#include <math.h>
#include "main/imports.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_statevars.h"
-#include "shader/program.h"
+#include "program/prog_parameter.h"
+#include "program/prog_statevars.h"
+#include "program/program.h"
#include "r600_context.h"
#include "r600_cmdbuf.h"
+#include "r600_emit.h"
#include "r700_fragprog.h"
{
unsigned int unBit;
unsigned int i;
- GLuint ui;
/* match fp inputs with vp exports. */
struct r700_vertex_program_cont *vpc =
pAsm->number_of_exports = 0;
pAsm->number_of_colorandz_exports = 0; /* don't include stencil and mask out. */
pAsm->starting_export_register_number = pAsm->number_used_registers;
- unBit = 1 << FRAG_RESULT_COLOR;
- if(mesa_fp->Base.OutputsWritten & unBit)
- {
- pAsm->uiFP_OutputMap[FRAG_RESULT_COLOR] = pAsm->number_used_registers++;
- pAsm->number_of_exports++;
- pAsm->number_of_colorandz_exports++;
- }
- unBit = 1 << FRAG_RESULT_DEPTH;
- if(mesa_fp->Base.OutputsWritten & unBit)
- {
- pAsm->depth_export_register_number = pAsm->number_used_registers;
- pAsm->uiFP_OutputMap[FRAG_RESULT_DEPTH] = pAsm->number_used_registers++;
- pAsm->number_of_exports++;
- pAsm->number_of_colorandz_exports++;
- pAsm->pR700Shader->depthIsExported = 1;
- }
- pAsm->pucOutMask = (unsigned char*) MALLOC(pAsm->number_of_exports);
- for(ui=0; ui<pAsm->number_of_exports; ui++)
+ for (i = 0; i < FRAG_RESULT_MAX; ++i)
{
- pAsm->pucOutMask[ui] = 0x0;
+ unBit = 1 << i;
+ if (mesa_fp->Base.OutputsWritten & unBit)
+ {
+ if (i == FRAG_RESULT_DEPTH)
+ {
+ pAsm->depth_export_register_number = pAsm->number_used_registers;
+ pAsm->pR700Shader->depthIsExported = 1;
+ }
+
+ pAsm->uiFP_OutputMap[i] = pAsm->number_used_registers++;
+ ++pAsm->number_of_exports;
+ ++pAsm->number_of_colorandz_exports;
+ }
}
pAsm->flag_reg_index = pAsm->number_used_registers++;
struct gl_fragment_program *mesa_fp,
GLcontext *ctx)
{
+ context_t *context = R700_CONTEXT(ctx);
+ R700_CHIP_CONTEXT *r700 = (R700_CHIP_CONTEXT*)(&context->hw);
+
GLuint number_of_colors_exported;
GLboolean z_enabled = GL_FALSE;
- GLuint unBit;
+ GLuint unBit, shadow_unit;
int i;
+ struct prog_instruction *inst;
+ gl_state_index shadow_ambient[STATE_LENGTH]
+ = { STATE_INTERNAL, STATE_SHADOW_AMBIENT, 0, 0, 0};
//Init_Program
Init_r700_AssemblerBase( SPT_FP, &(fp->r700AsmCode), &(fp->r700Shader) );
+ if(GL_TRUE == r700->bShaderUseMemConstant)
+ {
+ fp->r700AsmCode.bUseMemConstant = GL_TRUE;
+ }
+ else
+ {
+ fp->r700AsmCode.bUseMemConstant = GL_FALSE;
+ }
+
+ fp->r700AsmCode.unAsic = 7;
+
if(mesa_fp->Base.InputsRead & FRAG_BIT_WPOS)
{
insert_wpos_code(ctx, mesa_fp);
}
+ /* add/map consts for ARB_shadow_ambient */
+ if(mesa_fp->Base.ShadowSamplers)
+ {
+ inst = mesa_fp->Base.Instructions;
+ for (i = 0; i < mesa_fp->Base.NumInstructions; i++)
+ {
+ if(inst->TexShadow == 1)
+ {
+ shadow_unit = inst->TexSrcUnit;
+ shadow_ambient[2] = shadow_unit;
+ fp->r700AsmCode.shadow_regs[shadow_unit] =
+ _mesa_add_state_reference(mesa_fp->Base.Parameters, shadow_ambient);
+ }
+ inst++;
+ }
+ }
+
Map_Fragment_Program(&(fp->r700AsmCode), mesa_fp, ctx);
if( GL_FALSE == Find_Instruction_Dependencies_fp(fp, mesa_fp) )
return fp->shaderbo;
}
+void * r700GetActiveFpShaderConstBo(GLcontext * ctx)
+{
+ struct r700_fragment_program *fp = (struct r700_fragment_program *)
+ (ctx->FragmentProgram._Current);
+
+ return fp->constbo0;
+}
+
GLboolean r700SetupFragmentProgram(GLcontext * ctx)
{
context_t *context = R700_CONTEXT(ctx);
CLEARbit(r700->SPI_PS_IN_CONTROL_1.u32All, FRONT_FACE_ENA_bit);
}
- /* see if we need any point_sprite replacements */
- for (i = VERT_RESULT_TEX0; i<= VERT_RESULT_TEX7; i++)
+ /* see if we need any point_sprite replacements, also increase num_interp
+ * as there's no vp output for them */
+ if (ctx->Point.PointSprite)
{
- if(ctx->Point.CoordReplace[i - VERT_RESULT_TEX0] == GL_TRUE)
- point_sprite = GL_TRUE;
+ for (i = FRAG_ATTRIB_TEX0; i<= FRAG_ATTRIB_TEX7; i++)
+ {
+ if (ctx->Point.CoordReplace[i - FRAG_ATTRIB_TEX0] == GL_TRUE)
+ {
+ ui++;
+ point_sprite = GL_TRUE;
+ }
+ }
}
+ if( mesa_fp->Base.InputsRead & (1 << FRAG_ATTRIB_PNTC))
+ ui++;
+
if ((mesa_fp->Base.InputsRead & (1 << FRAG_ATTRIB_PNTC)) || point_sprite)
{
- /* for FRAG_ATTRIB_PNTC we need to increase num_interp */
- if(mesa_fp->Base.InputsRead & (1 << FRAG_ATTRIB_PNTC))
- {
- ui++;
- SETfield(r700->SPI_PS_IN_CONTROL_0.u32All, ui, NUM_INTERP_shift, NUM_INTERP_mask);
- }
+ SETfield(r700->SPI_PS_IN_CONTROL_0.u32All, ui, NUM_INTERP_shift, NUM_INTERP_mask);
SETbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_ENA_bit);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_S, PNT_SPRITE_OVRD_X_shift, PNT_SPRITE_OVRD_X_mask);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_T, PNT_SPRITE_OVRD_Y_shift, PNT_SPRITE_OVRD_Y_mask);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_0, PNT_SPRITE_OVRD_Z_shift, PNT_SPRITE_OVRD_Z_mask);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_1, PNT_SPRITE_OVRD_W_shift, PNT_SPRITE_OVRD_W_mask);
- if(ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
+ /* Like e.g. viewport and winding, point sprite coordinates are
+ * inverted when rendering to FBO. */
+ if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) == !ctx->DrawBuffer->Name)
SETbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);
else
CLEARbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);
for(i=0; i<8; i++)
{
+ GLboolean coord_replace = ctx->Point.PointSprite && ctx->Point.CoordReplace[i];
unBit = 1 << (VERT_RESULT_TEX0 + i);
- if(OutputsWritten & unBit)
+ if ((OutputsWritten & unBit) || coord_replace)
{
ui = pAsm->uiFP_AttributeMap[FRAG_ATTRIB_TEX0 + i];
SETbit(r700->SPI_PS_INPUT_CNTL[ui].u32All, SEL_CENTROID_bit);
SEMANTIC_shift, SEMANTIC_mask);
CLEARbit(r700->SPI_PS_INPUT_CNTL[ui].u32All, FLAT_SHADE_bit);
/* ARB_point_sprite */
- if(ctx->Point.CoordReplace[i] == GL_TRUE)
+ if (coord_replace)
{
SETbit(r700->SPI_PS_INPUT_CNTL[ui].u32All, PT_SPRITE_TEX_bit);
}
r700->ps.consts[ui][2].f32All = paramList->ParameterValues[ui][2];
r700->ps.consts[ui][3].f32All = paramList->ParameterValues[ui][3];
}
+
+ /* Load fp constants to gpu */
+ if( (GL_TRUE == r700->bShaderUseMemConstant) && (unNumParamData > 0) )
+ {
+ r600EmitShader(ctx,
+ &(fp->constbo0),
+ (GLvoid *)&(paramList->ParameterValues[0][0]),
+ unNumParamData * 4,
+ "FS Const");
+ }
+
} else
r700->ps.num_consts = 0;