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      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