shader->cb_code_size = 19 +
((code->inst_end + 1) * 6) +
imm_count * 7 +
- code->int_constant_count * 2;
+ code->int_constant_count * 2;
NEW_CB(shader->cb_code, shader->cb_code_size);
OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
for(i = 0; i < code->int_constant_count; i++){
- OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
- code->int_constants[i]);
- }
- OUT_CB_REG(R500_US_CODE_RANGE,
+ OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
+ code->int_constants[i]);
+ }
+ OUT_CB_REG(R500_US_CODE_RANGE,
R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
OUT_CB_REG(R500_US_CODE_OFFSET, 0);
OUT_CB_REG(R500_US_CODE_ADDR,
stuffing_enable = 0;
if (state->sprite_coord_enable) {
stuffing_enable = R300_GB_POINT_STUFF_ENABLE;
- for (i = 0; i < 8; i++) {
- if (state->sprite_coord_enable & (1 << i))
+ for (i = 0; i < 8; i++) {
+ if (state->sprite_coord_enable & (1 << i))
stuffing_enable |=
R300_GB_TEX_ST << (R300_GB_TEX0_SOURCE_SHIFT + (i*2));
- }
+ }
point_texcoord_left = 0.0f;
point_texcoord_right = 1.0f;