struct r300_shader_semantics *fs_inputs = &r300_fs(r300)->shader->inputs;
struct r300_rs_block rs = {0};
int i, col_count = 0, tex_count = 0, fp_offset = 0, count, loc = 0, tex_ptr = 0;
+ int gen_offset = 0;
void (*rX00_rs_col)(struct r300_rs_block*, int, int, enum r300_rs_swizzle);
void (*rX00_rs_col_write)(struct r300_rs_block*, int, int, enum r300_rs_col_write_type);
void (*rX00_rs_tex)(struct r300_rs_block*, int, int, enum r300_rs_swizzle);
fprintf(stderr, "r300: ERROR: FS input FACE unassigned.\n");
}
+ /* Re-use color varyings for texcoords if possible.
+ *
+ * The colors are interpolated as 20-bit floats (reduced precision),
+ * Use this hack only if there are too many generic varyings.
+ * (number of generic varyings + fog + wpos > 8) */
+ if (r300->screen->caps.is_r500 && !any_bcolor_used && !r300->flatshade &&
+ fs_inputs->face == ATTR_UNUSED &&
+ vs_outputs->num_generic + (vs_outputs->fog != ATTR_UNUSED) +
+ (fs_inputs->wpos != ATTR_UNUSED) > 8) {
+ for (i = 0; i < ATTR_GENERIC_COUNT && col_count < 2; i++) {
+ /* Cannot use color varyings for sprite coords. */
+ if (fs_inputs->generic[i] != ATTR_UNUSED &&
+ (r300->sprite_coord_enable & (1 << i))) {
+ break;
+ }
+
+ if (vs_outputs->generic[i] != ATTR_UNUSED) {
+ /* Set up the color in VAP. */
+ rs.vap_vsm_vtx_assm |= R300_INPUT_CNTL_COLOR;
+ rs.vap_out_vtx_fmt[0] |=
+ R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT << col_count;
+ stream_loc_notcl[loc++] = 2 + col_count;
+
+ /* Rasterize it. */
+ rX00_rs_col(&rs, col_count, col_count, SWIZ_XYZW);
+
+ /* Write it to the FS input register if it's needed by the FS. */
+ if (fs_inputs->generic[i] != ATTR_UNUSED) {
+ rX00_rs_col_write(&rs, col_count, fp_offset, WRITE_COLOR);
+ fp_offset++;
+
+ DBG(r300, DBG_RS,
+ "r300: Rasterized generic %i redirected to color %i and written to FS.\n",
+ i, col_count);
+ } else {
+ DBG(r300, DBG_RS, "r300: Rasterized generic %i redirected to color %i unused.\n",
+ i, col_count);
+ }
+ col_count++;
+ } else {
+ /* Skip the FS input register, leave it uninitialized. */
+ /* If we try to set it to (0,0,0,1), it will lock up. */
+ if (fs_inputs->generic[i] != ATTR_UNUSED) {
+ fp_offset++;
+
+ DBG(r300, DBG_RS, "r300: FS input generic %i unassigned%s.\n", i);
+ }
+ }
+ }
+ gen_offset = i;
+ }
+
/* Rasterize texture coordinates. */
- for (i = 0; i < ATTR_GENERIC_COUNT && tex_count < 8; i++) {
+ for (i = gen_offset; i < ATTR_GENERIC_COUNT && tex_count < 8; i++) {
boolean sprite_coord = false;
if (fs_inputs->generic[i] != ATTR_UNUSED) {
/* The Y component is used for the border color. */
border_swizzled[1] = border_swizzled[0] + 1.0f/32;
util_pack_color(border_swizzled, PIPE_FORMAT_B4G4R4A4_UNORM, &uc);
- return uc.ui;
+ return uc.ui[0];
case PIPE_FORMAT_RGTC2_SNORM:
case PIPE_FORMAT_LATC2_SNORM:
util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
- return uc.ui;
+ return uc.ui[0];
case PIPE_FORMAT_RGTC2_UNORM:
case PIPE_FORMAT_LATC2_UNORM:
util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
- return uc.ui;
+ return uc.ui[0];
+ case PIPE_FORMAT_DXT1_SRGB:
+ case PIPE_FORMAT_DXT1_SRGBA:
+ case PIPE_FORMAT_DXT3_SRGBA:
+ case PIPE_FORMAT_DXT5_SRGBA:
+ util_pack_color(border_swizzled, PIPE_FORMAT_B8G8R8A8_SRGB, &uc);
+ return uc.ui[0];
default:
util_pack_color(border_swizzled, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
- return uc.ui;
+ return uc.ui[0];
}
}
default:
case 8:
- if (desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED)
- util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
- else
- util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ if (desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
+ } else if (desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB) {
+ if (desc->nr_channels == 2) {
+ border_swizzled[3] = border_swizzled[1];
+ util_pack_color(border_swizzled, PIPE_FORMAT_L8A8_SRGB, &uc);
+ } else {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SRGB, &uc);
+ }
+ } else {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ }
break;
case 10:
break;
}
- return uc.ui;
+ return uc.ui[0];
}
static void r300_merge_textures_and_samplers(struct r300_context* r300)
base_level = view->base.u.tex.first_level;
min_level = sampler->min_lod;
level_count = MIN3(sampler->max_lod,
- tex->b.b.b.last_level - base_level,
+ tex->b.b.last_level - base_level,
view->base.u.tex.last_level - base_level);
if (base_level + min_level) {
}
/* to emulate 1D textures through 2D ones correctly */
- if (tex->b.b.b.target == PIPE_TEXTURE_1D) {
+ if (tex->b.b.target == PIPE_TEXTURE_1D) {
texstate->filter0 &= ~R300_TX_WRAP_T_MASK;
texstate->filter0 |= R300_TX_WRAP_T(R300_TX_CLAMP_TO_EDGE);
}
/* The hardware doesn't like CLAMP and CLAMP_TO_BORDER
* for the 3rd coordinate if the texture isn't 3D. */
- if (tex->b.b.b.target != PIPE_TEXTURE_3D) {
+ if (tex->b.b.target != PIPE_TEXTURE_3D) {
texstate->filter0 &= ~R300_TX_WRAP_R_MASK;
}