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authorVladimir Dergachev <volodya@freedesktop.org>2005-01-09 22:38:53 +0000
committerVladimir Dergachev <volodya@freedesktop.org>2005-01-09 22:38:53 +0000
commite9acd0ca5f0449588e3772024546e107b1e807c4 (patch)
treefbad21dba83263c089f5436f2b4a0bcad9390418 /src/mesa/drivers/dri/r300/r300_cmdbuf.c
parent527af7571ef1ccfc772f444224e55534bf9dffe3 (diff)
Implement a more elaborate hashing scheme for texture formats. Still not perfect.
Transform EmitVertexShader in cmdbuf.c to SetupVertexShader in state.c. The latter is only temporary and is to be rewritten to auto-generate shaders based on current GL context.
Diffstat (limited to 'src/mesa/drivers/dri/r300/r300_cmdbuf.c')
-rw-r--r--src/mesa/drivers/dri/r300/r300_cmdbuf.c49
1 files changed, 0 insertions, 49 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_cmdbuf.c b/src/mesa/drivers/dri/r300/r300_cmdbuf.c
index b878b98f2d..060c3e253d 100644
--- a/src/mesa/drivers/dri/r300/r300_cmdbuf.c
+++ b/src/mesa/drivers/dri/r300/r300_cmdbuf.c
@@ -646,55 +646,6 @@ e32(RADEON_CP_PACKET2);
#endif
}
-void static inline upload_vertex_shader_fragment(PREFIX int dest, struct r300_vertex_shader_fragment *vsf)
-{
-int i;
-LOCAL_VARS
-
-if(vsf->length==0)return;
-
-if(vsf->length & 0x3){
- fprintf(stderr,"VERTEX_SHADER_FRAGMENT must have length divisible by 4\n");
- exit(-1);
- }
-
-vsf_start_fragment(dest, vsf->length);
-for(i=0;i<vsf->length;i++)
- e32(vsf->body.d[i]);
-
-}
-
-void r300EmitVertexShader(r300ContextPtr rmesa)
-{
-LOCAL_VARS
-
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_PROGRAM, &(rmesa->state.vertex_shader.program));
-
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_MATRIX0, &(rmesa->state.vertex_shader.matrix[0]));
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_MATRIX1, &(rmesa->state.vertex_shader.matrix[0]));
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_MATRIX2, &(rmesa->state.vertex_shader.matrix[0]));
-
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_VECTOR0, &(rmesa->state.vertex_shader.vector[0]));
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_VECTOR1, &(rmesa->state.vertex_shader.vector[1]));
-
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1));
-upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2));
-
-reg_start(R300_VAP_PVS_CNTL_1, 2);
-e32( (rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT)
- | (rmesa->state.vertex_shader.unknown_ptr1 << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
- | (rmesa->state.vertex_shader.program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT)
- );
-e32( (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)
- );
-e32( (rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT)
- | (rmesa->state.vertex_shader.unknown_ptr3 << 0));
-
-reg_start(R300_VAP_PVS_WAITIDLE,0);
- e32(0x00000000);
-}
-
void r300EmitPixelShader(r300ContextPtr rmesa)
{
int i,k;