varying[i])); 304 } 305 } 306 fprintf(fp, "\n"); 307 } 308