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lima: decode depth/stencil write bits in RSW
Now that we know the bits that are responsible for enabling depth/stencil writes in shader we can decode them properly. Reviewed-by: Andreas Baierl <ichgeh@imkreisrum.de> Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com> Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4197> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4197>
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1 changed files with 10 additions and 2 deletions
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@ -478,11 +478,19 @@ parse_rsw(FILE *fp, uint32_t *value, int i, uint32_t *helper)
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fprintf(fp, "(1): depth test disabled || writes not allowed");
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fprintf(fp, "\n\t\t\t\t\t\t/* %s(2)", render_state_infos[i].info);
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fprintf(fp, ": blend_func %d (%s)", ((*value & 0x0000000e) >> 1),
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fprintf(fp, ": depth_func %d (%s)", ((*value & 0x0000000e) >> 1),
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lima_get_compare_func_string((*value & 0x0000000e) >> 1));
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fprintf(fp, ", offset_scale: %d", (*value & 0x00ff0000) >> 16);
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fprintf(fp, ", offset_units: %d", (*value & 0xff000000) >> 24);
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fprintf(fp, ", unknown bits 4-15: 0x%08x */\n", *value & 0x0000fff0);
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if (*value & 0x400)
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fprintf(fp, ", shader writes depth or stencil");
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if (*value & 0x800)
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fprintf(fp, ", shader writes depth");
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if (*value & 0x1000)
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fprintf(fp, ", shader writes stencil");
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fprintf(fp, " */\n\t\t\t\t\t\t/* %s(3)", render_state_infos[i].info);
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fprintf(fp, ": unknown bits 4-9: 0x%08x", *value & 0x000003f0);
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fprintf(fp, ", unknown bits 13-15: 0x%08x */\n", *value & 0x00000e000);
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break;
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case 4: /* DEPTH RANGE */
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fprintf(fp, ": viewport.far = %f, viewport.near = %f */\n",
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