/* * Copyright 2008 Advanced Micro Devices, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Author: Alex Deucher * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "xf86.h" #include "radeon.h" #include "r600_shader.h" #include "r600_reg.h" /* solid vs --------------------------------------- */ int R600_solid_vs(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(4)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(1), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_VTX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_POS0), TYPE(SQ_EXPORT_POS), RW_GPR(1), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2 - always export a param whether it's used or not */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(0), TYPE(SQ_EXPORT_PARAM), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(0), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 3 - padding */ shader[i++] = 0x00000000; shader[i++] = 0x00000000; /* 4/5 */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(1), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(0), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(1)); shader[i++] = VTX_DWORD_PAD; return i; } /* solid ps --------------------------------------- */ int R600_solid_ps(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_ALU_DWORD0(ADDR(2), KCACHE_BANK0(0), KCACHE_BANK1(0), KCACHE_MODE0(SQ_CF_KCACHE_NOP)); shader[i++] = CF_ALU_DWORD1(KCACHE_MODE1(SQ_CF_KCACHE_NOP), KCACHE_ADDR0(0), KCACHE_ADDR1(0), I_COUNT(4), USES_WATERFALL(0), CF_INST(SQ_CF_INST_ALU), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_PIXEL_MRT0), TYPE(SQ_EXPORT_PIXEL), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(1)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2 */ shader[i++] = ALU_DWORD0(SRC0_SEL(256), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_AR_X), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MOV), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 3 */ shader[i++] = ALU_DWORD0(SRC0_SEL(256), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Y), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_AR_X), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MOV), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(1)); /* 4 */ shader[i++] = ALU_DWORD0(SRC0_SEL(256), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_AR_X), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MOV), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(1)); /* 5 */ shader[i++] = ALU_DWORD0(SRC0_SEL(256), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_W), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_W), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_AR_X), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MOV), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(1)); return i; } /* copy vs --------------------------------------- */ int R600_copy_vs(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(4)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(2), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_VTX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_POS0), TYPE(SQ_EXPORT_POS), RW_GPR(1), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(0), TYPE(SQ_EXPORT_PARAM), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(0), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 3 */ shader[i++] = 0x00000000; shader[i++] = 0x00000000; /* 4/5 */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(16)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(1), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(0), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(1)); shader[i++] = VTX_DWORD_PAD; /* 6/7 */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(0), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(8), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(0)); shader[i++] = VTX_DWORD_PAD; return i; } /* copy ps --------------------------------------- */ int R600_copy_ps(RADEONChipFamily ChipSet, uint32_t* shader) { int i=0; /* CF INST 0 */ shader[i++] = CF_DWORD0(ADDR(2)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(1), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_TEX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* CF INST 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_PIXEL_MRT0), TYPE(SQ_EXPORT_PIXEL), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(1)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* TEX INST 0 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(0), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), /* R */ DST_SEL_Y(SQ_SEL_Y), /* G */ DST_SEL_Z(SQ_SEL_Z), /* B */ DST_SEL_W(SQ_SEL_W), /* A */ LOD_BIAS(0), COORD_TYPE_X(TEX_UNNORMALIZED), COORD_TYPE_Y(TEX_UNNORMALIZED), COORD_TYPE_Z(TEX_UNNORMALIZED), COORD_TYPE_W(TEX_UNNORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(0), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; return i; } /* * ; xv vertex shader * 00 VTX: ADDR(4) CNT(2) * 0 VFETCH R1.xy01, R0.x, fc0 MEGA(16) FORMAT(32_32_FLOAT) * FORMAT_COMP(SIGNED) * 1 VFETCH R0.xy01, R0.x, fc0 MINI(8) OFFSET(8) FORMAT(32_32_FLOAT) * FORMAT_COMP(SIGNED) * 01 EXP_DONE: POS0, R1 * 02 EXP_DONE: PARAM0, R0 NO_BARRIER * END_OF_PROGRAM */ int R600_xv_vs(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(4)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(2), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_VTX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_POS0), TYPE(SQ_EXPORT_POS), RW_GPR(1), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(3)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(0), TYPE(SQ_EXPORT_PARAM), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(3)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(0)); shader[i++] = 0x00000000; shader[i++] = 0x00000000; /* 4/5 */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(16)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(0), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(1)); shader[i++] = VTX_DWORD_PAD; /* 6/7 */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(0), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(8), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(0)); shader[i++] = VTX_DWORD_PAD; return i; } /* * ; xv ps planar * 00 TEX: ADDR(20) CNT(3) NO_BARRIER * 0 SAMPLE R1.x__1, R0.xy01, t0, s0 * 1 SAMPLE R1.__x_, R0.xy01, t1, s1 * 2 SAMPLE R1._x__, R0.xy01, t2, s2 * 01 TEX: ADDR(28) CNT(2) NO_BARRIER * 0 SAMPLE R1.x__1, R0.xy01, t0, s0 * 1 SAMPLE R1._xy_, R0.xy01, t1, s1 * 02 ALU: ADDR(4) CNT(16) * 3 x: MULADD R1.x, R1.x, C3.x, C3.y CLAMP * y: MULADD R1.y, R1.y, C3.z, C3.w * z: MULADD R1.z, R1.z, C3.z, C3.w * w: MOV R1.w, 0.0f * 4 x: DOT4 R2.x, R1.x, C0.x CLAMP VEC_102 * y: DOT4 ____, R1.y, C0.y CLAMP VEC_102 * z: DOT4 ____, R1.z, C0.z CLAMP VEC_102 * w: DOT4 ____, R1.w, C0.w CLAMP VEC_021 * 5 x: DOT4 ____, R1.x, C1.x CLAMP VEC_102 * y: DOT4 R2.y, R1.y, C1.y CLAMP VEC_102 * z: DOT4 ____, R1.z, C1.z CLAMP VEC_102 * w: DOT4 ____, R1.w, C1.w CLAMP VEC_021 * 6 x: DOT4 ____, R1.x, C2.x CLAMP VEC_102 * y: DOT4 ____, R1.y, C2.y CLAMP VEC_102 * z: DOT4 R2.z, R1.z, C2.z CLAMP VEC_102 * w: DOT4 ____, R1.w, C2.w CLAMP VEC_021 * 03 EXP_DONE: PIX0, R2 * END_OF_PROGRAM */ int R600_xv_ps(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(20)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_BOOL), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_CALL), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 1 */ shader[i++] = CF_DWORD0(ADDR(28)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_NOT_BOOL), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_CALL), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 2 */ shader[i++] = CF_ALU_DWORD0(ADDR(4), KCACHE_BANK0(0), KCACHE_BANK1(0), KCACHE_MODE0(SQ_CF_KCACHE_NOP)); shader[i++] = CF_ALU_DWORD1(KCACHE_MODE1(SQ_CF_KCACHE_NOP), KCACHE_ADDR0(0), KCACHE_ADDR1(0), I_COUNT(16), USES_WATERFALL(0), CF_INST(SQ_CF_INST_ALU), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 3 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_PIXEL_MRT0), TYPE(SQ_EXPORT_PIXEL), RW_GPR(2), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(3)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 4 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(259), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP3(SRC2_SEL(259), SRC2_REL(ABSOLUTE), SRC2_ELEM(ELEM_Y), SRC2_NEG(0), ALU_INST(SQ_OP3_INST_MULADD), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(1), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 5 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(259), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP3(SRC2_SEL(259), SRC2_REL(ABSOLUTE), SRC2_ELEM(ELEM_W), SRC2_NEG(0), ALU_INST(SQ_OP3_INST_MULADD), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(1), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(0)); /* 6 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(259), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP3(SRC2_SEL(259), SRC2_REL(ABSOLUTE), SRC2_ELEM(ELEM_W), SRC2_NEG(0), ALU_INST(SQ_OP3_INST_MULADD), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(1), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(0)); /* 7 */ shader[i++] = ALU_DWORD0(SRC0_SEL(SQ_ALU_SRC_0), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(SQ_ALU_SRC_0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MOV), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(1), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(0)); /* 8 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(256), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 9 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(256), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Y), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(1)); /* 10 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(256), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(1)); /* 11 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_W), SRC0_NEG(0), SRC1_SEL(256), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_W), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_021), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(1)); /* 12 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(257), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 13 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(257), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Y), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(1)); /* 14 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(257), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(1)); /* 15 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_W), SRC0_NEG(0), SRC1_SEL(257), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_W), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_021), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(1)); /* 16 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(258), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 17 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(258), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Y), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(1)); /* 18 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(258), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_102), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(1)); /* 19 */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_W), SRC0_NEG(0), SRC1_SEL(258), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_W), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(0), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_DOT4), BANK_SWIZZLE(SQ_ALU_VEC_021), DST_GPR(0), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(1)); /* 20 */ shader[i++] = CF_DWORD0(ADDR(22)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(3), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_TEX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 21 */ shader[i++] = CF_DWORD0(ADDR(0)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_RETURN), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 22/23 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_MASK), DST_SEL_Z(SQ_SEL_MASK), DST_SEL_W(SQ_SEL_1), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(0), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; /* 24/25 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(1), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_MASK), DST_SEL_Y(SQ_SEL_MASK), DST_SEL_Z(SQ_SEL_X), DST_SEL_W(SQ_SEL_MASK), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(1), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; /* 26/27 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(2), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_MASK), DST_SEL_Y(SQ_SEL_X), DST_SEL_Z(SQ_SEL_MASK), DST_SEL_W(SQ_SEL_MASK), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(2), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; /* 28 */ shader[i++] = CF_DWORD0(ADDR(30)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(2), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_TEX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 29 */ shader[i++] = CF_DWORD0(ADDR(0)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_RETURN), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 30/31 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_MASK), DST_SEL_Z(SQ_SEL_MASK), DST_SEL_W(SQ_SEL_1), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(0), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; /* 32/33 */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(1), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_MASK), DST_SEL_Y(SQ_SEL_X), DST_SEL_Z(SQ_SEL_Y), DST_SEL_W(SQ_SEL_MASK), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(1), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; return i; } /* comp mask ps --------------------------------------- */ int R600_comp_mask_ps(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(8)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(2), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_TEX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALU_DWORD0(ADDR(3), KCACHE_BANK0(0), KCACHE_BANK1(0), KCACHE_MODE0(SQ_CF_KCACHE_NOP)); shader[i++] = CF_ALU_DWORD1(KCACHE_MODE1(SQ_CF_KCACHE_NOP), KCACHE_ADDR0(0), KCACHE_ADDR1(0), I_COUNT(4), USES_WATERFALL(0), CF_INST(SQ_CF_INST_ALU), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_PIXEL_MRT0), TYPE(SQ_EXPORT_PIXEL), RW_GPR(2), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(1)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 3 - alu 0 */ /* MUL gpr[2].x gpr[1].x gpr[0].x */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_X), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_X), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MUL), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_X), CLAMP(1)); /* 4 - alu 1 */ /* MUL gpr[2].y gpr[1].y gpr[0].y */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Y), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Y), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MUL), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Y), CLAMP(1)); /* 5 - alu 2 */ /* MUL gpr[2].z gpr[1].z gpr[0].z */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_Z), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_Z), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(0)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MUL), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_Z), CLAMP(1)); /* 6 - alu 3 */ /* MUL gpr[2].w gpr[1].w gpr[0].w */ shader[i++] = ALU_DWORD0(SRC0_SEL(1), SRC0_REL(ABSOLUTE), SRC0_ELEM(ELEM_W), SRC0_NEG(0), SRC1_SEL(0), SRC1_REL(ABSOLUTE), SRC1_ELEM(ELEM_W), SRC1_NEG(0), INDEX_MODE(SQ_INDEX_LOOP), PRED_SEL(SQ_PRED_SEL_OFF), LAST(1)); shader[i++] = ALU_DWORD1_OP2(ChipSet, SRC0_ABS(0), SRC1_ABS(0), UPDATE_EXECUTE_MASK(0), UPDATE_PRED(0), WRITE_MASK(1), FOG_MERGE(0), OMOD(SQ_ALU_OMOD_OFF), ALU_INST(SQ_OP2_INST_MUL), BANK_SWIZZLE(SQ_ALU_VEC_012), DST_GPR(2), DST_REL(ABSOLUTE), DST_ELEM(ELEM_W), CLAMP(1)); /* 7 */ shader[i++] = 0x00000000; shader[i++] = 0x00000000; /* 8/9 - src */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(0), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_Z), DST_SEL_W(SQ_SEL_W), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(0), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; /* 10/11 - mask */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(1), SRC_GPR(1), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(1), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_Z), DST_SEL_W(SQ_SEL_W), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(1), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; return i; } /* comp vs --------------------------------------- */ int R600_comp_vs(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(3)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_BOOL), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_CALL), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 1 */ shader[i++] = CF_DWORD0(ADDR(14)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_NOT_BOOL), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_CALL), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 2 */ shader[i++] = CF_DWORD0(0); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_NOP), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 3 - mask sub */ shader[i++] = CF_DWORD0(ADDR(8)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(3), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_VTX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 4 - dst */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_POS0), TYPE(SQ_EXPORT_POS), RW_GPR(2), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 5 - src */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(0), TYPE(SQ_EXPORT_PARAM), RW_GPR(1), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 6 - mask */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(1), TYPE(SQ_EXPORT_PARAM), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 7 */ shader[i++] = CF_DWORD0(ADDR(0)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_RETURN), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 8/9 - dst */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(24)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(2), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(0), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(1)); shader[i++] = VTX_DWORD_PAD; /* 10/11 - src */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(1), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(8), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(0)); shader[i++] = VTX_DWORD_PAD; /* 12/13 - mask */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(0), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(16), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(0)); shader[i++] = VTX_DWORD_PAD; /* 14 - non-mask sub */ shader[i++] = CF_DWORD0(ADDR(18)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(2), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_VTX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 15 - dst */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_POS0), TYPE(SQ_EXPORT_POS), RW_GPR(1), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 16 - src */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(0), TYPE(SQ_EXPORT_PARAM), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(0)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(0)); /* 17 */ shader[i++] = CF_DWORD0(ADDR(0)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(0), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_RETURN), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 18/19 - dst */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(16)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(1), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(0), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(1)); shader[i++] = VTX_DWORD_PAD; /* 20/21 - src */ shader[i++] = VTX_DWORD0(VTX_INST(SQ_VTX_INST_FETCH), FETCH_TYPE(SQ_VTX_FETCH_VERTEX_DATA), FETCH_WHOLE_QUAD(0), BUFFER_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), SRC_SEL_X(SQ_SEL_X), MEGA_FETCH_COUNT(8)); shader[i++] = VTX_DWORD1_GPR(DST_GPR(0), DST_REL(0), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_0), DST_SEL_W(SQ_SEL_1), USE_CONST_FIELDS(0), DATA_FORMAT(FMT_32_32_FLOAT), /* xxx */ NUM_FORMAT_ALL(SQ_NUM_FORMAT_NORM), /* xxx */ FORMAT_COMP_ALL(SQ_FORMAT_COMP_SIGNED), /* xxx */ SRF_MODE_ALL(SRF_MODE_ZERO_CLAMP_MINUS_ONE)); shader[i++] = VTX_DWORD2(OFFSET(8), ENDIAN_SWAP(ENDIAN_NONE), CONST_BUF_NO_STRIDE(0), MEGA_FETCH(0)); shader[i++] = VTX_DWORD_PAD; return i; } /* comp ps --------------------------------------- */ int R600_comp_ps(RADEONChipFamily ChipSet, uint32_t* shader) { int i = 0; /* 0 */ shader[i++] = CF_DWORD0(ADDR(2)); shader[i++] = CF_DWORD1(POP_COUNT(0), CF_CONST(0), COND(SQ_CF_COND_ACTIVE), I_COUNT(1), CALL_COUNT(0), END_OF_PROGRAM(0), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_TEX), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 1 */ shader[i++] = CF_ALLOC_IMP_EXP_DWORD0(ARRAY_BASE(CF_PIXEL_MRT0), TYPE(SQ_EXPORT_PIXEL), RW_GPR(0), RW_REL(ABSOLUTE), INDEX_GPR(0), ELEM_SIZE(1)); shader[i++] = CF_ALLOC_IMP_EXP_DWORD1_SWIZ(SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_Z), SRC_SEL_W(SQ_SEL_W), R6xx_ELEM_LOOP(0), BURST_COUNT(1), END_OF_PROGRAM(1), VALID_PIXEL_MODE(0), CF_INST(SQ_CF_INST_EXPORT_DONE), WHOLE_QUAD_MODE(0), BARRIER(1)); /* 2/3 - src */ shader[i++] = TEX_DWORD0(TEX_INST(SQ_TEX_INST_SAMPLE), BC_FRAC_MODE(0), FETCH_WHOLE_QUAD(0), RESOURCE_ID(0), SRC_GPR(0), SRC_REL(ABSOLUTE), R7xx_ALT_CONST(0)); shader[i++] = TEX_DWORD1(DST_GPR(0), DST_REL(ABSOLUTE), DST_SEL_X(SQ_SEL_X), DST_SEL_Y(SQ_SEL_Y), DST_SEL_Z(SQ_SEL_Z), DST_SEL_W(SQ_SEL_W), LOD_BIAS(0), COORD_TYPE_X(TEX_NORMALIZED), COORD_TYPE_Y(TEX_NORMALIZED), COORD_TYPE_Z(TEX_NORMALIZED), COORD_TYPE_W(TEX_NORMALIZED)); shader[i++] = TEX_DWORD2(OFFSET_X(0), OFFSET_Y(0), OFFSET_Z(0), SAMPLER_ID(0), SRC_SEL_X(SQ_SEL_X), SRC_SEL_Y(SQ_SEL_Y), SRC_SEL_Z(SQ_SEL_0), SRC_SEL_W(SQ_SEL_1)); shader[i++] = TEX_DWORD_PAD; return i; }