#include "r300_fixed_pipelines.h"
#include "r300_tex.h"
#include "r300_maos.h"
+#include "r300_texprog.h"
static void r300AlphaFunc(GLcontext * ctx, GLenum func, GLfloat ref)
{
max_texture_unit=i;
r300->hw.txe.cmd[R300_TXE_ENABLE]|=(1<<i);
- r300->hw.tex.filter.cmd[R300_TEX_VALUE_0+i]=gen_fixed_filter(t->filter);
+ r300->hw.tex.filter.cmd[R300_TEX_VALUE_0+i]=gen_fixed_filter(t->filter) | (i << 28);
r300->hw.tex.unknown1.cmd[R300_TEX_VALUE_0+i]=0x0;
/* No idea why linear filtered textures shake when puting random data */
void r300_setup_rs_unit(GLcontext *ctx)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
- int i;
-
+ int i, cur_reg;
+ GLuint interp_magic[8] = {
+ 0x00,
+ 0x40,
+ 0x80,
+ 0xC0,
+ 0x00,
+ 0x00,
+ 0x00,
+ 0x00
+ };
+
/* This needs to be rewritten - it is a hack at best */
R300_STATECHANGE(r300, ri);
R300_STATECHANGE(r300, rc);
R300_STATECHANGE(r300, rr);
-
+
+#if 1
+ cur_reg = 0;
+ for (i=0;i<ctx->Const.MaxTextureUnits;i++) {
+ r300->hw.ri.cmd[R300_RI_INTERP_0+i] = 0
+ | R300_RS_INTERP_USED
+ | (cur_reg << R300_RS_INTERP_SRC_SHIFT)
+ | interp_magic[i];
+// fprintf(stderr, "RS_INTERP[%d] = 0x%x\n", i, r300->hw.ri.cmd[R300_RI_INTERP_0+i]);
+
+ if (r300->state.render_inputs & (_TNL_BIT_TEX0<<i)) {
+ r300->hw.rr.cmd[R300_RR_ROUTE_0 + cur_reg] = 0
+ | R300_RS_ROUTE_ENABLE
+ | i /* source INTERP */
+ | (cur_reg << R300_RS_ROUTE_DEST_SHIFT);
+// fprintf(stderr, "RS_ROUTE[%d] = 0x%x\n", cur_reg, r300->hw.rr.cmd[R300_RR_ROUTE_0 + cur_reg]);
+ cur_reg++;
+ }
+ }
+ if (r300->state.render_inputs & _TNL_BIT_COLOR0)
+ r300->hw.rr.cmd[R300_RR_ROUTE_0] |= 0
+ | R300_RS_ROUTE_0_COLOR
+ | (cur_reg << R300_RS_ROUTE_0_COLOR_DEST_SHIFT);
+ r300->hw.rr.cmd[R300_RR_CMD_0] = cmducs(R300_RS_ROUTE_0, cur_reg);
+// fprintf(stderr, "ADJ_RR0 = 0x%x\n", r300->hw.rr.cmd[R300_RR_ROUTE_0]);
+
+// fprintf(stderr, "rendering with %d texture co-ordinate sets\n", cur_reg);
+
+ r300->hw.rc.cmd[1] = 0
+ | (cur_reg /* count */ << R300_RS_CNTL_TC_CNT_SHIFT)
+ | R300_RS_CNTL_0_UNKNOWN_7
+ | R300_RS_CNTL_0_UNKNOWN_18;
+ r300->hw.rc.cmd[2] = (0xC0 | (cur_reg-1) /* index of highest */ );
+#else
for(i = 1; i <= 8; ++i)
r300->hw.ri.cmd[i] = 0x00d10000;
r300->hw.ri.cmd[R300_RI_INTERP_1] |= R300_RS_INTERP_1_UNKNOWN;
r300->hw.rr.cmd[R300_RR_ROUTE_0] = 0x4000;
}
+#endif
}
#define vpucount(ptr) (((drm_r300_cmd_header_t*)(ptr))->vpu.count)
alu_inst++;
}
-
+
r300->state.pixel_shader.program.tex.length=tex_inst;
r300->state.pixel_shader.program.tex_offset=0;
r300->state.pixel_shader.program.tex_end=tex_inst-1;
/* textures enabled ? */
if(rmesa->state.texture.tc_count>0){
+#if 1
+ r300GenerateTextureFragmentShader(rmesa);
+#else
rmesa->state.pixel_shader=SINGLE_TEXTURE_PIXEL_SHADER;
r300GenerateTexturePixelShader(rmesa);
+#endif
} else {
rmesa->state.pixel_shader=FLAT_COLOR_PIXEL_SHADER;
}
-
+
R300_STATECHANGE(rmesa, fpt);
for(i=0;i<rmesa->state.pixel_shader.program.tex.length;i++)
rmesa->hw.fpt.cmd[R300_FPT_INSTR_0+i]=rmesa->state.pixel_shader.program.tex.inst[i];
--- /dev/null
+#include "glheader.h"
+#include "state.h"
+#include "imports.h"
+#include "enums.h"
+#include "macros.h"
+#include "context.h"
+#include "dd.h"
+#include "simple_list.h"
+
+#include "api_arrayelt.h"
+#include "swrast/swrast.h"
+#include "swrast_setup/swrast_setup.h"
+#include "array_cache/acache.h"
+#include "tnl/tnl.h"
+#include "texformat.h"
+
+#include "radeon_ioctl.h"
+#include "radeon_state.h"
+#include "r300_context.h"
+#include "r300_ioctl.h"
+#include "r300_state.h"
+#include "r300_reg.h"
+#include "r300_program.h"
+#include "r300_emit.h"
+#include "r300_fixed_pipelines.h"
+#include "r300_tex.h"
+#include "pixel_shader.h"
+#include "r300_texprog.h"
+
+/* TODO: we probably should have a better way to emit alu instructions */
+#define INST0 p->alu.inst[p->alu.length].inst0 =
+#define INST1 p->alu.inst[p->alu.length].inst1 =
+#define INST2 p->alu.inst[p->alu.length].inst2 =
+#define INST3 p->alu.inst[p->alu.length].inst3 =
+#define EMIT_INST p->alu.length++
+
+void emit_tex(struct r300_pixel_shader_program *p, GLuint dest, GLuint unit, GLuint src)
+{
+ p->tex.inst[p->tex.length++] = 0
+ | (src << R300_FPITX_SRC_SHIFT)
+ | (dest << R300_FPITX_DST_SHIFT)
+ | (unit << R300_FPITX_IMAGE_SHIFT)
+ /* I don't know if this is needed, but the hardcoded 0x18000 set it, so I will too */
+ | (3 << 15);
+// fprintf(stderr, "emit texinst: 0x%x\n", p->tex.inst[p->tex.length-1]);
+}
+
+GLuint get_source(struct r300_pixel_shader_state *ps, GLenum src, GLuint unit, GLuint tc_reg) {
+ switch (src) {
+ case GL_TEXTURE:
+ if (!ps->have_sample) {
+ emit_tex(&ps->program, tc_reg, unit, tc_reg);
+ ps->have_sample = 1;
+ }
+ return tc_reg;
+ case GL_CONSTANT:
+ WARN_ONCE("TODO: Implement envcolor\n");
+ return ps->color_reg;
+ case GL_PRIMARY_COLOR:
+ return ps->color_reg;
+ case GL_PREVIOUS:
+ return ps->src_previous;
+ default:
+ WARN_ONCE("Unknown source enum\n");
+ return ps->src_previous;
+ }
+}
+
+GLuint get_temp(struct r300_pixel_shader_program *p)
+{
+ return p->temp_register_count++;
+}
+
+inline void emit_texenv_color(r300ContextPtr r300, struct r300_pixel_shader_state *ps,
+ GLuint out, GLenum envmode, GLenum format, GLuint unit, GLuint tc_reg) {
+ struct r300_pixel_shader_program *p = &ps->program;
+
+ const GLuint Cp = get_source(ps, GL_PREVIOUS, unit, tc_reg);
+ const GLuint Cs = get_source(ps, GL_TEXTURE, unit, tc_reg);
+
+ switch(envmode) {
+ case GL_DECAL: /* TODO */
+ case GL_BLEND: /* TODO */
+ case GL_REPLACE:
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+ switch (format) {
+ case GL_ALPHA:
+ // Cv = Cp
+ INST1 EASY_PFS_INSTR1(out, Cp, PFS_FLAG_CONST, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ default:
+ // Cv = Cs
+ INST1 EASY_PFS_INSTR1(out, Cs, PFS_FLAG_CONST, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ }
+ break;
+ case GL_MODULATE:
+ switch (format) {
+ case GL_ALPHA:
+ // Cv = Cp
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+ INST1 EASY_PFS_INSTR1(out, Cp, PFS_FLAG_CONST, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ default:
+ // Cv = CpCs
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, SRC1C_XYZ, ZERO);
+ INST1 EASY_PFS_INSTR1(out, Cp, Cs, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ }
+ break;
+ case GL_ADD:
+ switch (format) {
+ case GL_ALPHA:
+ // Cv = Cp
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+ INST1 EASY_PFS_INSTR1(out, Cp, PFS_FLAG_CONST, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ default:
+ // Cv = Cp + Cs
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, SRC1C_XYZ);
+ INST1 EASY_PFS_INSTR1(out, Cp, Cs, PFS_FLAG_CONST, ALL, NONE);
+ break;
+ }
+ break;
+ default:
+ fprintf(stderr, "%s: should never get here!\n", __func__);
+ break;
+ }
+
+ return;
+}
+
+inline void emit_texenv_alpha(r300ContextPtr r300, struct r300_pixel_shader_state *ps,
+ GLuint out, GLenum envmode, GLenum format, GLuint unit, GLuint tc_reg) {
+ struct r300_pixel_shader_program *p = &ps->program;
+
+ const GLuint Ap = get_source(ps, GL_PREVIOUS, unit, tc_reg);
+ const GLuint As = get_source(ps, GL_TEXTURE, unit, tc_reg);
+
+ switch(envmode) {
+ case GL_DECAL: /* TODO */
+ case GL_BLEND: /* TODO */
+ case GL_REPLACE:
+ INST2 EASY_PFS_INSTR2(MAD, SRC0A, ONE, ZERO);
+ switch (format) {
+ case GL_LUMINANCE:
+ case GL_RGB:
+ // Av = Ap
+ INST3 EASY_PFS_INSTR3(out, Ap, PFS_FLAG_CONST, PFS_FLAG_CONST, REG);
+ break;
+ default:
+ INST3 EASY_PFS_INSTR3(out, As, PFS_FLAG_CONST, PFS_FLAG_CONST, REG);
+ break;
+ }
+ break;
+ case GL_MODULATE:
+ case GL_ADD:
+ switch (format) {
+ case GL_LUMINANCE:
+ case GL_RGB:
+ // Av = Ap
+ INST2 EASY_PFS_INSTR2(MAD, SRC0A, ONE, ZERO);
+ INST3 EASY_PFS_INSTR3(out, Ap, PFS_FLAG_CONST, PFS_FLAG_CONST, REG);
+ break;
+ default:
+ // Av = ApAs
+ INST2 EASY_PFS_INSTR2(MAD, SRC0A, SRC1A, ZERO);
+ INST3 EASY_PFS_INSTR3(out, Ap, As, PFS_FLAG_CONST, REG);
+ break;
+ }
+ break;
+ default:
+ fprintf(stderr, "%s: should never get here!\n", __func__);
+ break;
+ }
+
+ return;
+}
+
+GLuint emit_texenv(r300ContextPtr r300, GLuint tc_reg, GLuint unit)
+{
+ struct r300_pixel_shader_state *ps = &r300->state.pixel_shader;
+ struct r300_pixel_shader_program *p = &ps->program;
+ GLcontext *ctx = r300->radeon.glCtx;
+ struct gl_texture_object *texobj = ctx->Texture.Unit[unit]._Current;
+ GLenum envmode = ctx->Texture.Unit[unit].EnvMode;
+ GLenum format = texobj->Image[0][texobj->BaseLevel]->Format;
+
+ const GLuint out = tc_reg;
+ const GLuint Cf = get_source(ps, GL_PRIMARY_COLOR, unit, tc_reg);
+
+ WARN_ONCE("Texture environments are currently incomplete / wrong! Help me!\n");
+// fprintf(stderr, "EnvMode = %s\n", _mesa_lookup_enum_by_nr(ctx->Texture.Unit[unit].EnvMode));
+
+ switch (envmode) {
+ case GL_REPLACE:
+ case GL_MODULATE:
+ case GL_DECAL:
+ case GL_BLEND:
+ case GL_ADD:
+ /* Maybe these should be combined? I thought it'd be messy */
+ emit_texenv_color(r300, ps, out, envmode, format, unit, tc_reg);
+ emit_texenv_alpha(r300, ps, out, envmode, format, unit, tc_reg);
+ EMIT_INST;
+ return out;
+ break;
+ case GL_COMBINE:
+ WARN_ONCE("EnvMode == GL_COMBINE unsupported! Help Me!!\n");
+ return Cf;
+ break;
+ default:
+ WARN_ONCE("Unknown EnvMode == %d, name=%d\n", envmode,
+ _mesa_lookup_enum_by_nr(envmode));
+ return Cf;
+ break;
+ }
+
+}
+
+void r300GenerateTextureFragmentShader(r300ContextPtr r300)
+{
+ struct r300_pixel_shader_state *ps = &r300->state.pixel_shader;
+ struct r300_pixel_shader_program *p = &ps->program;
+ GLcontext *ctx = r300->radeon.glCtx;
+ int i, tc_reg;
+
+ p->tex.length = 0;
+ p->alu.length = 0;
+ p->active_nodes = 1;
+ p->first_node_has_tex = 1;
+ p->temp_register_count = r300->state.texture.tc_count + 1; /* texcoords and colour reg */
+
+ ps->color_reg = r300->state.texture.tc_count;
+ ps->src_previous = ps->color_reg;
+
+ tc_reg = 0;
+ for (i=0;i<ctx->Const.MaxTextureUnits;i++) {
+ if (r300->state.render_inputs & (_TNL_BIT_TEX0<<i)) {
+ ps->have_sample = 0;
+ ps->src_previous = emit_texenv(r300, tc_reg, i);
+ tc_reg++;
+ }
+ }
+
+/* Do a MOV from last output, to destination reg.. This won't be needed when we
+ * have a better way of emitting alu instructions
+ */
+ INST0 EASY_PFS_INSTR0(MAD, SRC0C_XYZ, ONE, ZERO);
+ INST1 EASY_PFS_INSTR1(0, ps->src_previous, PFS_FLAG_CONST, PFS_FLAG_CONST, NONE, ALL);
+ INST2 EASY_PFS_INSTR2(MAD, SRC0A, ONE, ZERO);
+ INST3 EASY_PFS_INSTR3(0, ps->src_previous, PFS_FLAG_CONST, PFS_FLAG_CONST, OUTPUT);
+ EMIT_INST;
+
+ p->node[3].tex_end = ps->program.tex.length - 1;
+ p->node[3].tex_offset = 0;
+ p->node[3].alu_end = ps->program.alu.length - 1;
+ p->node[3].alu_offset = 0;
+
+ p->tex_end = ps->program.tex.length - 1;
+ p->tex_offset = 0;
+ p->alu_end = ps->program.alu.length - 1;
+ p->alu_offset = 0;
+}
+