return emit_decl( emit, reg, 0, 0 );
}
- else if (emit->key.fkey.light_twoside &&
+ else if (emit->key.fs.light_twoside &&
(semantic.Name == TGSI_SEMANTIC_COLOR)) {
if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
return FALSE;
if (semantic.Name == TGSI_SEMANTIC_GENERIC &&
- emit->key.fkey.sprite_origin_lower_left &&
+ emit->key.sprite_origin_lower_left &&
index >= 1 &&
- emit->key.fkey.tex[index - 1].sprite_texgen) {
+ emit->key.tex[index - 1].sprite_texgen) {
/* This is a sprite texture coord with lower-left origin.
* We need to invert the texture T coordinate since the SVGA3D
* device only supports an upper-left origin.
/**
* Process a PS output declaration.
* Note that we don't actually emit a SVGA3DOpDcl for PS outputs.
+ * \idx register index, such as OUT[2] (not semantic index)
*/
static boolean
ps30_output(struct svga_shader_emitter *emit,
{
switch (semantic.Name) {
case TGSI_SEMANTIC_COLOR:
- if (emit->unit == PIPE_SHADER_FRAGMENT &&
- emit->key.fkey.white_fragments) {
-
- emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
- emit->nr_hw_temp++ );
- emit->temp_col[idx] = emit->output_map[idx];
- emit->true_col[idx] = dst_register( SVGA3DREG_COLOROUT,
- semantic.Index );
+ if (emit->unit == PIPE_SHADER_FRAGMENT) {
+ if (emit->key.fs.white_fragments) {
+ /* Used for XOR logicop mode */
+ emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
+ emit->nr_hw_temp++ );
+ emit->temp_color_output[idx] = emit->output_map[idx];
+ emit->true_color_output[idx] = dst_register(SVGA3DREG_COLOROUT,
+ semantic.Index);
+ }
+ else if (emit->key.fs.write_color0_to_n_cbufs) {
+ /* We'll write color output [0] to all render targets.
+ * Prepare all the output registers here, but only when the
+ * semantic.Index == 0 so we don't do this more than once.
+ */
+ if (semantic.Index == 0) {
+ unsigned i;
+ for (i = 0; i < emit->key.fs.write_color0_to_n_cbufs; i++) {
+ emit->output_map[idx+i] = dst_register(SVGA3DREG_TEMP,
+ emit->nr_hw_temp++);
+ emit->temp_color_output[i] = emit->output_map[idx+i];
+ emit->true_color_output[i] = dst_register(SVGA3DREG_COLOROUT,
+ i);
+ }
+ }
+ }
+ else {
+ emit->output_map[idx] =
+ dst_register(SVGA3DREG_COLOROUT, semantic.Index);
+ }
}
else {
emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT,
/* This has the effect of not declaring psiz (below) and not
* emitting the final MOV to true_psiz in the postamble.
*/
- if (!emit->key.vkey.allow_psiz)
+ if (!emit->key.vs.allow_psiz)
return TRUE;
emit->true_psiz = dcl.dst;
}
+/** Translate PIPE_TEXTURE_x to SVGA3DSAMP_x */
+static ubyte
+svga_tgsi_sampler_type(const struct svga_shader_emitter *emit, int idx)
+{
+ switch (emit->key.tex[idx].texture_target) {
+ case PIPE_TEXTURE_1D:
+ return SVGA3DSAMP_2D;
+ case PIPE_TEXTURE_2D:
+ case PIPE_TEXTURE_RECT:
+ return SVGA3DSAMP_2D;
+ case PIPE_TEXTURE_3D:
+ return SVGA3DSAMP_VOLUME;
+ case PIPE_TEXTURE_CUBE:
+ return SVGA3DSAMP_CUBE;
+ }
+
+ return SVGA3DSAMP_UNKNOWN;
+}
+
+
static boolean
ps30_sampler( struct svga_shader_emitter *emit,
struct tgsi_declaration_semantic semantic,