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path: root/dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c
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Diffstat (limited to 'dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c')
-rw-r--r--dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c367
1 files changed, 367 insertions, 0 deletions
diff --git a/dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c b/dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c
new file mode 100644
index 000000000..d023e8439
--- /dev/null
+++ b/dist/Mesa/src/mesa/drivers/dri/nouveau/nv30_vertprog.c
@@ -0,0 +1,367 @@
+#include "nouveau_context.h"
+#include "nouveau_object.h"
+#include "nouveau_fifo.h"
+#include "nouveau_reg.h"
+
+#include "nouveau_shader.h"
+#include "nv30_shader.h"
+
+/*****************************************************************************
+ * Support routines
+ */
+static void
+NV30VPUploadToHW(GLcontext *ctx, nouveauShader *nvs)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ int i;
+
+ /* We can do better here and keep more than one VP on the hardware, and
+ * switch between them with PROGRAM_START_ID..
+ */
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_FROM_ID, 1);
+ OUT_RING(0);
+ for (i=0; i<nvs->program_size; i+=4) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_INST0, 4);
+ OUT_RING(nvs->program[i + 0]);
+ OUT_RING(nvs->program[i + 1]);
+ OUT_RING(nvs->program[i + 2]);
+ OUT_RING(nvs->program[i + 3]);
+ }
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_PROGRAM_START_ID, 1);
+ OUT_RING(0);
+
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_IN_REG, 2);
+ OUT_RING(nvs->card_priv.NV30VP.vp_in_reg);
+ OUT_RING(nvs->card_priv.NV30VP.vp_out_reg);
+
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_CLIPPING_PLANES, 1);
+ OUT_RING_CACHE (nvs->card_priv.NV30VP.clip_enables);
+}
+
+static void
+NV30VPUpdateConst(GLcontext *ctx, nouveauShader *nvs, int id)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLfloat *val;
+
+ val = nvs->params[id].source_val ?
+ nvs->params[id].source_val : nvs->params[id].val;
+
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_ID, 5);
+ OUT_RING (id);
+ OUT_RINGp(val, 4);
+}
+
+/*****************************************************************************
+ * Assembly routines
+ */
+static void
+NV30VPSetBranchTarget(nvsFunc *shader, int addr)
+{
+ shader->inst[2] &= ~NV30_VP_INST_IADDR_MASK;
+ shader->inst[2] |= (addr << NV30_VP_INST_IADDR_SHIFT);
+}
+
+/*****************************************************************************
+ * Disassembly routines
+ */
+static unsigned int
+NV30VPGetOpcodeHW(nvsFunc * shader, int slot)
+{
+ int op;
+
+ if (slot) {
+ op = (shader->inst[1] & NV30_VP_INST_SCA_OPCODEL_MASK)
+ >> NV30_VP_INST_SCA_OPCODEL_SHIFT;
+ op |= ((shader->inst[0] & NV30_VP_INST_SCA_OPCODEH_MASK)
+ >> NV30_VP_INST_SCA_OPCODEH_SHIFT) << 4;
+ }
+ else {
+ op = (shader->inst[1] & NV30_VP_INST_VEC_OPCODE_MASK)
+ >> NV30_VP_INST_VEC_OPCODE_SHIFT;
+ }
+
+ return op;
+}
+
+static nvsRegFile
+NV30VPGetDestFile(nvsFunc * shader, int merged)
+{
+ switch (shader->GetOpcode(shader, merged)) {
+ case NVS_OP_ARL:
+ case NVS_OP_ARR:
+ case NVS_OP_ARA:
+ return NVS_FILE_ADDRESS;
+ default:
+ /*FIXME: This probably isn't correct.. */
+ if ((shader->inst[3] & NV30_VP_INST_VDEST_WRITEMASK_MASK) != 0)
+ return NVS_FILE_RESULT;
+ if ((shader->inst[3] & NV30_VP_INST_SDEST_WRITEMASK_MASK) != 0)
+ return NVS_FILE_RESULT;
+ return NVS_FILE_TEMP;
+ }
+}
+
+static unsigned int
+NV30VPGetDestID(nvsFunc * shader, int merged)
+{
+ int id;
+
+ switch (shader->GetDestFile(shader, merged)) {
+ case NVS_FILE_RESULT:
+ id = ((shader->inst[3] & NV30_VP_INST_DEST_ID_MASK)
+ >> NV30_VP_INST_DEST_ID_SHIFT);
+ switch (id) {
+ case NV30_VP_INST_DEST_POS : return NVS_FR_POSITION;
+ case NV30_VP_INST_DEST_COL0 : return NVS_FR_COL0;
+ case NV30_VP_INST_DEST_COL1 : return NVS_FR_COL1;
+ case NV30_VP_INST_DEST_TC(0): return NVS_FR_TEXCOORD0;
+ case NV30_VP_INST_DEST_TC(1): return NVS_FR_TEXCOORD1;
+ case NV30_VP_INST_DEST_TC(2): return NVS_FR_TEXCOORD2;
+ case NV30_VP_INST_DEST_TC(3): return NVS_FR_TEXCOORD3;
+ case NV30_VP_INST_DEST_TC(4): return NVS_FR_TEXCOORD4;
+ case NV30_VP_INST_DEST_TC(5): return NVS_FR_TEXCOORD5;
+ case NV30_VP_INST_DEST_TC(6): return NVS_FR_TEXCOORD6;
+ case NV30_VP_INST_DEST_TC(7): return NVS_FR_TEXCOORD7;
+ default:
+ return -1;
+ }
+ case NVS_FILE_ADDRESS:
+ case NVS_FILE_TEMP:
+ return (shader->inst[0] & NV30_VP_INST_DEST_TEMP_ID_MASK)
+ >> NV30_VP_INST_DEST_TEMP_ID_SHIFT;
+ default:
+ return -1;
+ }
+}
+
+static unsigned int
+NV30VPGetDestMask(nvsFunc * shader, int merged)
+{
+ int hwmask, mask = 0;
+
+ if (shader->GetDestFile(shader, merged) == NVS_FILE_RESULT)
+ if (shader->GetOpcodeSlot(shader, merged))
+ hwmask = (shader->inst[3] & NV30_VP_INST_SDEST_WRITEMASK_MASK)
+ >> NV30_VP_INST_SDEST_WRITEMASK_SHIFT;
+ else
+ hwmask = (shader->inst[3] & NV30_VP_INST_VDEST_WRITEMASK_MASK)
+ >> NV30_VP_INST_VDEST_WRITEMASK_SHIFT;
+ else if (shader->GetOpcodeSlot(shader, merged))
+ hwmask = (shader->inst[3] & NV30_VP_INST_STEMP_WRITEMASK_MASK)
+ >> NV30_VP_INST_STEMP_WRITEMASK_SHIFT;
+ else
+ hwmask = (shader->inst[3] & NV30_VP_INST_VTEMP_WRITEMASK_MASK)
+ >> NV30_VP_INST_VTEMP_WRITEMASK_SHIFT;
+
+ if (hwmask & (1 << 3)) mask |= SMASK_X;
+ if (hwmask & (1 << 2)) mask |= SMASK_Y;
+ if (hwmask & (1 << 1)) mask |= SMASK_Z;
+ if (hwmask & (1 << 0)) mask |= SMASK_W;
+
+ return mask;
+}
+
+static int
+NV30VPGetSourceID(nvsFunc * shader, int merged, int pos)
+{
+ unsigned int src;
+
+ switch (shader->GetSourceFile(shader, merged, pos)) {
+ case NVS_FILE_TEMP:
+ src = shader->GetSourceHW(shader, merged, pos);
+ return ((src & NV30_VP_SRC_REG_TEMP_ID_MASK) >>
+ NV30_VP_SRC_REG_TEMP_ID_SHIFT);
+ case NVS_FILE_CONST:
+ return ((shader->inst[1] & NV30_VP_INST_CONST_SRC_MASK)
+ >> NV30_VP_INST_CONST_SRC_SHIFT);
+ case NVS_FILE_ATTRIB:
+ src = ((shader->inst[1] & NV30_VP_INST_INPUT_SRC_MASK)
+ >> NV30_VP_INST_INPUT_SRC_SHIFT);
+ switch (src) {
+ case NV30_VP_INST_IN_POS : return NVS_FR_POSITION;
+ case NV30_VP_INST_IN_COL0 : return NVS_FR_COL0;
+ case NV30_VP_INST_IN_COL1 : return NVS_FR_COL1;
+ case NV30_VP_INST_IN_TC(0): return NVS_FR_TEXCOORD0;
+ case NV30_VP_INST_IN_TC(1): return NVS_FR_TEXCOORD1;
+ case NV30_VP_INST_IN_TC(2): return NVS_FR_TEXCOORD2;
+ case NV30_VP_INST_IN_TC(3): return NVS_FR_TEXCOORD3;
+ case NV30_VP_INST_IN_TC(4): return NVS_FR_TEXCOORD4;
+ case NV30_VP_INST_IN_TC(5): return NVS_FR_TEXCOORD5;
+ case NV30_VP_INST_IN_TC(6): return NVS_FR_TEXCOORD6;
+ case NV30_VP_INST_IN_TC(7): return NVS_FR_TEXCOORD7;
+ default:
+ return NVS_FR_UNKNOWN;
+ }
+ default:
+ return -1;
+ }
+}
+
+static int
+NV30VPGetSourceAbs(nvsFunc * shader, int merged, int pos)
+{
+ struct _op_xlat *opr;
+ static unsigned int abspos[3] = {
+ NV30_VP_INST_SRC0_ABS,
+ NV30_VP_INST_SRC1_ABS,
+ NV30_VP_INST_SRC2_ABS,
+ };
+
+ opr = shader->GetOPTXRec(shader, merged);
+ if (!opr || opr->srcpos[pos] == -1 || opr->srcpos[pos] > 2)
+ return 0;
+
+ return ((shader->inst[0] & abspos[opr->srcpos[pos]]) ? 1 : 0);
+}
+
+static int
+NV30VPGetRelAddressRegID(nvsFunc * shader)
+{
+ return ((shader->inst[0] & NV30_VP_INST_ADDR_REG_SELECT_1) ? 1 : 0);
+}
+
+static nvsSwzComp
+NV30VPGetRelAddressSwizzle(nvsFunc * shader)
+{
+ nvsSwzComp swz;
+
+ swz = NV20VP_TX_SWIZZLE[(shader->inst[0] & NV30_VP_INST_ADDR_SWZ_MASK)
+ >> NV30_VP_INST_ADDR_SWZ_SHIFT];
+ return swz;
+}
+
+static int
+NV30VPSupportsConditional(nvsFunc * shader)
+{
+ /*FIXME: Is this true of all ops? */
+ return 1;
+}
+
+static int
+NV30VPGetConditionUpdate(nvsFunc * shader)
+{
+ return ((shader->inst[0] & NV30_VP_INST_COND_UPDATE_ENABLE) ? 1 : 0);
+}
+
+static int
+NV30VPGetConditionTest(nvsFunc * shader)
+{
+ int op;
+
+ /* The condition test is unconditionally enabled on some
+ * instructions. ie: the condition test bit does *NOT* have
+ * to be set.
+ *
+ * FIXME: check other relevant ops for this situation.
+ */
+ op = shader->GetOpcodeHW(shader, 1);
+ switch (op) {
+ case NV30_VP_INST_OP_BRA:
+ return 1;
+ default:
+ return ((shader->inst[0] & NV30_VP_INST_COND_TEST_ENABLE) ? 1 : 0);
+ }
+}
+
+static nvsCond
+NV30VPGetCondition(nvsFunc * shader)
+{
+ int cond;
+
+ cond = ((shader->inst[0] & NV30_VP_INST_COND_MASK)
+ >> NV30_VP_INST_COND_SHIFT);
+
+ switch (cond) {
+ case NV30_VP_INST_COND_FL: return NVS_COND_FL;
+ case NV30_VP_INST_COND_LT: return NVS_COND_LT;
+ case NV30_VP_INST_COND_EQ: return NVS_COND_EQ;
+ case NV30_VP_INST_COND_LE: return NVS_COND_LE;
+ case NV30_VP_INST_COND_GT: return NVS_COND_GT;
+ case NV30_VP_INST_COND_NE: return NVS_COND_NE;
+ case NV30_VP_INST_COND_GE: return NVS_COND_GE;
+ case NV30_VP_INST_COND_TR: return NVS_COND_TR;
+ default:
+ return NVS_COND_UNKNOWN;
+ }
+}
+
+static void
+NV30VPGetCondRegSwizzle(nvsFunc * shader, nvsSwzComp *swz)
+{
+ int swzbits;
+
+ swzbits = (shader->inst[0] & NV30_VP_INST_COND_SWZ_ALL_MASK)
+ >> NV30_VP_INST_COND_SWZ_ALL_SHIFT;
+ NV20VPTXSwizzle(swzbits, swz);
+}
+
+static int
+NV30VPGetCondRegID(nvsFunc * shader)
+{
+ return 0;
+}
+
+
+static int
+NV30VPGetBranch(nvsFunc * shader)
+{
+ return ((shader->inst[2] & NV30_VP_INST_IADDR_MASK)
+ >> NV30_VP_INST_IADDR_SHIFT);
+}
+
+void
+NV30VPInitShaderFuncs(nvsFunc * shader)
+{
+ /* Inherit NV20 code, a lot of it is the same */
+ NV20VPInitShaderFuncs(shader);
+
+ /* Increase max valid opcode ID, and add new instructions */
+ NVVP_TX_VOP_COUNT = NVVP_TX_NVS_OP_COUNT = 32;
+
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_FRC, NVS_OP_FRC, 0, -1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_FLR, NVS_OP_FLR, 0, -1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SEQ, NVS_OP_SEQ, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SFL, NVS_OP_SFL, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SGT, NVS_OP_SGT, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SLE, NVS_OP_SLE, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SNE, NVS_OP_SNE, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_STR, NVS_OP_STR, 0, 1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_SSG, NVS_OP_SSG, 0, -1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_ARR, NVS_OP_ARR, 0, -1, -1);
+ MOD_OPCODE(NVVP_TX_VOP, NV30_VP_INST_OP_ARA, NVS_OP_ARA, 3, -1, -1);
+
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_BRA, NVS_OP_BRA, -1, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_CAL, NVS_OP_CAL, -1, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_RET, NVS_OP_RET, -1, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_LG2, NVS_OP_LG2, 2, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_EX2, NVS_OP_EX2, 2, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_SIN, NVS_OP_SIN, 2, -1, -1);
+ MOD_OPCODE(NVVP_TX_SOP, NV30_VP_INST_OP_COS, NVS_OP_COS, 2, -1, -1);
+
+ shader->UploadToHW = NV30VPUploadToHW;
+ shader->UpdateConst = NV30VPUpdateConst;
+
+ shader->GetOpcodeHW = NV30VPGetOpcodeHW;
+
+ shader->GetDestFile = NV30VPGetDestFile;
+ shader->GetDestID = NV30VPGetDestID;
+ shader->GetDestMask = NV30VPGetDestMask;
+
+ shader->GetSourceID = NV30VPGetSourceID;
+ shader->GetSourceAbs = NV30VPGetSourceAbs;
+
+ shader->GetRelAddressRegID = NV30VPGetRelAddressRegID;
+ shader->GetRelAddressSwizzle = NV30VPGetRelAddressSwizzle;
+
+ shader->SupportsConditional = NV30VPSupportsConditional;
+ shader->GetConditionUpdate = NV30VPGetConditionUpdate;
+ shader->GetConditionTest = NV30VPGetConditionTest;
+ shader->GetCondition = NV30VPGetCondition;
+ shader->GetCondRegSwizzle = NV30VPGetCondRegSwizzle;
+ shader->GetCondRegID = NV30VPGetCondRegID;
+
+ shader->GetBranch = NV30VPGetBranch;
+ shader->SetBranchTarget = NV30VPSetBranchTarget;
+}
+