+ /* Pass through texture coordinates, if any */
+ for(i=0;i < r300->radeon.glCtx->Const.MaxTextureUnits;i++)
+ if(r300->state.render_inputs & (_TNL_BIT_TEX0<<i)){
+ // fprintf(stderr, "i_tex[%d]=%d\n", i, r300->state.vap_reg.i_tex[i]);
+ WRITE_OP(
+ EASY_VSF_OP(MUL, 2+i, ALL, RESULT),
+ VSF_REG(r300->state.vap_reg.i_tex[i]),
+ VSF_ATTR_UNITY(r300->state.vap_reg.i_tex[i]),
+ VSF_UNITY(r300->state.vap_reg.i_tex[i])
+ )
+ }
+
+ r300->state.vertex_shader.program_end--; /* r300 wants program length to be one more - no idea why */
+ r300->state.vertex_shader.program.length=(r300->state.vertex_shader.program_end+1)*4;
+
+ r300->state.vertex_shader.unknown_ptr1=r300->state.vertex_shader.program_end; /* magic value ? */
+ r300->state.vertex_shader.unknown_ptr2=r300->state.vertex_shader.program_end; /* magic value ? */
+ r300->state.vertex_shader.unknown_ptr3=r300->state.vertex_shader.program_end; /* magic value ? */
+
+}
+
+
+void r300SetupVertexShader(r300ContextPtr rmesa)
+{
+ GLcontext* ctx = rmesa->radeon.glCtx;
+ struct r300_vertex_shader_fragment unk4={
+ length: 4,
+ body: { f: {
+ /*0.0*/(rand()%100)/10.0,
+ /*0.0*/(rand()%100)/10.0,
+ /*1.0*/(rand()%100)/10.0,
+ /*0.0*/(rand()%100)/10.0
+ } }
+ };
+ LOCAL_VARS
+
+ /* Reset state, in case we don't use something */
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vps.cmd)->vpu.count = 0;
+
+ /* Not sure why this doesnt work...
+ 0x400 area might have something to do with pixel shaders as it appears right after pfs programming.
+ 0x406 is set to { 0.0, 0.0, 1.0, 0.0 } most of the time but should change with smooth points and in other rare cases. */
+ //setup_vertex_shader_fragment(rmesa, 0x406, &unk4);
+ if(rmesa->current_vp != NULL){
+ r300SetupVertexProgram(rmesa);
+ return ;
+ }
+
+/* This needs to be replaced by vertex shader generation code */
+
+
+#if 0
+ /* textures enabled ? */
+ if(rmesa->state.texture.tc_count>0){
+ rmesa->state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER;
+ } else {
+ rmesa->state.vertex_shader=FLAT_COLOR_VERTEX_SHADER;
+ }
+#endif
+
+ r300GenerateSimpleVertexShader(rmesa);
+
+ rmesa->state.vertex_shader.matrix[0].length=16;
+ memcpy(rmesa->state.vertex_shader.matrix[0].body.f, ctx->_ModelProjectMatrix.m, 16*4);
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->state.vertex_shader.program));
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX0, &(rmesa->state.vertex_shader.matrix[0]));
+#if 0
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX1, &(rmesa->state.vertex_shader.matrix[0]));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX2, &(rmesa->state.vertex_shader.matrix[0]));
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_VECTOR0, &(rmesa->state.vertex_shader.vector[0]));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_VECTOR1, &(rmesa->state.vertex_shader.vector[1]));
+#endif
+
+#if 0
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2));
+#endif
+
+ R300_STATECHANGE(rmesa, pvs);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_1]=(rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT)
+ | (rmesa->state.vertex_shader.unknown_ptr1 << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
+ | (rmesa->state.vertex_shader.program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_2]=(rmesa->state.vertex_shader.param_offset << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT)
+ | (rmesa->state.vertex_shader.param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_3]=(rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT)
+ | (rmesa->state.vertex_shader.unknown_ptr3 << 0);
+
+ /* This is done for vertex shader fragments, but also needs to be done for vap_pvs,
+ so I leave it as a reminder */
+#if 0
+ reg_start(R300_VAP_PVS_WAITIDLE,0);
+ e32(0x00000000);
+#endif
+}
+
+void r300SetupVertexProgram(r300ContextPtr rmesa)
+{
+ GLcontext* ctx = rmesa->radeon.glCtx;
+ int inst_count;
+ int param_count;
+ LOCAL_VARS
+
+
+ /* Reset state, in case we don't use something */
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vps.cmd)->vpu.count = 0;
+
+ r300VertexProgUpdateParams(ctx, rmesa->current_vp);
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->current_vp->program));
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX0, &(rmesa->current_vp->params));
+
+#if 0
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2));
+#endif
+
+ inst_count=rmesa->current_vp->program.length/4 - 1;
+ param_count=rmesa->current_vp->params.length/4;
+
+ R300_STATECHANGE(rmesa, pvs);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_1]=(0 << R300_PVS_CNTL_1_PROGRAM_START_SHIFT)
+ | (inst_count/*0*/ << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
+ | (inst_count << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_2]=(0 << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT)
+ | (param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_3]=(0/*rmesa->state.vertex_shader.unknown_ptr2*/ << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT)
+ | ((inst_count-rmesa->current_vp->t2rs) /*rmesa->state.vertex_shader.unknown_ptr3*/ << 0);
+
+ /* This is done for vertex shader fragments, but also needs to be done for vap_pvs,
+ so I leave it as a reminder */
+#if 0
+ reg_start(R300_VAP_PVS_WAITIDLE,0);
+ e32(0x00000000);
+#endif
+}
+
+
+/* just a skeleton for now.. */
+void r300GenerateTexturePixelShader(r300ContextPtr r300)
+{
+ int i, mtu;
+ mtu = r300->radeon.glCtx->Const.MaxTextureUnits;
+ GLenum envMode;
+
+ int tex_inst=0, alu_inst=0;
+
+ for(i=0;i<mtu;i++){
+ /* No need to proliferate {} */
+ if(! (r300->state.render_inputs & (_TNL_BIT_TEX0<<i)))continue;
+
+ envMode = r300->radeon.glCtx->Texture.Unit[i].EnvMode;
+ //fprintf(stderr, "envMode=%s\n", _mesa_lookup_enum_by_nr(envMode));
+
+ /* Fetch textured pixel */
+
+ r300->state.pixel_shader.program.tex.inst[tex_inst]=0x00018000;
+ tex_inst++;
+
+ switch(r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->ModeRGB){
+ case GL_REPLACE:
+ WARN_ONCE("ModeA==GL_REPLACE is possibly broken.\n");
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst0=
+ EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst1=
+ EASY_PFS_INSTR1(0, 0, 0 | PFS_FLAG_CONST, 0 | PFS_FLAG_CONST, NONE, ALL);
+ break;
+ case GL_MODULATE:
+ WARN_ONCE("ModeRGB==GL_MODULATE is possibly broken.\n");
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst0=
+ EASY_PFS_INSTR0(MAD, SRC0C_XYZ, SRC1C_XYZ, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst1=
+ EASY_PFS_INSTR1(0, 0, 1, 0 | PFS_FLAG_CONST, NONE, ALL);
+
+ break;
+ default:
+ WARN_ONCE("ModeRGB=%s is not implemented yet !\n",
+ _mesa_lookup_enum_by_nr(r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->ModeRGB));
+ /* PFS_NOP */
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst0=
+ EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst1=
+ EASY_PFS_INSTR1(0, 0, 0 | PFS_FLAG_CONST, 0 | PFS_FLAG_CONST, NONE, ALL);
+ }
+ switch(r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->ModeA){
+ case GL_REPLACE:
+ WARN_ONCE("ModeA==GL_REPLACE is possibly broken.\n");
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst2=
+ EASY_PFS_INSTR2(MAD, SRC0A, ONE, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst3=
+ EASY_PFS_INSTR3(0, 0, 0| PFS_FLAG_CONST, 0 | PFS_FLAG_CONST, OUTPUT);
+
+#if 0
+ fprintf(stderr, "numArgsA=%d sourceA[0]=%s op=%d\n",
+ r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->_NumArgsA,
+ _mesa_lookup_enum_by_nr(r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->SourceA[0]),
+ r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->OperandA[0]-GL_SRC_ALPHA);
+#endif
+ break;
+ case GL_MODULATE:
+ WARN_ONCE("ModeA==GL_MODULATE is possibly broken.\n");
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst2=
+ EASY_PFS_INSTR2(MAD, SRC0A, SRC1A, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst3=
+ EASY_PFS_INSTR3(0, 0, 1, 0 | PFS_FLAG_CONST, OUTPUT);
+
+ break;
+ default:
+ WARN_ONCE("ModeA=%s is not implemented yet !\n",
+ _mesa_lookup_enum_by_nr(r300->radeon.glCtx->Texture.Unit[i]._CurrentCombine->ModeA));
+ /* PFS_NOP */
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst2=
+ EASY_PFS_INSTR2(MAD, SRC0A, ONE, ZERO);
+
+ r300->state.pixel_shader.program.alu.inst[alu_inst].inst3=
+ EASY_PFS_INSTR3(0, 0, 0 | PFS_FLAG_CONST, 0 | PFS_FLAG_CONST, OUTPUT);
+
+ }
+
+ alu_inst++;
+ }
+
+ r300->state.pixel_shader.program.tex.length=tex_inst;
+ r300->state.pixel_shader.program.tex_offset=0;
+ r300->state.pixel_shader.program.tex_end=tex_inst-1;
+
+#if 0
+ /* saturate last instruction, like i915 driver does */
+ r300->state.pixel_shader.program.alu.inst[alu_inst-1].inst0|=R300_FPI0_OUTC_SAT;
+ r300->state.pixel_shader.program.alu.inst[alu_inst-1].inst2|=R300_FPI2_OUTA_SAT;
+#endif
+
+ r300->state.pixel_shader.program.alu.length=alu_inst;
+ r300->state.pixel_shader.program.alu_offset=0;
+ r300->state.pixel_shader.program.alu_end=alu_inst-1;
+}
+
+void r300SetupPixelShader(r300ContextPtr rmesa)
+{
+int i,k;
+
+ /* This needs to be replaced by pixel shader generation code */
+
+ /* textures enabled ? */
+ if(rmesa->state.texture.tc_count>0){
+#if 1
+ r300GenerateTextureFragmentShader(rmesa);
+#else
+ rmesa->state.pixel_shader=SINGLE_TEXTURE_PIXEL_SHADER;
+ r300GenerateTexturePixelShader(rmesa);
+#endif
+ } else {
+ rmesa->state.pixel_shader=FLAT_COLOR_PIXEL_SHADER;
+ }
+
+ R300_STATECHANGE(rmesa, fpt);
+ for(i=0;i<rmesa->state.pixel_shader.program.tex.length;i++)
+ rmesa->hw.fpt.cmd[R300_FPT_INSTR_0+i]=rmesa->state.pixel_shader.program.tex.inst[i];
+ rmesa->hw.fpt.cmd[R300_FPT_CMD_0]=cmducs(R300_PFS_TEXI_0, rmesa->state.pixel_shader.program.tex.length);
+
+#define OUTPUT_FIELD(st, reg, field) \
+ R300_STATECHANGE(rmesa, st); \
+ for(i=0;i<rmesa->state.pixel_shader.program.alu.length;i++) \
+ rmesa->hw.st.cmd[R300_FPI_INSTR_0+i]=rmesa->state.pixel_shader.program.alu.inst[i].field;\
+ rmesa->hw.st.cmd[R300_FPI_CMD_0]=cmducs(reg, rmesa->state.pixel_shader.program.alu.length);
+
+ OUTPUT_FIELD(fpi[0], R300_PFS_INSTR0_0, inst0);
+ OUTPUT_FIELD(fpi[1], R300_PFS_INSTR1_0, inst1);
+ OUTPUT_FIELD(fpi[2], R300_PFS_INSTR2_0, inst2);
+ OUTPUT_FIELD(fpi[3], R300_PFS_INSTR3_0, inst3);
+#undef OUTPUT_FIELD
+
+ R300_STATECHANGE(rmesa, fp);
+ for(i=0;i<4;i++){
+ rmesa->hw.fp.cmd[R300_FP_NODE0+i]=
+ (rmesa->state.pixel_shader.program.node[i].alu_offset << R300_PFS_NODE_ALU_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].alu_end << R300_PFS_NODE_ALU_END_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].tex_offset << R300_PFS_NODE_TEX_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].tex_end << R300_PFS_NODE_TEX_END_SHIFT)
+ | ( (i==3) ? R300_PFS_NODE_LAST_NODE : 0);