printf(", ");
}
+ char lod_operand = texture_op_takes_bias(texture->op) ? '+' : '=';
+
if (texture->lod_register) {
- /* TODO: Decode */
- printf("lod/bias/grad reg 0x%X (%X), ", texture->bias, texture->bias_int);
+ midgard_tex_register_select sel;
+ uint8_t raw = texture->bias;
+ memcpy(&sel, &raw, sizeof(raw));
+
+ unsigned c = (sel.component_hi << 1) | sel.component_lo;
+
+ printf("lod %c ", lod_operand);
+ print_texture_reg(sel.full, sel.select, sel.upper);
+ printf(".%c, ", components[c]);
+
+ if (!sel.component_hi)
+ printf(" /* gradient? */");
+
+ if (texture->bias_int)
+ printf(" /* bias_int = 0x%X */", texture->bias_int);
+
+ if (sel.zero)
+ printf(" /* sel.zero = 0x%X */", sel.zero);
} else if (texture->op == TEXTURE_OP_TEXEL_FETCH) {
/* For texel fetch, the int LOD is in the fractional place and
* there is no fraction / possibility of bias. We *always* have
}
midgard_load_store;
+/* 8-bit register selector used in texture ops to select a bias/LOD/gradient
+ * register, shoved into the `bias` field */
+
+typedef struct
+__attribute__((__packed__))
+{
+ /* Combines with component_hi to form 2-bit component select out of
+ * xyzw, as the component for bias/LOD and the starting component of a
+ * gradient vector */
+
+ unsigned component_lo : 1;
+
+ /* Register select between r28/r29 */
+ unsigned select : 1;
+
+ /* For a half-register, selects the upper half */
+ unsigned upper : 1;
+
+ /* Specifies a full-register, clear for a half-register. Mutually
+ * exclusive with upper. */
+ unsigned full : 1;
+
+ /* Higher half of component_lo. Always seen to be set for LOD/bias
+ * and clear for processed gradients, but I'm not sure if that's a
+ * hardware requirement. */
+ unsigned component_hi : 1;
+
+ /* Padding to make this 8-bit */
+ unsigned zero : 3;
+} midgard_tex_register_select;
+
/* Texture pipeline results are in r28-r29 */
#define REG_TEX_BASE 28
signed offset_y : 4;
signed offset_z : 4;
- /* Texture bias or LOD, depending on whether it is executed in a
- * fragment/vertex shader respectively. Compute as int(2^8 * biasf).
+ /* In immediate bias mode, for a normal texture op, this is
+ * texture bias, computed as int(2^8 * frac(biasf)), with
+ * bias_int = floor(bias). For a textureLod, it's that, but
+ * s/bias/lod. For a texel fetch, this is the LOD as-is.
*
- * For texel fetch, this is the LOD as is. */
+ * In register mode, this is a midgard_tex_register_select
+ * structure and bias_int is zero */
+
unsigned bias : 8;
unsigned bias_int : 8;