#define BRW_WM_H
+#include "shader/prog_instruction.h"
#include "brw_context.h"
#include "brw_eu.h"
-#include "prog_instruction.h"
/* A big lookup table is used to figure out which and how many
* additional regs will inserted before the main payload in the WM
#define IZ_DEPTH_TEST_ENABLE_BIT 0x8
#define IZ_STENCIL_WRITE_ENABLE_BIT 0x10
#define IZ_STENCIL_TEST_ENABLE_BIT 0x20
-#define IZ_EARLY_DEPTH_TEST_BIT 0x40
-#define IZ_BIT_MAX 0x80
+#define IZ_BIT_MAX 0x40
#define AA_NEVER 0
#define AA_SOMETIMES 1
GLuint aa_dest_stencil_reg:3;
GLuint dest_depth_reg:3;
GLuint nr_depth_regs:3;
- GLuint projtex_mask:8;
- GLuint shadowtex_mask:8;
GLuint computes_depth:1; /* could be derived from program string */
GLuint source_depth_to_render_target:1;
GLuint flat_shade:1;
GLuint runtime_check_aads_emit:1;
- GLuint yuvtex_mask:8;
- GLuint pad1:24;
+ GLuint projtex_mask:16;
+ GLuint shadowtex_mask:16;
+ GLuint yuvtex_mask:16;
+ GLuint yuvtex_swap_mask:16; /* UV swaped */
+
+ GLuint tex_swizzles[BRW_MAX_TEX_UNIT];
GLuint program_string_id:32;
+ GLuint origin_x, origin_y;
+ GLuint drawable_height;
};
GLuint writemask:4;
GLuint tex_unit:4; /* texture unit for TEX, TXD, TXP instructions */
GLuint tex_idx:3; /* TEXTURE_1D,2D,3D,CUBE,RECT_INDEX source target */
+ GLuint tex_shadow:1; /* do shadow comparison? */
+ GLuint eot:1; /* End of thread indicator for FB_WRITE*/
+ GLuint target:10; /* target binding table index for FB_WRITE*/
};
-#define PROGRAM_INTERNAL_PARAM
-
#define BRW_WM_MAX_INSN (MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS*3 + FRAG_ATTRIB_MAX + 3)
#define BRW_WM_MAX_GRF 128 /* hardware limit */
#define BRW_WM_MAX_VREG (BRW_WM_MAX_INSN * 4)
#define BRW_WM_MAX_PARAM 256
#define BRW_WM_MAX_CONST 256
#define BRW_WM_MAX_KILLS MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS
+#define BRW_WM_MAX_SUBROUTINE 16
#define WM_CINTERP (MAX_OPCODE + 5)
#define WM_WPOSXY (MAX_OPCODE + 6)
#define WM_FB_WRITE (MAX_OPCODE + 7)
-#define MAX_WM_OPCODE (MAX_OPCODE + 8)
+#define WM_FRONTFACING (MAX_OPCODE + 8)
+#define MAX_WM_OPCODE (MAX_OPCODE + 9)
#define PROGRAM_PAYLOAD (PROGRAM_FILE_MAX)
#define PAYLOAD_DEPTH (FRAG_ATTRIB_MAX)
GLuint nr_fp_insns;
GLuint fp_temp;
GLuint fp_interp_emitted;
+ GLuint fp_fragcolor_emitted;
+ GLuint fp_deriv_emitted;
struct prog_src_register pixel_xy;
struct prog_src_register delta_xy;
GLuint max_wm_grf;
GLuint last_scratch;
+ /** Mapping from Mesa registers to hardware registers */
struct {
GLboolean inited;
struct brw_reg reg;
} wm_regs[PROGRAM_PAYLOAD+1][256][4];
- struct brw_reg ret_reg;
- GLuint reg_index;
+
+ struct brw_reg stack;
+ struct brw_reg emit_mask_reg;
+ GLuint reg_index; /**< Index of next free GRF register */
+ GLuint tmp_regs[BRW_WM_MAX_GRF];
GLuint tmp_index;
+ GLuint tmp_max;
+ GLuint subroutines[BRW_WM_MAX_SUBROUTINE];
};
GLuint lookup,
struct brw_wm_prog_key *key );
-GLboolean brw_wm_is_glsl(struct gl_fragment_program *fp);
-void brw_wm_glsl_emit(struct brw_wm_compile *c);
+GLboolean brw_wm_is_glsl(const struct gl_fragment_program *fp);
+void brw_wm_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c);
+
+
#endif