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-rw-r--r--src/mesa/drivers/dri/r300/r300_state.c33
1 files changed, 11 insertions, 22 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_state.c b/src/mesa/drivers/dri/r300/r300_state.c
index 6ae2d924d6e..85212b56c7b 100644
--- a/src/mesa/drivers/dri/r300/r300_state.c
+++ b/src/mesa/drivers/dri/r300/r300_state.c
@@ -1649,9 +1649,7 @@ static void r300SetupVertexShader(r300ContextPtr rmesa)
0x400 area might have something to do with pixel shaders as it appears right after pfs programming.
0x406 is set to { 0.0, 0.0, 1.0, 0.0 } most of the time but should change with smooth points and in other rare cases. */
//setup_vertex_shader_fragment(rmesa, 0x406, &unk4);
- if (hw_tcl_on
- && ((struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx))->
- translated) {
+ if (hw_tcl_on && ((struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx))->translated) {
r300SetupVertexProgram(rmesa);
return;
}
@@ -1659,33 +1657,24 @@ static void r300SetupVertexShader(r300ContextPtr 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));
+ 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));
+ 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.
- unknown_ptr1 << R300_PVS_CNTL_1_POS_END_SHIFT)
- | (rmesa->state.vertex_shader.
- program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
+ (rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT) |
+ (rmesa->state.vertex_shader.unknown_ptr1 << 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->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 << 0);
+ (rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT) |
+ (rmesa->state.vertex_shader.unknown_ptr3 << 0);
/* This is done for vertex shader fragments, but also needs to be done for vap_pvs,
so I leave it as a reminder */