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authorBen Skeggs <darktama@iinet.net.au>2006-11-27 01:57:37 +0000
committerBen Skeggs <darktama@iinet.net.au>2006-11-27 01:57:37 +0000
commit98818f159baeaeba45d656d612b64b2f22c63753 (patch)
treedcc4b50c7715665fa29e8f5915c3089de725db68 /src/mesa/drivers/dri/nouveau/nv30_fragprog.c
parent2f411b0a8bf9af96d7ef582564d8e462abd0f28d (diff)
- Add InitInstruction to hw shader backend, and remove SetUnusedSource.
- NV30FP/NV40VP: Clear any fields before we OR new values into them - NV40VP: It seems that it might be possible to write a result reg at the same time a temp is written. In InitInstruction, initialise OUT_DEST to OUT_DEST_TEMP so result regs don't get clobbered by default.
Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv30_fragprog.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nv30_fragprog.c50
1 files changed, 32 insertions, 18 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv30_fragprog.c b/src/mesa/drivers/dri/nouveau/nv30_fragprog.c
index 46391eb911..1c2664ec70 100644
--- a/src/mesa/drivers/dri/nouveau/nv30_fragprog.c
+++ b/src/mesa/drivers/dri/nouveau/nv30_fragprog.c
@@ -61,7 +61,7 @@ static void
NV30FPUpdateConst(GLcontext *ctx, nouveauShader *nvs, int id)
{
uint32_t *new = nvs->params[id].source_val ?
- nvs->params[id].source_val : nvs->params[id].val;
+ (uint32_t*)nvs->params[id].source_val : (uint32_t*)nvs->params[id].val;
uint32_t *current;
int i;
@@ -101,6 +101,7 @@ NV30FPSupportsOpcode(nvsFunc *shader, nvsOpcode op)
static void
NV30FPSetOpcode(nvsFunc *shader, unsigned int opcode, int slot)
{
+ shader->inst[0] &= ~NV30_FP_OP_OPCODE_MASK;
shader->inst[0] |= (opcode << NV30_FP_OP_OPCODE_SHIFT);
}
@@ -139,7 +140,10 @@ NV30FPSetCondition(nvsFunc *shader, int on, nvsCond cond, int reg,
break;
}
+ shader->inst[1] &= ~NV30_FP_OP_COND_MASK;
shader->inst[1] |= (hwcond << NV30_FP_OP_COND_SHIFT);
+
+ shader->inst[1] &= ~NV30_FP_OP_COND_SWZ_ALL_MASK;
shader->inst[1] |= (swz[NVS_SWZ_X] << NV30_FP_OP_COND_SWZ_X_SHIFT);
shader->inst[1] |= (swz[NVS_SWZ_Y] << NV30_FP_OP_COND_SWZ_Y_SHIFT);
shader->inst[1] |= (swz[NVS_SWZ_Z] << NV30_FP_OP_COND_SWZ_Z_SHIFT);
@@ -149,7 +153,7 @@ NV30FPSetCondition(nvsFunc *shader, int on, nvsCond cond, int reg,
static void
NV30FPSetResult(nvsFunc *shader, nvsRegister *reg, unsigned int mask, int slot)
{
- unsigned int hwreg, hwmask = 0;
+ unsigned int hwreg;
if (mask & SMASK_X) shader->inst[0] |= NV30_FP_OP_OUT_X;
if (mask & SMASK_Y) shader->inst[0] |= NV30_FP_OP_OUT_Y;
@@ -160,8 +164,11 @@ NV30FPSetResult(nvsFunc *shader, nvsRegister *reg, unsigned int mask, int slot)
hwreg = 0; /* FIXME: this is only fragment.color */
/* This is *not* correct, I have no idea what it is either */
shader->inst[0] |= NV30_FP_OP_UNK0_7;
- } else
+ } else {
+ shader->inst[0] &= ~NV30_FP_OP_UNK0_7;
hwreg = reg->index;
+ }
+ shader->inst[0] &= ~NV30_FP_OP_OUT_REG_SHIFT;
shader->inst[0] |= (hwreg << NV30_FP_OP_OUT_REG_SHIFT);
}
@@ -197,6 +204,7 @@ NV30FPSetSource(nvsFunc *shader, nvsRegister *reg, int pos)
hwin = NV30_FP_OP_INPUT_SRC_COL0;
break;
}
+ shader->inst[0] &= ~NV30_FP_OP_INPUT_SRC_MASK;
shader->inst[0] |= (hwin << NV30_FP_OP_INPUT_SRC_SHIFT);
hwsrc |= (hwin << NV30_FP_REG_SRC_SHIFT);
}
@@ -220,24 +228,14 @@ NV30FPSetSource(nvsFunc *shader, nvsRegister *reg, int pos)
hwsrc |= (reg->swizzle[NVS_SWZ_Z] << NV30_FP_REG_SWZ_Z_SHIFT);
hwsrc |= (reg->swizzle[NVS_SWZ_W] << NV30_FP_REG_SWZ_W_SHIFT);
+ shader->inst[pos+1] &= ~NV30_FP_REG_ALL_MASK;
shader->inst[pos+1] |= hwsrc;
}
static void
-NV30FPSetUnusedSource(nvsFunc *shader, int pos)
-{
- shader->inst[pos+1] |= (
- (NV30_FP_REG_TYPE_INPUT << NV30_FP_REG_TYPE_SHIFT) |
- (NVS_SWZ_X << NV30_FP_REG_SWZ_X_SHIFT) |
- (NVS_SWZ_Y << NV30_FP_REG_SWZ_Y_SHIFT) |
- (NVS_SWZ_Z << NV30_FP_REG_SWZ_Z_SHIFT) |
- (NVS_SWZ_W << NV30_FP_REG_SWZ_W_SHIFT)
- );
-}
-
-static void
NV30FPSetTexImageUnit(nvsFunc *shader, int unit)
{
+ shader->inst[0] &= ~NV30_FP_OP_TEX_UNIT_SHIFT;
shader->inst[0] |= (unit << NV30_FP_OP_TEX_UNIT_SHIFT);
}
@@ -248,10 +246,26 @@ NV30FPSetSaturate(nvsFunc *shader)
}
static void
+NV30FPInitInstruction(nvsFunc *shader)
+{
+ unsigned int hwsrc;
+
+ shader->inst[0] = 0;
+
+ hwsrc = (NV30_FP_REG_TYPE_INPUT << NV30_FP_REG_TYPE_SHIFT) |
+ (NVS_SWZ_X << NV30_FP_REG_SWZ_X_SHIFT) |
+ (NVS_SWZ_Y << NV30_FP_REG_SWZ_Y_SHIFT) |
+ (NVS_SWZ_Z << NV30_FP_REG_SWZ_Z_SHIFT) |
+ (NVS_SWZ_W << NV30_FP_REG_SWZ_W_SHIFT);
+ shader->inst[1] = hwsrc;
+ shader->inst[2] = hwsrc;
+ shader->inst[3] = hwsrc;
+}
+
+static void
NV30FPSetLastInst(nvsFunc *shader)
{
- shader->inst[0] |= 1;
-
+ shader->inst[0] |= 1;
}
/*******************************************************************************
@@ -669,13 +683,13 @@ NV30FPInitShaderFuncs(nvsFunc * shader)
shader->UploadToHW = NV30FPUploadToHW;
shader->UpdateConst = NV30FPUpdateConst;
+ shader->InitInstruction = NV30FPInitInstruction;
shader->SupportsOpcode = NV30FPSupportsOpcode;
shader->SetOpcode = NV30FPSetOpcode;
shader->SetCCUpdate = NV30FPSetCCUpdate;
shader->SetCondition = NV30FPSetCondition;
shader->SetResult = NV30FPSetResult;
shader->SetSource = NV30FPSetSource;
- shader->SetUnusedSource = NV30FPSetUnusedSource;
shader->SetTexImageUnit = NV30FPSetTexImageUnit;
shader->SetSaturate = NV30FPSetSaturate;
shader->SetLastInst = NV30FPSetLastInst;