r600g: build fetch shader from vertex elements
[mesa.git] / src / gallium / drivers / r600 / eg_asm.c
index 21d66fa9564e79097c43b6f45f45a802ef35d700..b79875c7c7580eeea593968c96eab577582759c6 100644 (file)
@@ -27,6 +27,7 @@
 #include "r600_asm.h"
 #include "eg_sq.h"
 #include "r600_opcodes.h"
+#include "evergreend.h"
 
 int eg_bc_cf_build(struct r600_bc *bc, struct r600_bc_cf *cf)
 {
@@ -89,3 +90,37 @@ int eg_bc_cf_build(struct r600_bc *bc, struct r600_bc_cf *cf)
        }
        return 0;
 }
+
+void eg_cf_vtx(struct r600_vertex_element *ve, u32 *bytecode, unsigned count)
+{
+       struct r600_pipe_state *rstate;
+       unsigned i = 0;
+
+       if (count > 8) {
+               bytecode[i++] = S_SQ_CF_WORD0_ADDR(8 >> 1);
+               bytecode[i++] = S_SQ_CF_WORD1_CF_INST(EG_V_SQ_CF_WORD1_SQ_CF_INST_VTX) |
+                               S_SQ_CF_WORD1_BARRIER(1) |
+                               S_SQ_CF_WORD1_COUNT(8 - 1);
+               bytecode[i++] = S_SQ_CF_WORD0_ADDR(40 >> 1);
+               bytecode[i++] = S_SQ_CF_WORD1_CF_INST(EG_V_SQ_CF_WORD1_SQ_CF_INST_VTX) |
+                               S_SQ_CF_WORD1_BARRIER(1) |
+                               S_SQ_CF_WORD1_COUNT(count - 8 - 1);
+       } else {
+               bytecode[i++] = S_SQ_CF_WORD0_ADDR(8 >> 1);
+               bytecode[i++] = S_SQ_CF_WORD1_CF_INST(EG_V_SQ_CF_WORD1_SQ_CF_INST_VTX) |
+                               S_SQ_CF_WORD1_BARRIER(1) |
+                               S_SQ_CF_WORD1_COUNT(count - 1);
+       }
+       bytecode[i++] = S_SQ_CF_WORD0_ADDR(0);
+       bytecode[i++] = S_SQ_CF_WORD1_CF_INST(EG_V_SQ_CF_WORD1_SQ_CF_INST_RETURN) |
+                       S_SQ_CF_WORD1_BARRIER(1);
+
+       rstate = &ve->rstate;
+       rstate->id = R600_PIPE_STATE_FETCH_SHADER;
+       rstate->nregs = 0;
+       r600_pipe_state_add_reg(rstate, R_0288A8_SQ_PGM_RESOURCES_FS,
+                               0x00000000, 0xFFFFFFFF, NULL);
+       r600_pipe_state_add_reg(rstate, R_0288A4_SQ_PGM_START_FS,
+                               (r600_bo_offset(ve->fetch_shader)) >> 8,
+                               0xFFFFFFFF, ve->fetch_shader);
+}