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authorEric Anholt <[email protected]>2018-01-02 11:26:58 -0800
committerEric Anholt <[email protected]>2018-01-03 14:25:23 -0800
commitba965084b60e702b41beaea75237bfa39335b6cb (patch)
treebfeafcc80363bac6f1930209e506398176b81c4f /src/broadcom/cle
parentac4054ca1766b5ab4ee2059e7e0f8590c219730d (diff)
broadcom/vc5: Move texture return channel setup into the compiler.
The compiler decides how many LDTMUs we're going to emit, and that must match the P1 flags. This brings the return channel counting to a single place (so all that's passed into the compiler is "how many return channels you may request from this texture's format), and was a necessary step for shadow samplers once we stop using OVRTMUOUT=0.
Diffstat (limited to 'src/broadcom/cle')
-rw-r--r--src/broadcom/cle/v3d_packet_v33.xml5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/broadcom/cle/v3d_packet_v33.xml b/src/broadcom/cle/v3d_packet_v33.xml
index 8d1ff2cf3b3..f18954d64c8 100644
--- a/src/broadcom/cle/v3d_packet_v33.xml
+++ b/src/broadcom/cle/v3d_packet_v33.xml
@@ -810,10 +810,7 @@
<struct name="Texture Uniform Parameter 1 CFG_MODE=1">
<field name="Texture state record base address" size="28" start="4" type="address"/>
- <field name="Return word 3 of texture data" size="1" start="3" type="bool"/>
- <field name="Return word 2 of texture data" size="1" start="2" type="bool"/>
- <field name="Return word 1 of texture data" size="1" start="1" type="bool"/>
- <field name="Return word 0 of texture data" size="1" start="0" type="bool"/>
+ <field name="Return words of texture data" size="4" start="0" type="uint"/>
</struct>
<struct name="Texture Shader State">