asahi: Encode known bits of Linkage in the XML

I'm pretty sure about these. There's too much hex anyway.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
This commit is contained in:
Alyssa Rosenzweig 2022-05-23 13:32:56 -04:00
parent 034d52643c
commit ed215183e2
2 changed files with 6 additions and 4 deletions

View file

@ -369,7 +369,9 @@
<struct name="Linkage" size="16">
<field name="Tag" size="32" start="0:0" type="hex" default="0xC020000"/>
<field name="Unk 1" size="32" start="1:0" type="hex" default="0x100"/>
<field name="Any varyings" size="1" start="1:16" type="bool"/>
<field name="Has point size" size="1" start="1:18" type="bool"/>
<field name="Has frag coord Z" size="1" start="1:21" type="bool"/>
<field name="Unk 2" size="32" start="2:0" type="hex" default="0x0"/>
<field name="Varying count" size="32" start="3:0" type="uint"/>
</struct>

View file

@ -1393,9 +1393,9 @@ demo_linkage(struct agx_compiled_shader *vs, struct agx_pool *pool)
agx_pack(t.cpu, LINKAGE, cfg) {
cfg.varying_count = vs->info.varyings.nr_slots;
// 0x2 for fragcoordz, 0x1 for varyings at all
cfg.unk_1 = 0x210000 | (vs->info.writes_psiz ? 0x40000 : 0);
cfg.any_varyings = !!cfg.varying_count;
cfg.has_point_size = vs->info.writes_psiz;
cfg.has_frag_coord_z = 1;
};
return t.gpu;