# define R300_TX_FORMAT_DXT1 0xF
# define R300_TX_FORMAT_DXT3 0x10
# define R300_TX_FORMAT_DXT5 0x11
-# define R300_TX_FORMAT_Y8 0x12
+# define R300_TX_FORMAT_CxV8U8 0x12
# define R300_TX_FORMAT_AVYU444 0x13
# define R300_TX_FORMAT_VYUY422 0x14
# define R300_TX_FORMAT_YVYU422 0x15
# define R300_TX_FORMAT_32F_32F 0x1C
# define R300_TX_FORMAT_32F_32F_32F_32F 0x1D
# define R300_TX_FORMAT_W24_FP 0x1E
+# define R400_TX_FORMAT_ATI2N 0x1F
+
+/* These need TX_FORMAT2_[0-15].TXFORMAT_MSB set.
+
+ My guess is the 10-bit formats are the 8-bit ones but with filtering being
+ performed with the precision of 10 bits per channel. This makes sense
+ with sRGB textures since the conversion to linear space reduces the precision
+ significantly so the shader gets approximately the 8-bit precision
+ in the end. It might also improve the quality of HDR rendering where
+ high-precision filtering is desirable.
+
+ Again, this is guessed, the formats might mean something entirely else.
+ The others should be fine. */
+# define R500_TX_FORMAT_X1 0x0
+# define R500_TX_FORMAT_X1_REV 0x1
+# define R500_TX_FORMAT_X10 0x2
+# define R500_TX_FORMAT_Y10X10 0x3
+# define R500_TX_FORMAT_W10Z10Y10X10 0x4
+# define R500_TX_FORMAT_ATI1N 0x5
+# define R500_TX_FORMAT_Y8X24 0x6
+
# define R300_TX_FORMAT_SIGNED_W (1 << 5)
# define R300_TX_FORMAT_SIGNED_Z (1 << 6)
# define R300_PFS_CNTL_TEX_OFFSET_MASK (31 << 13)
# define R300_PFS_CNTL_TEX_END_SHIFT 18
# define R300_PFS_CNTL_TEX_END_MASK (31 << 18)
+# define R400_PFS_CNTL_TEX_OFFSET_MSB_SHIFT 24
+# define R400_PFS_CNTL_TEX_OFFSET_MSB_MASK (0xf << 24)
+# define R400_PFS_CNTL_TEX_END_MSB_SHIFT 28
+# define R400_PFS_CNTL_TEX_END_MSB_MASK (0xf << 28)
/* gap */
# define R300_TEX_SIZE_MASK (31 << 17)
# define R300_RGBA_OUT (1 << 22)
# define R300_W_OUT (1 << 23)
+# define R400_TEX_START_MSB_SHIFT 24
+# define R400_TEX_START_MSG_MASK (0xf << 24)
+# define R400_TEX_SIZE_MSB_SHIFT 28
+# define R400_TEX_SIZE_MSG_MASK (0xf << 28)
/* TEX
* As far as I can tell, texture instructions cannot write into output
# define R300_TEX_OP_TXP 3
# define R300_TEX_OP_TXB 4
# define R300_TEX_INST_MASK (7 << 15)
+# define R400_SRC_ADDR_EXT_BIT (1 << 19)
+# define R400_DST_ADDR_EXT_BIT (1 << 20)
/* Output format from the unfied shader */
#define R300_US_OUT_FMT_0 0x46A4
# define R300_ALU_OUTA_CLAMP (1 << 30)
/* END: Fragment program instruction set */
+/* R4xx extended fragment shader registers. */
+#define R400_US_ALU_EXT_ADDR_0 0x4ac0 /* up to 63 (0x4bbc) */
+# define R400_ADDR0_EXT_RGB_MSB_BIT 0x01
+# define R400_ADDR1_EXT_RGB_MSB_BIT 0x02
+# define R400_ADDR2_EXT_RGB_MSB_BIT 0x04
+# define R400_ADDRD_EXT_RGB_MSB_BIT 0x08
+# define R400_ADDR0_EXT_A_MSB_BIT 0x10
+# define R400_ADDR1_EXT_A_MSB_BIT 0x20
+# define R400_ADDR2_EXT_A_MSB_BIT 0x40
+# define R400_ADDRD_EXT_A_MSB_BIT 0x80
+#define R400_US_CODE_BANK 0x46b8
+# define R400_BANK_SHIFT 0
+# define R400_BANK_MASK 0xf
+# define R400_R390_MODE_ENABLE (1 << 4)
+#define R400_US_CODE_EXT 0x46bc
+# define R400_ALU_OFFSET_MSB_SHIFT 0
+# define R400_ALU_OFFSET_MSB_MASK (0x7 << 0)
+# define R400_ALU_SIZE_MSB_SHIFT 3
+# define R400_ALU_SIZE_MSB_MASK (0x7 << 3)
+# define R400_ALU_START0_MSB_SHIFT 6
+# define R400_ALU_START0_MSB_MASK (0x7 << 6)
+# define R400_ALU_SIZE0_MSB_SHIFT 9
+# define R400_ALU_SIZE0_MSB_MASK (0x7 << 9)
+# define R400_ALU_START1_MSB_SHIFT 12
+# define R400_ALU_START1_MSB_MASK (0x7 << 12)
+# define R400_ALU_SIZE1_MSB_SHIFT 15
+# define R400_ALU_SIZE1_MSB_MASK (0x7 << 15)
+# define R400_ALU_START2_MSB_SHIFT 18
+# define R400_ALU_START2_MSB_MASK (0x7 << 18)
+# define R400_ALU_SIZE2_MSB_SHIFT 21
+# define R400_ALU_SIZE2_MSB_MASK (0x7 << 21)
+# define R400_ALU_START3_MSB_SHIFT 24
+# define R400_ALU_START3_MSB_MASK (0x7 << 24)
+# define R400_ALU_SIZE3_MSB_SHIFT 27
+# define R400_ALU_SIZE3_MSB_MASK (0x7 << 27)
+/* END: R4xx extended fragment shader registers. */
+
/* Fog: Fog Blending Enable */
#define R300_FG_FOG_BLEND 0x4bc0
# define R300_FG_FOG_BLEND_DISABLE (0 << 0)
# define R300_W_SRC_US (0 << 2)
# define R300_W_SRC_RAS (1 << 2)
-
/* Draw a primitive from vertex data in arrays loaded via 3D_LOAD_VBPNTR.
* Two parameter dwords:
* 0. VAP_VTX_FMT: The first parameter is not written to hardware
* the last block is omitted.
*/
#define R300_PACKET3_3D_LOAD_VBPNTR 0x00002F00
-
+# define R300_VC_FORCE_PREFETCH (1 << 5)
# define R300_VBPNTR_SIZE0(x) ((x) >> 2)
# define R300_VBPNTR_STRIDE0(x) (((x) >> 2) << 8)
# define R300_VBPNTR_SIZE1(x) (((x) >> 2) << 16)