S_00B848_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B848_DX10_CLAMP(1) |
S_00B848_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B848_WGP_MODE(sscreen->info.chip_class >= GFX10) |
S_00B848_FLOAT_MODE(shader->config.float_mode);
if (program->screen->info.chip_class < GFX10) {
S_00B428_SGPRS((shader->config.num_sgprs - 1) / 8) : 0) |
S_00B428_DX10_CLAMP(1) |
S_00B428_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B428_WGP_MODE(sscreen->info.chip_class >= GFX10) |
S_00B428_FLOAT_MODE(shader->config.float_mode) |
S_00B428_LS_VGPR_COMP_CNT(ls_vgpr_comp_cnt));
S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B228_DX10_CLAMP(1) |
S_00B228_MEM_ORDERED(sscreen->info.chip_class >= GFX10) |
+ S_00B228_WGP_MODE(sscreen->info.chip_class >= GFX10) |
S_00B228_FLOAT_MODE(shader->config.float_mode) |
S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
uint32_t rsrc2 =
S_00B228_FLOAT_MODE(shader->config.float_mode) |
S_00B228_DX10_CLAMP(1) |
S_00B228_MEM_ORDERED(1) |
+ S_00B228_WGP_MODE(1) |
S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt));
si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0) |