diff options
Diffstat (limited to 'src/mesa/drivers/dri')
| -rw-r--r-- | src/mesa/drivers/dri/r300/r300_state.c | 33 | 
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 6ae2d924d6..85212b56c7 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 */  | 
