diff options
author | Oliver McFadden <[email protected]> | 2007-06-20 12:13:44 +0000 |
---|---|---|
committer | Oliver McFadden <[email protected]> | 2007-06-24 14:01:19 +0000 |
commit | b41ef5506153fc2cd471341b4ad1eda2338f2438 (patch) | |
tree | 09f86d46d142e57233daf104c8dd44aa3df1a824 | |
parent | 252fc61e4860f6a539faaf48f7d657d7d2242fbe (diff) |
r300: Clean up the vertex program state code slightly; still needs lots of work.
-rw-r--r-- | src/mesa/drivers/dri/r300/r300_state.c | 115 |
1 files changed, 51 insertions, 64 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_state.c b/src/mesa/drivers/dri/r300/r300_state.c index 8d08279b3a8..03c65b46750 100644 --- a/src/mesa/drivers/dri/r300/r300_state.c +++ b/src/mesa/drivers/dri/r300/r300_state.c @@ -1521,54 +1521,68 @@ static inline void setup_vertex_shader_fragment(r300ContextPtr r300, int dest, s while leaving colors intact. Nothing fancy (like lights) If implementing lights make a copy first, so it is easy to switch between the two versions */ -static void r300GenerateSimpleVertexShader(r300ContextPtr r300) + +#define WRITE_OP(oper,source1,source2,source3) {\ + rmesa->state.vertex_shader.program.body.i[rmesa->state.vertex_shader.program_end].op=(oper); \ + rmesa->state.vertex_shader.program.body.i[rmesa->state.vertex_shader.program_end].src[0]=(source1); \ + rmesa->state.vertex_shader.program.body.i[rmesa->state.vertex_shader.program_end].src[1]=(source2); \ + rmesa->state.vertex_shader.program.body.i[rmesa->state.vertex_shader.program_end].src[2]=(source3); \ + rmesa->state.vertex_shader.program_end++; \ + } + +static void r300GenerateSimpleVertexShader(r300ContextPtr rmesa) { int i; GLuint o_reg = 0; /* Allocate parameters */ - r300->state.vertex_shader.param_offset = 0x0; - r300->state.vertex_shader.param_count = 0x4; /* 4 vector values - 4x4 matrix */ - - r300->state.vertex_shader.program_start = 0x0; - r300->state.vertex_shader.program_pos_end = 0x4; - r300->state.vertex_shader.program_end = 0x0; - - r300->state.vertex_shader.unknown_ptr2 = 0x0; /* magic value */ - r300->state.vertex_shader.unknown_ptr3 = 0x4; /* magic value */ - - r300->state.vertex_shader.unknown1.length = 0; - r300->state.vertex_shader.unknown2.length = 0; - -#define WRITE_OP(oper,source1,source2,source3) {\ - r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].op=(oper); \ - r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].src[0]=(source1); \ - r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].src[1]=(source2); \ - r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].src[2]=(source3); \ - r300->state.vertex_shader.program_end++; \ - } + rmesa->state.vertex_shader.param_offset = 0x0; + rmesa->state.vertex_shader.param_count = 0x4; /* 4 vector values - 4x4 matrix */ + rmesa->state.vertex_shader.program_start = 0x0; + rmesa->state.vertex_shader.program_pos_end = 0x4; + rmesa->state.vertex_shader.program_end = 0x0; + rmesa->state.vertex_shader.unknown_ptr2 = 0x0; /* magic value */ + rmesa->state.vertex_shader.unknown_ptr3 = 0x4; /* magic value */ + rmesa->state.vertex_shader.unknown1.length = 0; + rmesa->state.vertex_shader.unknown2.length = 0; for (i = VERT_ATTRIB_POS; i < VERT_ATTRIB_MAX; i++) - if (r300->state.sw_tcl_inputs[i] != -1) { + if (rmesa->state.sw_tcl_inputs[i] != -1) { WRITE_OP(EASY_VSF_OP(MUL, o_reg++, ALL, RESULT), - VSF_REG(r300->state.sw_tcl_inputs[i]), - VSF_ATTR_UNITY(r300->state. + VSF_REG(rmesa->state.sw_tcl_inputs[i]), + VSF_ATTR_UNITY(rmesa->state. sw_tcl_inputs[i]), - VSF_UNITY(r300->state.sw_tcl_inputs[i]) + VSF_UNITY(rmesa->state.sw_tcl_inputs[i]) ) - } - r300->state.vertex_shader.program_end--; /* r300 wants program length to be one more - no idea why */ - r300->state.vertex_shader.program.length = - (r300->state.vertex_shader.program_end + 1) * 4; + rmesa->state.vertex_shader.program_end--; /* rmesa wants program length to be one more - no idea why */ + rmesa->state.vertex_shader.program.length = (rmesa->state.vertex_shader.program_end + 1) * 4; + rmesa->state.vertex_shader.program_pos_end = rmesa->state.vertex_shader.program_end; + rmesa->state.vertex_shader.unknown_ptr2 = rmesa->state.vertex_shader.program_end; /* magic value ? */ + rmesa->state.vertex_shader.unknown_ptr3 = rmesa->state.vertex_shader.program_end; /* magic value ? */ - r300->state.vertex_shader.program_pos_end = r300->state.vertex_shader.program_end; - r300->state.vertex_shader.unknown_ptr2 = r300->state.vertex_shader.program_end; /* magic value ? */ - r300->state.vertex_shader.unknown_ptr3 = r300->state.vertex_shader.program_end; /* magic value ? */ + setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->state.vertex_shader.program)); +#if 0 + setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1)); + setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2)); +#endif + R300_STATECHANGE(rmesa, pvs); + rmesa->hw.pvs.cmd[R300_PVS_CNTL_1] = + (rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT) | + (rmesa->state.vertex_shader.program_pos_end << R300_PVS_CNTL_1_POS_END_SHIFT) | + (rmesa->state.vertex_shader.program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT); + rmesa->hw.pvs.cmd[R300_PVS_CNTL_2] = + (rmesa->state.vertex_shader.param_offset << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT) | + (rmesa->state.vertex_shader.param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT); + rmesa->hw.pvs.cmd[R300_PVS_CNTL_3] = + (rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT) | + (rmesa->state.vertex_shader.unknown_ptr3 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN2_SHIFT); } +#undef WRITE_OP + static void r300SetupVertexProgram(r300ContextPtr rmesa) { GLcontext *ctx = rmesa->radeon.glCtx; @@ -1589,7 +1603,6 @@ static void r300SetupVertexProgram(r300ContextPtr rmesa) ((drm_r300_cmd_header_t *) rmesa->hw.vps.cmd)->vpu.count = 0; setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(prog->program)); - #if 0 setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1)); setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2)); @@ -1608,13 +1621,6 @@ static void r300SetupVertexProgram(r300ContextPtr rmesa) rmesa->hw.pvs.cmd[R300_PVS_CNTL_3] = (0 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT) | (inst_count << R300_PVS_CNTL_3_PROGRAM_UNKNOWN2_SHIFT); - - /* This is done for vertex shader fragments, but also needs to be done for vap_pvs, - so I leave it as a reminder */ -#if 0 - reg_start(R300_VAP_PVS_WAITIDLE, 0); - e32(0x00000000); -#endif } static void r300SetupVertexShader(r300ContextPtr rmesa) @@ -1632,33 +1638,14 @@ static void r300SetupVertexShader(r300ContextPtr rmesa) //setup_vertex_shader_fragment(rmesa, 0x406, &unk4); if (hw_tcl_on && ((struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx))->translated) { r300SetupVertexProgram(rmesa); - return; + } else { + /* FIXME: This needs to be replaced by vertex shader generation code. */ + r300GenerateSimpleVertexShader(rmesa); } - /* This needs to be replaced by vertex shader generation code */ - r300GenerateSimpleVertexShader(rmesa); - - setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->state.vertex_shader.program)); - -#if 0 - setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1)); - setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2)); -#endif - - R300_STATECHANGE(rmesa, pvs); - rmesa->hw.pvs.cmd[R300_PVS_CNTL_1] = - (rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT) | - (rmesa->state.vertex_shader.program_pos_end << R300_PVS_CNTL_1_POS_END_SHIFT) | - (rmesa->state.vertex_shader.program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT); - rmesa->hw.pvs.cmd[R300_PVS_CNTL_2] = - (rmesa->state.vertex_shader.param_offset << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT) | - (rmesa->state.vertex_shader.param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT); - rmesa->hw.pvs.cmd[R300_PVS_CNTL_3] = - (rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT) | - (rmesa->state.vertex_shader.unknown_ptr3 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN2_SHIFT); - /* This is done for vertex shader fragments, but also needs to be done for vap_pvs, - so I leave it as a reminder */ + /* FIXME: This is done for vertex shader fragments, but also needs to be + * done for vap_pvs, so I leave it as a reminder. */ #if 0 reg_start(R300_VAP_PVS_WAITIDLE, 0); e32(0x00000000); |