r300-gallium: Add r500 passthrough shader assembly.

This allows a simple passthrough fragment shader to be provided on r500.
This commit is contained in:
Corbin Simpson
2009-02-12 16:53:06 -08:00
parent 08e324fff3
commit affe0311fa
7 changed files with 98 additions and 0 deletions
+16
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@@ -107,6 +107,12 @@ struct r3xx_fragment_shader {
/* Has this shader been translated yet? */
boolean translated;
/* Number of used instructions */
int instruction_count;
/* Pixel stack size */
int stack_size;
};
struct r300_fragment_shader {
@@ -117,6 +123,16 @@ struct r300_fragment_shader {
struct r500_fragment_shader {
/* Parent class */
struct r3xx_fragment_shader shader;
/* Machine instructions */
struct {
uint32_t inst0;
uint32_t inst1;
uint32_t inst2;
uint32_t inst3;
uint32_t inst4;
uint32_t inst5;
} instructions[256]; /*< XXX magic number */
};
struct r300_texture {
@@ -26,6 +26,11 @@
#ifdef R300_CS_H
#define RADEON_ONE_REG_WR (1 << 15)
#define CS_OUT_ONE_REG(register, count) \
OUT_CS_REG_SEQ(register, (count | RADEON_ONE_REG_WR))
#define R300_PACIFY do { \
OUT_CS_REG(R300_SC_SCREENDOOR, 0x0); \
OUT_CS_REG(RADEON_WAIT_UNTIL, (1 << 15) | (1 << 17) | \
+33
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@@ -79,6 +79,39 @@ void r300_emit_dsa_state(struct r300_context* r300,
END_CS;
}
void r300_emit_fragment_shader(struct r300_context* r300,
struct r300_fragment_shader* shader)
{
CS_LOCALS(r300);
}
void r500_emit_fragment_shader(struct r300_context* r300,
struct r500_fragment_shader* shader)
{
CS_LOCALS(r300);
int i = 0;
BEGIN_CS(8 + (shader->shader.instruction_count * 6) + 6);
OUT_CS_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
OUT_CS_REG(R500_US_PIXSIZE, shader->shader.stack_size);
OUT_CS_REG(R500_US_CODE_ADDR, R500_US_CODE_START_ADDR(0) |
R500_US_CODE_END_ADDR(shader->shader.instruction_count));
OUT_CS_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
OUT_CS_ONE_REG(R500_GA_US_VECTOR_DATA,
shader->shader.instruction_count * 6);
for (i = 0; i < shader->shader.instruction_count; i++) {
CS_OUT(shader->instructions[i].inst0);
CS_OUT(shader->instructions[i].inst1);
CS_OUT(shader->instructions[i].inst2);
CS_OUT(shader->instructions[i].inst3);
CS_OUT(shader->instructions[i].inst4);
CS_OUT(shader->instructions[i].inst5);
}
R300_PACIFY;
END_CS;
}
/* XXX add pitch, stride, z/stencil buf */
void r300_emit_fb_state(struct r300_context* r300,
struct pipe_framebuffer_state* fb)
+1
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@@ -2973,6 +2973,7 @@ enum {
# define R500_INST_RGB_OMASK_R (1 << 15)
# define R500_INST_RGB_OMASK_G (1 << 16)
# define R500_INST_RGB_OMASK_B (1 << 17)
# define R500_INST_RGB_OMASK_RGB (7 << 15)
# define R500_INST_ALPHA_OMASK (1 << 18)
# define R500_INST_RGB_CLAMP (1 << 19)
# define R500_INST_ALPHA_CLAMP (1 << 20)
+5
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@@ -432,6 +432,11 @@ static void r300_bind_fs_state(struct pipe_context* pipe, void* shader)
}
}
if (!fs->translated) {
debug_printf("r300: Couldn't assemble fragment shader...\n");
/* XXX exit here */
}
r300->fs = fs;
r300->dirty_state |= R300_NEW_FRAGMENT_SHADER;
@@ -22,12 +22,49 @@
#include "r300_state_shader.h"
void r300_make_passthrough_fragment_shader(struct r300_fragment_shader* fs)
{
}
void r500_make_passthrough_fragment_shader(struct r500_fragment_shader* fs)
{
fs->shader.instruction_count = 1;
fs->shader.stack_size = 0;
fs->instructions[0].inst0 = R500_INST_TYPE_OUT |
R500_INST_TEX_SEM_WAIT |
R500_INST_LAST |
R500_INST_RGB_OMASK_RGB | R500_INST_ALPHA_OMASK |
R500_INST_RGB_CLAMP | R500_INST_ALPHA_CLAMP;
fs->instructions[0].inst1 =
R500_RGB_ADDR0(0) | R500_RGB_ADDR1(0) | R500_RGB_ADDR1_CONST |
R500_RGB_ADDR2(0) | R500_RGB_ADDR2_CONST;
fs->instructions[0].inst2 =
R500_ALPHA_ADDR0(0) | R500_ALPHA_ADDR1(0) | R500_ALPHA_ADDR1_CONST |
R500_ALPHA_ADDR2(0) | R500_ALPHA_ADDR2_CONST;
fs->instructions[0].inst3 =
R500_ALU_RGB_SEL_A_SRC0 | R500_ALU_RGB_R_SWIZ_A_R |
R500_ALU_RGB_G_SWIZ_A_G | R500_ALU_RGB_B_SWIZ_A_B |
R500_ALU_RGB_SEL_B_SRC0 | R500_ALU_RGB_R_SWIZ_B_R |
R500_ALU_RGB_B_SWIZ_B_G | R500_ALU_RGB_G_SWIZ_B_B;
fs->instructions[0].inst4 =
R500_ALPHA_OP_CMP | R500_ALPHA_SWIZ_A_A | R500_ALPHA_SWIZ_B_A;
fs->instructions[0].inst5 =
R500_ALU_RGBA_OP_CMP | R500_ALU_RGBA_R_SWIZ_0 |
R500_ALU_RGBA_G_SWIZ_0 | R500_ALU_RGBA_B_SWIZ_0 |
R500_ALU_RGBA_A_SWIZ_0;
fs->shader.translated = true;
}
void r300_translate_shader(struct r300_context* r300,
struct r300_fragment_shader* fs)
{
r300_make_passthrough_fragment_shader(fs);
}
void r500_translate_shader(struct r300_context* r300,
struct r500_fragment_shader* fs)
{
r500_make_passthrough_fragment_shader(fs);
}
@@ -24,6 +24,7 @@
#define R300_STATE_SHADER_H
#include "r300_context.h"
#include "r300_reg.h"
#include "r300_screen.h"
void r300_translate_shader(struct r300_context* r300,