Ejemplo n.º 1
0
/**
 * Declare a VS input register.
 * We still make up the input semantics the same as in 2.0
 */
static boolean
vs30_input(struct svga_shader_emitter *emit,
           struct tgsi_declaration_semantic semantic,
           unsigned idx)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;
   unsigned usage, index;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
   dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

   assert(dcl.dst.reserved0);

   svga_generate_vdecl_semantics( idx, &usage, &index );

   dcl.usage = usage;
   dcl.index = index;
   dcl.values[0] |= 1<<31;

   return (emit_instruction(emit, opcode) &&
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Ejemplo n.º 2
0
/**
 * Emit a PS input (or VS depth/fog output) register declaration.
 * For example, if usage = SVGA3D_DECLUSAGE_TEXCOORD, reg.num = 1, and
 * index = 3, we'll emit "dcl_texcoord3 v1".
 */
static boolean
emit_decl(struct svga_shader_emitter *emit,
          SVGA3dShaderDestToken reg,
          unsigned usage, 
          unsigned index)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   /* check values against bitfield sizes */
   assert(index < 16);
   assert(usage <= SVGA3D_DECLUSAGE_MAX);

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   dcl.dst = reg;
   dcl.usage = usage;
   dcl.index = index;
   dcl.values[0] |= 1<<31;

   return (emit_instruction(emit, opcode) &&
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Ejemplo n.º 3
0
static boolean vs20_input( struct svga_shader_emitter *emit,
                           struct tgsi_declaration_semantic semantic,
                           unsigned idx )
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
   dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

   assert(dcl.dst.reserved0);

   /* Mesa doesn't provide use with VS input semantics (they're
    * actually pretty meaningless), so we just generate some plausible
    * ones here.  This has to match what we declare in the vdecl code
    * in svga_pipe_vertex.c.
    */
   if (idx == 0) {
      dcl.usage = SVGA3D_DECLUSAGE_POSITION;
      dcl.index = 0;
   }
   else {
      dcl.usage = SVGA3D_DECLUSAGE_TEXCOORD;
      dcl.index = idx - 1;
   }

   dcl.values[0] |= 1<<31;

   return  (emit_instruction(emit, opcode) &&
            svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Ejemplo n.º 4
0
static boolean ps20_input( struct svga_shader_emitter *emit,
                           struct tgsi_declaration_semantic semantic,
                           unsigned idx )
{
   struct src_register reg;
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   switch (semantic.SemanticName) {
   case TGSI_SEMANTIC_POSITION:
      /* Special case:
       */
      reg = src_register( SVGA3DREG_MISCTYPE, 
                          SVGA3DMISCREG_POSITION );
      break;
   case TGSI_SEMANTIC_COLOR:
      reg = src_register( SVGA3DREG_INPUT, 
                          semantic.SemanticIndex );
      break;
   case TGSI_SEMANTIC_FOG:
      assert(semantic.SemanticIndex == 0);
      reg = src_register( SVGA3DREG_TEXTURE, 0 );
      break;
   case TGSI_SEMANTIC_GENERIC:
      reg = src_register( SVGA3DREG_TEXTURE,
                          semantic.SemanticIndex + 1 );
      break;
   default:
      assert(0);
      return TRUE;
   }

   emit->input_map[idx] = reg;

   dcl.dst = dst( reg );

   dcl.usage = 0;
   dcl.index = 0;

   dcl.values[0] |= 1<<31;

   return  (emit_instruction(emit, opcode) &&
            svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Ejemplo n.º 5
0
static boolean ps20_sampler( struct svga_shader_emitter *emit,
                          struct tgsi_declaration_semantic semantic,
                          unsigned idx )
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   dcl.dst = dst_register( SVGA3DREG_SAMPLER, idx );
   dcl.type = svga_tgsi_sampler_type( emit, idx );

   return  (emit_instruction(emit, opcode) &&
            svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Ejemplo n.º 6
0
/**
 * Declare a VS input register.
 * We still make up the input semantics the same as in 2.0
 */
static boolean
vs30_input(struct svga_shader_emitter *emit,
           struct tgsi_declaration_semantic semantic,
           unsigned idx)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;
   unsigned usage, index;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   if (emit->key.vkey.zero_stride_vertex_elements & (1 << idx)) {
      unsigned i;
      unsigned offset = 0;
      unsigned start_idx = emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
      /* adjust for prescale constants */
      start_idx += emit->key.vkey.need_prescale ? 2 : 0;
      /* compute the offset from the start of zero stride constants */
      for (i = 0; i < PIPE_MAX_ATTRIBS && i < idx; ++i) {
         if (emit->key.vkey.zero_stride_vertex_elements & (1<<i))
            ++offset;
      }
      emit->input_map[idx] = src_register( SVGA3DREG_CONST,
                                           start_idx + offset );
   } else {
      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
      dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

      assert(dcl.dst.reserved0);

      svga_generate_vdecl_semantics( idx, &usage, &index );

      dcl.usage = usage;
      dcl.index = index;
      dcl.values[0] |= 1<<31;

      return (emit_instruction(emit, opcode) &&
              svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
   }
   return TRUE;
}
Ejemplo n.º 7
0
/**
 * Declare a VS output.
 * VS3.0 outputs have proper declarations and semantic info for
 * matching against PS inputs.
 */
static boolean
vs30_output(struct svga_shader_emitter *emit,
            struct tgsi_declaration_semantic semantic,
            unsigned idx)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;
   unsigned usage, index;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
      return FALSE;

   if (emit->vs30_output_count >= SVGA3D_OUTPUTREG_MAX)
      return FALSE;

   dcl.dst = dst_register( SVGA3DREG_OUTPUT, emit->vs30_output_count++ );
   dcl.usage = usage;
   dcl.index = index;
   dcl.values[0] |= 1<<31;

   if (semantic.Name == TGSI_SEMANTIC_POSITION) {
      assert(idx == 0);
      emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
                                            emit->nr_hw_temp++ );
      emit->temp_pos = emit->output_map[idx];
      emit->true_pos = dcl.dst;

      /* Grab an extra output for the depth output */
      if (!vs30_output_emit_depth_fog( emit, &emit->depth_pos ))
         return FALSE;

   }
   else if (semantic.Name == TGSI_SEMANTIC_PSIZE) {
      emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
                                            emit->nr_hw_temp++ );
      emit->temp_psiz = emit->output_map[idx];

      /* This has the effect of not declaring psiz (below) and not 
       * emitting the final MOV to true_psiz in the postamble.
       */
      if (!emit->key.vs.allow_psiz)
         return TRUE;

      emit->true_psiz = dcl.dst;
   }
   else if (semantic.Name == TGSI_SEMANTIC_FOG) {
      /*
       * Fog is shared with depth.
       * So we need to decrement out_count since emit_depth_fog will increment it.
       */
      emit->vs30_output_count--;

      if (!vs30_output_emit_depth_fog( emit, &emit->output_map[idx] ))
         return FALSE;

      return TRUE;
   }
   else {
      emit->output_map[idx] = dcl.dst;
   }

   return (emit_instruction(emit, opcode) &&
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}