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g3dvl: update tgsi_opcode in order to build g3dvl library
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66a7eedaa2
commit
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2 changed files with 8 additions and 8 deletions
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@ -425,7 +425,7 @@ static int vlCreateVertexShader
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*/
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for (i = 0; i < 2; ++i)
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{
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inst = vl_inst4(TGSI_OPCODE_MADD, TGSI_FILE_OUTPUT, i, TGSI_FILE_INPUT, i, TGSI_FILE_CONSTANT, i * 2, TGSI_FILE_CONSTANT, i * 2 + 1);
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inst = vl_inst4(TGSI_OPCODE_MAD, TGSI_FILE_OUTPUT, i, TGSI_FILE_INPUT, i, TGSI_FILE_CONSTANT, i * 2, TGSI_FILE_CONSTANT, i * 2 + 1);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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}
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@ -615,7 +615,7 @@ static int vlCreateFragmentShaderFieldPMB
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* floor t3, t3 ; Get rid of fractional part */
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inst = vl_inst2(TGSI_OPCODE_FLOOR, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 3);
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inst = vl_inst2(TGSI_OPCODE_FLR, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 3);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* mul t3, t3, c1.y ; Multiply by 2 */
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@ -632,7 +632,7 @@ static int vlCreateFragmentShaderFieldPMB
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/* TODO: Move to conditional tex fetch on t3 instead of lerp */
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/* lerp t1, t3, t1, t2 ; Choose between top and bottom fields based on Y % 2 */
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inst = vl_inst4(TGSI_OPCODE_LERP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst = vl_inst4(TGSI_OPCODE_LRP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* add o0, t0, t1 ; Add ref and differential to form final output */
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@ -969,7 +969,7 @@ static int vlCreateFragmentShaderFrameBMB
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}
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/* lerp t1, c1.x, t1, t2 ; Blend past and future texels */
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inst = vl_inst4(TGSI_OPCODE_LERP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_CONSTANT, 1, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst = vl_inst4(TGSI_OPCODE_LRP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_CONSTANT, 1, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst.FullSrcRegisters[0].SrcRegister.SwizzleX = TGSI_SWIZZLE_X;
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inst.FullSrcRegisters[0].SrcRegister.SwizzleY = TGSI_SWIZZLE_X;
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inst.FullSrcRegisters[0].SrcRegister.SwizzleZ = TGSI_SWIZZLE_X;
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@ -1116,7 +1116,7 @@ static int vlCreateFragmentShaderFieldBMB
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* floor t3, t3 ; Get rid of fractional part */
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inst = vl_inst2(TGSI_OPCODE_FLOOR, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 3);
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inst = vl_inst2(TGSI_OPCODE_FLR, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 3);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* mul t3, t3, c1.y ; Multiply by 2 */
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@ -1143,7 +1143,7 @@ static int vlCreateFragmentShaderFieldBMB
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/* TODO: Move to conditional tex fetch on t3 instead of lerp */
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/* lerp t1, t3, t1, t2 ; Choose between top and bottom fields based on Y % 2 */
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inst = vl_inst4(TGSI_OPCODE_LERP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst = vl_inst4(TGSI_OPCODE_LRP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/*
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@ -1158,11 +1158,11 @@ static int vlCreateFragmentShaderFieldBMB
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/* TODO: Move to conditional tex fetch on t3 instead of lerp */
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/* lerp t2, t3, t4, t5 ; Choose between top and bottom fields based on Y % 2 */
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inst = vl_inst4(TGSI_OPCODE_LERP, TGSI_FILE_TEMPORARY, 2, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 4, TGSI_FILE_TEMPORARY, 5);
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inst = vl_inst4(TGSI_OPCODE_LRP, TGSI_FILE_TEMPORARY, 2, TGSI_FILE_TEMPORARY, 3, TGSI_FILE_TEMPORARY, 4, TGSI_FILE_TEMPORARY, 5);
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ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
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/* lerp t1, c1.x, t1, t2 ; Blend past and future texels */
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inst = vl_inst4(TGSI_OPCODE_LERP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_CONSTANT, 1, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst = vl_inst4(TGSI_OPCODE_LRP, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_CONSTANT, 1, TGSI_FILE_TEMPORARY, 1, TGSI_FILE_TEMPORARY, 2);
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inst.FullSrcRegisters[0].SrcRegister.SwizzleX = TGSI_SWIZZLE_X;
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inst.FullSrcRegisters[0].SrcRegister.SwizzleY = TGSI_SWIZZLE_X;
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inst.FullSrcRegisters[0].SrcRegister.SwizzleZ = TGSI_SWIZZLE_X;
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