#include "nouveau_context.h" #include "nouveau_object.h" #include "nouveau_fifo.h" #include "nouveau_reg.h" #include "nouveau_shader.h" #include "nv30_shader.h" /***************************************************************************** * Support routines */ static void NV30VPUploadToHW(GLcontext *ctx, nouveauShader *nvs) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); int i; /* We can do better here and keep more than one VP on the hardware, and * switch between them with PROGRAM_START_ID.. */ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_FROM_ID, 1); OUT_RING(0); for (i=0; iprogram_size; i+=4) { BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_INST0, 4); OUT_RING(nvs->program[i + 0]); OUT_RING(nvs->program[i + 1]); OUT_RING(nvs->program[i + 2]); OUT_RING(nvs->program[i + 3]); } BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_PROGRAM_START_ID, 1); OUT_RING(0); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_IN_REG, 2); OUT_RING(nvs->card_priv.NV30VP.vp_in_reg); OUT_RING(nvs->card_priv.NV30VP.vp_out_reg); BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_CLIPPING_PLANES, 1); OUT_RING_CACHE (nvs->card_priv.NV30VP.clip_enables); } static void NV30VPUpdateConst(GLcontext *ctx, nouveauShader *nvs, int id) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLfloat *val; val = nvs->params[id].source_val ? nvs->params[id].source_val : nvs->params[id].val; BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_ID, 5); OUT_RING (id); OUT_RINGp(val, 4); } /***************************************************************************** * Assembly routines */ static void NV30VPSetBranchTarget(nvsFunc *shader, int addr) { shader->inst[2] &= ~NV30_VP_INST_IADDR_MASK; shader->inst[2] |= (addr << NV30_VP_INST_IADDR_SHIFT); } /***************************************************************************** * Disassembly routines */ static unsigned int NV30VPGetOpcodeHW(nvsFunc * shader, int slot) { int op; if (slot) { op = (shader->inst[1] & NV30_VP_INST_SCA_OPCODEL_MASK) >> NV30_VP_INST_SCA_OPCODEL_SHIFT; op |= ((shader->inst[0] & NV30_VP_INST_SCA_OPCODEH_MASK) >> NV30_VP_INST_SCA_OPCODEH_SHIFT) << 4; } else { op = (shader->inst[1] & NV30_VP_INST_VEC_OPCODE_MASK) >> NV30_VP_INST_VEC_OPCODE_SHIFT; } return op; } static nvsRegFile NV30VPGetDestFile(nvsFunc * shader, int merged) { switch (shader->GetOpcode(shader, merged)) { case NVS_OP_ARL: case NVS_OP_ARR: case NVS_OP_ARA: return NVS_FILE_ADDRESS; default: /*FIXME: This probably isn't correct.. */ if ((shader->inst[3] & NV30_VP_INST_VDEST_WRITEMASK_MASK) != 0) return NVS_FILE_RESULT; if ((shader->inst[3] & NV30_VP_INST_SDEST_WRITEMASK_MASK) != 0) return NVS_FILE_RESULT; return NVS_FILE_TEMP; } } static unsigned int NV30VPGetDestID(nvsFunc * shader, int merged) { int id; switch (shader->GetDestFile(shader, merged)) { case NVS_FILE_RESULT: id = ((shader->inst[3] & NV30_VP_INST_DEST_ID_MASK) >> NV30_VP_INST_DEST_ID_SHIFT); switch (id) { case NV30_VP_INST_DEST_POS : return NVS_FR_POSITION; case NV30_VP_INST_DEST_COL0 : return NVS_FR_COL0; case NV30_VP_INST_DEST_COL1 : return NVS_FR_COL1; case NV30_VP_INST_DEST_TC(0): return NVS_FR_TEXCOORD0; case NV30_VP_INST_DEST_TC(1): return NVS_FR_TEXCOORD1; case NV30_VP_INST_DEST_TC(2): return NVS_FR_TEXCOORD2; case NV30_VP_INST_DEST_TC(3): return NVS_FR_TEXCOORD3; case NV30_VP_INST_DEST_TC(4): return NVS_FR_TEXCOORD4; case NV30_VP_INST_DEST_TC(5): return NVS_FR_TEXCOORD5; case NV30_VP_INST_DEST_TC(6): return NVS_FR_TEXCOORD6; case NV30_VP_INST_DEST_TC(7): return NVS_FR_TEXCOORD7; default: return -1; } case NVS_FILE_ADDRESS: case NVS_FILE_TEMP: return (shader->inst[0] & NV30_VP_INST_DEST_TEMP_ID_MASK) >> NV30_VP_INST_DEST_TEMP_ID_SHIFT; default: return -1; } } static unsigned int NV30VPGetDestMask(nvsFunc * shader, int merged) { int hwmask, mask = 0; if (shader->GetDestFile(shader, merged) == NVS_FILE_RESULT) if (shader->GetOpcodeSlot(shader, merged)) hwmask = (shader->inst[3] & NV30_VP_INST_SDEST_WRITEMASK_MASK) >> NV30_VP_INST_SDEST_WRITEMASK_SHIFT; else hwmask = (shader->inst[3] & NV30_VP_INST_VDEST_WRITEMASK_MASK) >> NV30_VP_INST_VDEST_WRITEMASK_SHIFT; else if (shader->GetOpcodeSlot(shader, merged)) hwmask = (shader->inst[3] & NV30_VP_INST_STEMP_WRITEMASK_MASK) >> NV30_VP_INST_STEMP_WRITEMASK_SHIFT; else hwmask = (shader->inst[3] & NV30_VP_INST_VTEMP_WRITEMASK_MASK) >> NV30_VP_INST_VTEMP_WRITEMASK_SHIFT; if (hwmask & (1 << 3)) mask |= SMASK_X; if (hwmask & (1 << 2)) mask |= SMASK_Y; if (hwmask & (1 << 1)) mask |= SMASK_Z; if (hwmask & (1 << 0)) mask |= SMASK_W; return mask; } static int NV30VPGetSourceID(nvsFunc * shader, int merged, int pos) { unsigned int src; switch (shader->GetSourceFile(shader, merged, pos)) { case NVS_FILE_TEMP: src = shader->GetSourceHW(shader, merged, pos); return ((src & NV30_VP_SRC_REG_TEMP_ID_MASK) >> NV30_VP_SRC_REG_TEMP_ID_SHIFT); case NVS_FILE_CONST: return ((shader->inst[1] & NV30_VP_INST_CONST_SRC_MASK) >> NV30_VP_INST_CONST_SRC_SHIFT); case NVS_FILE_ATTRIB: src = ((shader->inst[1] & NV30_VP_INST_INPUT_SRC_MASK) >> NV30_VP_INST_INPUT_SRC_SHIFT); switch (src) { case NV30_VP_INST_IN_POS : return NVS_FR_POSITION; case NV30_VP_INST_IN_COL0 : return NVS_FR_COL0; case NV30_VP_INST_IN_COL1 : return NVS_FR_COL1; case NV30_VP_INST_IN_TC(0): return NVS_FR_TEXCOORD0; case NV30_VP_INST_IN_TC(1): return NVS_FR_TEXCOORD1; case NV30_VP_INST_IN_TC(2): return NVS_FR_TEXCOORD2; case NV30_VP_INST_IN_TC(3): return NVS_FR_TEXCOORD3; case NV30_VP_INST_IN_TC(4): return NVS_FR_TEXCOORD4; case NV30_VP_INST_IN_TC(5): return NVS_FR_TEXCOORD5; case NV30_VP_INST_IN_TC(6): return NVS_FR_TEXCOORD6; case NV30_VP_INST_IN_TC(7): return NVS_FR_TEXCOORD7; default: return NVS_FR_UNKNOWN; } default: return -1; } } static int NV30VPGetSourceAbs(nvsFunc * shader, int merged, int pos) { struct _op_xlat *opr; static unsigned int abspos[3] = { NV30_VP_INST_SRC0_ABS, NV30_VP_INST_SRC1_ABS, NV30_VP_INST_SRC2_ABS, }; opr = shader->GetOPTXRec(shader, merged); if (!opr || opr->srcpos[pos] == -1 || opr->srcpos[pos] > 2) return 0; return ((shader->inst[0] & abspos[opr->srcpos[pos]]) ? 1 : 0); } static int NV30VPGetRelAddressRegID(nvsFunc * shader) { return ((shader->inst[0] & NV30_VP_INST_ADDR_REG_SELECT_1) ? 1 : 0); } static nvsSwzComp NV30VPGetRelAddressSwizzle(nvsFunc * shader) { nvsSwzComp swz; swz = NV20VP_TX_SWIZZLE[(shader->inst[0] & NV30_VP_INST_ADDR_SWZ_MASK) >> NV30_VP_INST_ADDR_SWZ_SHIFT]; return swz; } static int NV30VPSupportsConditional(nvsFunc * shader) { /*FIXME: Is this true of all ops? */ return 1; } static int NV30VPGetConditionUpdate(nvsFunc * shader) { return ((shader->inst[0] & NV30_VP_INST_COND_UPDATE_ENABLE) ? 1 : 0); } static int NV30VPGetConditionTest(nvsFunc * shader) { int op; /* The condition test is unconditionally enabled on some * instructions. ie: the condition test bit does *NOT* have * to be set. * * FIXME: check other relevant ops for this situation. */ op = shader->GetOpcodeHW(shader, 1); switch (op) { case NV30_VP_INST_OP_BRA: return 1; default: return ((shader->inst[0] & NV30_VP_INST_COND_TEST_ENABLE) ? 1 : 0); } } static nvsCond NV30VPGetCondition(nvsFunc * shader) { int cond; cond = ((shader->inst[0] & NV30_VP_INST_COND_MASK) >> NV30_VP_INST_COND_SHIFT); switch (cond) { case NV30_VP_INST_COND_FL: return NVS_COND_FL; case NV30_VP_INST_COND_LT: return NVS_COND_LT; case NV30_VP_INST_COND_EQ: return NVS_COND_EQ; case NV30_VP_INST_COND_LE: return NVS_COND_LE; case NV30_VP_INST_COND_GT: return NVS_COND_GT; case NV30_VP_INST_COND_NE: return NVS_COND_NE; case NV30_VP_INST_COND_GE: return NVS_COND_GE; case NV30_VP_INST_COND_TR: return NVS_COND_TR; default: return NVS_COND_UNKNOWN; } } static void NV30VPGetCondRegSwizzle(nvsFunc * shader, nvsSwzComp *swz) { int swzbits; swzbits = (shader->inst[0] & NV30_VP_INST_COND_SWZ_ALL_MASK) >> NV30_VP_INST_COND_SWZ_ALL_SHIFT; NV20VPTXSwizzle(swzbits, swz); } static int NV30VPGetCondRegID(nvsFunc * shader) { return 0; } static int NV30VPGetBranch(nvsFunc * shader) { return ((shader->inst[2] & NV30_VP_INST_IADDR_MASK) >> NV30_VP_INST_IADDR_SHIFT); } void NV30VPInitShaderFuncs(nvsFunc * shader) { /* Inherit NV20 code, a lot of it is the same */ NV20VPInitShaderFuncs(shader); /* Increase max valid opcode ID, and add new instructions */ NVVP_TX_VOP_COUNT = NVVP_TX_NVS_OP_COUNT = 32; MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_FRC, NVS_OP_FRC, 0, -1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_FLR, NVS_OP_FLR, 0, -1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SEQ, NVS_OP_SEQ, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SFL, NVS_OP_SFL, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SGT, NVS_OP_SGT, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SLE, NVS_OP_SLE, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SNE, NVS_OP_SNE, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_STR, NVS_OP_STR, 0, 1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SSG, NVS_OP_SSG, 0, -1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_ARR, NVS_OP_ARR, 0, -1, -1); MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_ARA, NVS_OP_ARA, 3, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_BRA, NVS_OP_BRA, -1, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_CAL, NVS_OP_CAL, -1, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_RET, NVS_OP_RET, -1, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_LG2, NVS_OP_LG2, 2, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_EX2, NVS_OP_EX2, 2, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_SIN, NVS_OP_SIN, 2, -1, -1); MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_COS, NVS_OP_COS, 2, -1, -1); shader->UploadToHW = NV30VPUploadToHW; shader->UpdateConst = NV30VPUpdateConst; shader->GetOpcodeHW = NV30VPGetOpcodeHW; shader->GetDestFile = NV30VPGetDestFile; shader->GetDestID = NV30VPGetDestID; shader->GetDestMask = NV30VPGetDestMask; shader->GetSourceID = NV30VPGetSourceID; shader->GetSourceAbs = NV30VPGetSourceAbs; shader->GetRelAddressRegID = NV30VPGetRelAddressRegID; shader->GetRelAddressSwizzle = NV30VPGetRelAddressSwizzle; shader->SupportsConditional = NV30VPSupportsConditional; shader->GetConditionUpdate = NV30VPGetConditionUpdate; shader->GetConditionTest = NV30VPGetConditionTest; shader->GetCondition = NV30VPGetCondition; shader->GetCondRegSwizzle = NV30VPGetCondRegSwizzle; shader->GetCondRegID = NV30VPGetCondRegID; shader->GetBranch = NV30VPGetBranch; shader->SetBranchTarget = NV30VPSetBranchTarget; }