#include "tgsi/tgsi_scan.h"
#include "svga_hw_reg.h"
+#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga3d_shaderdefs.h"
int dynamic_branching_level;
+ unsigned num_output_writes;
+ boolean constant_color_output;
+
boolean in_main_func;
boolean created_common_immediate;
- int common_immediate_idx;
+ int common_immediate_idx[2];
boolean created_loop_const;
int loop_const_idx;
unsigned label[32];
unsigned nr_labels;
+ /** input/output register mappings, indexed by register number */
struct src_register input_map[PIPE_MAX_ATTRIBS];
SVGA3dShaderDestToken output_map[PIPE_MAX_ATTRIBS];
/* shared output for depth and fog */
SVGA3dShaderDestToken vs_depth_fog;
- /* PS output colors */
+ /* PS output colors (indexed by color semantic index) */
SVGA3dShaderDestToken temp_color_output[PIPE_MAX_COLOR_BUFS];
SVGA3dShaderDestToken true_color_output[PIPE_MAX_COLOR_BUFS];
struct svga_arl_consts arl_consts[12];
int num_arl_consts;
int current_arl;
+
+ unsigned pstipple_sampler_unit;
};
/** Emit the given SVGA3dShaderInstToken opcode */
-static INLINE boolean
+static inline boolean
emit_instruction(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken opcode)
{
/** Generate a SVGA3dShaderInstToken for the given SVGA3D shader opcode */
-static INLINE SVGA3dShaderInstToken
+static inline SVGA3dShaderInstToken
inst_token(unsigned opcode)
{
SVGA3dShaderInstToken inst;
}
+/**
+ * Generate a SVGA3dShaderInstToken for the given SVGA3D shader opcode
+ * with the predication flag set.
+ */
+static inline SVGA3dShaderInstToken
+inst_token_predicated(unsigned opcode)
+{
+ SVGA3dShaderInstToken inst;
+
+ inst.value = 0;
+ inst.op = opcode;
+ inst.predicated = 1;
+
+ return inst;
+}
+
+
+/**
+ * Generate a SVGA3dShaderInstToken for a SETP instruction (set predicate)
+ * using the given comparison operator (one of SVGA3DOPCOMP_xx).
+ */
+static inline SVGA3dShaderInstToken
+inst_token_setp(unsigned operator)
+{
+ SVGA3dShaderInstToken inst;
+
+ inst.value = 0;
+ inst.op = SVGA3DOP_SETP;
+ inst.control = operator;
+
+ return inst;
+}
+
+
/**
* Create an instance of a SVGA3dShaderDestToken.
* Note that this function is used to create tokens for output registers,
* temp registers AND constants (see emit_def_const()).
*/
-static INLINE SVGA3dShaderDestToken
+static inline SVGA3dShaderDestToken
dst_register(unsigned file, int number)
{
SVGA3dShaderDestToken dest;
* Apply a writemask to the given SVGA3dShaderDestToken, returning a
* new SVGA3dShaderDestToken.
*/
-static INLINE SVGA3dShaderDestToken
+static inline SVGA3dShaderDestToken
writemask(SVGA3dShaderDestToken dest, unsigned mask)
{
assert(dest.mask & mask);
/** Create a SVGA3dShaderSrcToken given a register file and number */
-static INLINE SVGA3dShaderSrcToken
+static inline SVGA3dShaderSrcToken
src_token(unsigned file, int number)
{
SVGA3dShaderSrcToken src;
/** Create a src_register given a register file and register number */
-static INLINE struct src_register
+static inline struct src_register
src_register(unsigned file, int number)
{
struct src_register src;
}
/** Translate src_register into SVGA3dShaderDestToken */
-static INLINE SVGA3dShaderDestToken
+static inline SVGA3dShaderDestToken
dst(struct src_register src)
{
return dst_register(SVGA3dShaderGetRegType(src.base.value), src.base.num);
/** Translate SVGA3dShaderDestToken to a src_register */
-static INLINE struct src_register
+static inline struct src_register
src(SVGA3dShaderDestToken dst)
{
return src_register(SVGA3dShaderGetRegType(dst.value), dst.num);