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r300-gallium: Add r300 passthrough shader.
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parent
f2a36d334c
commit
637b24a590
4 changed files with 87 additions and 19 deletions
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@ -108,9 +108,6 @@ struct r3xx_fragment_shader {
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/* Has this shader been translated yet? */
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boolean translated;
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/* Number of used instructions */
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int instruction_count;
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/* Pixel stack size */
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int stack_size;
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};
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@ -118,12 +115,38 @@ struct r3xx_fragment_shader {
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struct r300_fragment_shader {
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/* Parent class */
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struct r3xx_fragment_shader shader;
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/* Number of ALU instructions */
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int alu_instruction_count;
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/* Number of texture instructions */
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int tex_instruction_count;
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/* Number of texture indirections */
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int indirections;
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/* Indirection node offsets */
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int offset0;
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int offset1;
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int offset2;
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int offset3;
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/* Machine instructions */
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struct {
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uint32_t alu_rgb_inst;
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uint32_t alu_rgb_addr;
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uint32_t alu_alpha_inst;
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uint32_t alu_alpha_addr;
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} instructions[64]; /* XXX magic num */
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};
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struct r500_fragment_shader {
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/* Parent class */
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struct r3xx_fragment_shader shader;
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/* Number of used instructions */
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int instruction_count;
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/* Machine instructions */
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struct {
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uint32_t inst0;
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@ -28,7 +28,7 @@
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#define RADEON_ONE_REG_WR (1 << 15)
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#define CS_OUT_ONE_REG(register, count) \
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#define OUT_CS_ONE_REG(register, count) \
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OUT_CS_REG_SEQ(register, (count | RADEON_ONE_REG_WR))
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#define R300_PACIFY do { \
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@ -80,33 +80,58 @@ void r300_emit_dsa_state(struct r300_context* r300,
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}
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void r300_emit_fragment_shader(struct r300_context* r300,
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struct r300_fragment_shader* shader)
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struct r300_fragment_shader* fs)
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{
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CS_LOCALS(r300);
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int i;
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BEGIN_CS(0);
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OUT_CS_REG(R300_US_CONFIG, MAX(fs->indirections - 1, 0));
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OUT_CS_REG(R300_US_PIXSIZE, fs->shader.stack_size);
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/* XXX figure out exactly how big the sizes are on this reg */
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OUT_CS_REG(R300_US_CODE_OFFSET, 0x0);
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/* XXX figure these ones out a bit better kthnx */
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OUT_CS_REG(R300_US_CODE_ADDR_0, 0x0);
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OUT_CS_REG(R300_US_CODE_ADDR_1, 0x0);
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OUT_CS_REG(R300_US_CODE_ADDR_2, 0x0);
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OUT_CS_REG(R300_US_CODE_ADDR_3, R300_RGBA_OUT);
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for (i = 0; i < fs->alu_instruction_count; i++) {
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OUT_CS_REG(R300_US_ALU_RGB_INST_0 + (4 * i),
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fs->instructions[i].alu_rgb_inst);
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OUT_CS_REG(R300_US_ALU_RGB_ADDR_0 + (4 * i),
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fs->instructions[i].alu_rgb_addr);
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OUT_CS_REG(R300_US_ALU_ALPHA_INST_0 + (4 * i),
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fs->instructions[i].alu_alpha_inst);
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OUT_CS_REG(R300_US_ALU_ALPHA_ADDR_0 + (4 * i),
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fs->instructions[i].alu_alpha_addr);
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}
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END_CS;
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}
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void r500_emit_fragment_shader(struct r300_context* r300,
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struct r500_fragment_shader* shader)
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struct r500_fragment_shader* fs)
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{
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CS_LOCALS(r300);
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int i = 0;
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int i;
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BEGIN_CS(8 + (shader->shader.instruction_count * 6) + 6);
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BEGIN_CS(8 + (fs->instruction_count * 6) + 6);
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OUT_CS_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
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OUT_CS_REG(R500_US_PIXSIZE, shader->shader.stack_size);
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OUT_CS_REG(R500_US_PIXSIZE, fs->shader.stack_size);
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OUT_CS_REG(R500_US_CODE_ADDR, R500_US_CODE_START_ADDR(0) |
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R500_US_CODE_END_ADDR(shader->shader.instruction_count));
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R500_US_CODE_END_ADDR(fs->instruction_count));
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OUT_CS_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
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OUT_CS_ONE_REG(R500_GA_US_VECTOR_DATA,
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shader->shader.instruction_count * 6);
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for (i = 0; i < shader->shader.instruction_count; i++) {
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CS_OUT(shader->instructions[i].inst0);
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CS_OUT(shader->instructions[i].inst1);
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CS_OUT(shader->instructions[i].inst2);
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CS_OUT(shader->instructions[i].inst3);
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CS_OUT(shader->instructions[i].inst4);
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CS_OUT(shader->instructions[i].inst5);
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fs->instruction_count * 6);
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for (i = 0; i < fs->instruction_count; i++) {
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OUT_CS(fs->instructions[i].inst0);
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OUT_CS(fs->instructions[i].inst1);
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OUT_CS(fs->instructions[i].inst2);
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OUT_CS(fs->instructions[i].inst3);
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OUT_CS(fs->instructions[i].inst4);
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OUT_CS(fs->instructions[i].inst5);
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}
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R300_PACIFY;
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END_CS;
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@ -173,6 +198,16 @@ static void r300_emit_dirty_state(struct r300_context* r300)
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r300_emit_dsa_state(r300, r300->dsa_state);
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}
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if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) {
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if (r300screen->caps->is_r500) {
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r500_emit_fragment_shader(r300,
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(struct r500_fragment_shader*)r300->fs);
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} else {
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r300_emit_fragment_shader(r300,
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(struct r300_fragment_shader*)r300->fs);
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}
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}
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if (r300->dirty_state & R300_NEW_RASTERIZER) {
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r300_emit_rs_state(r300, r300->rs_state);
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}
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@ -24,11 +24,21 @@
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void r300_make_passthrough_fragment_shader(struct r300_fragment_shader* fs)
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{
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fs->alu_instruction_count = 1;
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fs->tex_instruction_count = 0;
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fs->indirections = 1;
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fs->shader.stack_size = 2;
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/* XXX decode these */
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fs->instructions[0].alu_rgb_inst = 0x50A80;
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fs->instructions[0].alu_rgb_inst = 0x1C000000;
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fs->instructions[0].alu_alpha_inst = 0x40889;
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fs->instructions[0].alu_alpha_inst = 0x1000000;
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}
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void r500_make_passthrough_fragment_shader(struct r500_fragment_shader* fs)
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{
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fs->shader.instruction_count = 1;
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fs->instruction_count = 1;
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fs->shader.stack_size = 0;
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fs->instructions[0].inst0 = R500_INST_TYPE_OUT |
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