+static void r300_emit_fs_code_to_buffer(
+ struct r300_context *r300,
+ struct r300_fragment_shader_code *shader)
+{
+ struct rX00_fragment_program_code *generic_code = &shader->code;
+ unsigned imm_count = shader->immediates_count;
+ unsigned imm_first = shader->externals_count;
+ unsigned imm_end = generic_code->constants.Count;
+ struct rc_constant *constants = generic_code->constants.Constants;
+ unsigned i;
+ CB_LOCALS;
+
+ if (r300->screen->caps.is_r500) {
+ struct r500_fragment_program_code *code = &generic_code->code.r500;
+
+ shader->cb_code_size = 19 +
+ ((code->inst_end + 1) * 6) +
+ imm_count * 7 +
+ code->int_constant_count * 2;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+ OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
+ OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
+ OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
+ for(i = 0; i < code->int_constant_count; i++){
+ OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
+ code->int_constants[i]);
+ }
+ OUT_CB_REG(R500_US_CODE_RANGE,
+ R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
+ OUT_CB_REG(R500_US_CODE_OFFSET, 0);
+ OUT_CB_REG(R500_US_CODE_ADDR,
+ R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
+ for (i = 0; i <= code->inst_end; i++) {
+ OUT_CB(code->inst[i].inst0);
+ OUT_CB(code->inst[i].inst1);
+ OUT_CB(code->inst[i].inst2);
+ OUT_CB(code->inst[i].inst3);
+ OUT_CB(code->inst[i].inst4);
+ OUT_CB(code->inst[i].inst5);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
+ R500_GA_US_VECTOR_INDEX_TYPE_CONST |
+ (i & R500_GA_US_VECTOR_INDEX_MASK));
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
+ OUT_CB_TABLE(data, 4);
+ }
+ }
+ }
+ } else { /* r300 */
+ struct r300_fragment_program_code *code = &generic_code->code.r300;
+ unsigned int alu_length = code->alu.length;
+ unsigned int alu_iterations = ((alu_length - 1) / 64) + 1;
+ unsigned int tex_length = code->tex.length;
+ unsigned int tex_iterations =
+ tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0;
+ unsigned int iterations =
+ alu_iterations > tex_iterations ? alu_iterations : tex_iterations;
+ unsigned int bank = 0;
+
+ shader->cb_code_size = 15 +
+ /* R400_US_CODE_BANK */
+ (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) +
+ /* R400_US_CODE_EXT */
+ (r300->screen->caps.is_r400 ? 2 : 0) +
+ /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */
+ (code->r390_mode ? (5 * alu_iterations) : 4) +
+ /* R400_US_ALU_EXT_ADDR_[0-63] */
+ (code->r390_mode ? (code->alu.length) : 0) +
+ /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */
+ code->alu.length * 4 +
+ /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */
+ (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) +
+ imm_count * 5;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+
+ OUT_CB_REG(R300_US_CONFIG, code->config);
+ OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
+ OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
+
+ if (code->r390_mode) {
+ OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext);
+ } else if (r300->screen->caps.is_r400) {
+ /* This register appears to affect shaders even if r390_mode is
+ * disabled, so it needs to be set to 0 for shaders that
+ * don't use r390_mode. */
+ OUT_CB_REG(R400_US_CODE_EXT, 0);
+ }
+
+ OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
+ OUT_CB_TABLE(code->code_addr, 4);
+
+ do {
+ unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64);
+ unsigned int bank_alu_offset = bank * 64;
+ unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32);
+ unsigned int bank_tex_offset = bank * 32;
+
+ if (r300->screen->caps.is_r400) {
+ OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ?
+ (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2
+ }
+
+ if (bank_alu_length > 0) {
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr);
+
+ if (code->r390_mode) {
+ OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length);
+ for (i = 0; i < bank_alu_length; i++)
+ OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr);
+ }
+ }
+
+ if (bank_tex_length > 0) {
+ OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length);
+ OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length);
+ }
+
+ alu_length -= bank_alu_length;
+ tex_length -= bank_tex_length;
+ bank++;
+ } while(code->r390_mode && (alu_length > 0 || tex_length > 0));
+
+ /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders
+ * will be rendered incorrectly. */
+ if (r300->screen->caps.is_r400) {
+ OUT_CB_REG(R400_US_CODE_BANK,
+ code->r390_mode ? R400_R390_MODE_ENABLE : 0);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
+ OUT_CB(pack_float24(data[0]));
+ OUT_CB(pack_float24(data[1]));
+ OUT_CB(pack_float24(data[2]));
+ OUT_CB(pack_float24(data[3]));
+ }
+ }
+ }
+ }
+
+ OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
+ OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
+ END_CB;
+}
+