</reg32>
</array>
- <reg32 offset="0xa99e" name="SP_UNKNOWN_A99E"/>
+ <reg32 offset="0xa99e" name="SP_FS_PREFETCH_CNTL">
+ <!-- unknown bits 0x7fc0 always set -->
+ <bitfield name="COUNT" low="0" high="2" type="uint"/>
+ <!-- b3 set if no other use of varyings in the shader itself.. maybe alternative to dummy bary.f? -->
+ <bitfield name="UNK3" pos="3" type="boolean"/>
+ <bitfield name="UNK4" low="4" high="11" type="a3xx_regid"/>
+ </reg32>
+ <array offset="0xa99f" name="SP_FS_PREFETCH" stride="1" length="4">
+ <reg32 offset="0" name="CMD">
+ <bitfield name="SRC" low="0" high="6" type="uint"/>
+ <bitfield name="SAMP_ID" low="7" high="10" type="uint"/>
+ <bitfield name="TEX_ID" low="11" high="15" type="uint"/>
+ <bitfield name="DST" low="16" high="21" type="a3xx_regid"/>
+ <bitfield name="WRMASK" low="22" high="25" type="hex"/>
+ <bitfield name="HALF" pos="26" type="boolean"/>
+ <!--
+ CMD seems always 0x4?? 3d, textureProj, textureLod seem to
+ skip pre-fetch.. TODO test texelFetch
+ -->
+ <bitfield name="CMD" low="27" high="31"/>
+ </reg32>
+ </array>
<reg32 offset="0xa9a7" name="SP_FS_TEX_COUNT" type="uint"/>
if (fs->instrlen)
sp_fs_config |= A6XX_SP_FS_CONFIG_ENABLED;
- tu_cs_emit_pkt4(cs, REG_A6XX_SP_UNKNOWN_A99E, 1);
+ tu_cs_emit_pkt4(cs, REG_A6XX_SP_FS_PREFETCH_CNTL, 1);
tu_cs_emit(cs, 0);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_UNKNOWN_A9A8, 1);
/* I believe this is related to pre-dispatch texture fetch.. we probably
* should't turn it on by accident:
*/
- OUT_PKT4(ring, REG_A6XX_SP_UNKNOWN_A99E, 1);
+ OUT_PKT4(ring, REG_A6XX_SP_FS_PREFETCH_CNTL, 1);
OUT_RING(ring, 0x0);
OUT_PKT4(ring, REG_A6XX_SP_UNKNOWN_A9A8, 1);