Displaying 4 results from an estimated 4 matches for "attr_nr".
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attr_1
2009 Sep 12
0
[PATCH 09/13] nv50: move allocation of pc regs
...ask;
- unsigned i, c, k, n, mask, *acc_p;
-
- insn = &tok->FullInstruction;
dst = &insn->FullDstRegisters[0].DstRegister;
mask = dst->WriteMask;
- if (!r_usage[0])
- r_usage[0] = CALLOC(pc->temp_nr * 4, sizeof(unsigned));
- if (!r_usage[1])
- r_usage[1] = CALLOC(pc->attr_nr * 4, sizeof(unsigned));
+ if (dst->File == TGSI_FILE_TEMPORARY)
+ reg = pc->temp;
+ else
+ if (dst->File == TGSI_FILE_OUTPUT)
+ reg = pc->result;
- if (dst->File == TGSI_FILE_TEMPORARY) {
+ if (reg) {
for (c = 0; c < 4; c++)...
2009 Sep 12
0
[PATCH 10/13] nv50: proper linkage between VP and FP
...if (mode & INTERP_PERSPECTIVE)
- centroid_loads++;
- } else
- if (mode & INTERP_PERSPECTIVE)
- perspect_loads++;
assert(last < 32);
for (i = first; i <= last; i++)
@@ -2108,92 +2103,105 @@ nv50_program_tx_prep(struct nv50_pc *pc)
}
}
- if (pc->attr_nr) {
- int oid = 4, mid = 4, aid = 0;
- /* oid = VP output id
- * aid = FP attribute/interpolant id
- * mid = VP output mapping field ID
- */
- if (pc->p->type == PIPE_SHADER_FRAGMENT) {
- /* position should be loaded first */
- if (fcrd < 0x40) {
- unsigned mask;
- mid =...
2009 Jun 21
0
[PATCH] nv50: add support for two-sided lighting
...l, bcol, fcrd, depr;
+ unsigned fcol[2], bcol[2], fcrd, depr;
/* count (centroid) perspective interpolations */
unsigned centroid_loads = 0;
@@ -1791,7 +1791,9 @@ nv50_program_tx_prep(struct nv50_pc *pc)
r_usage[0] = CALLOC(pc->temp_nr * 4, sizeof(unsigned));
r_usage[1] = CALLOC(pc->attr_nr * 4, sizeof(unsigned));
- depr = fcol = bcol = fcrd = 0xffff;
+ fcol[0] = fcol[1] = 0xffff;
+ bcol[0] = bcol[1] = 0xffff;
+ depr = fcrd = 0xffff;
tgsi_parse_init(&p, pc->p->pipe.tokens);
while (!tgsi_parse_end_of_tokens(&p)) {
@@ -1826,12 +1828,21 @@ nv50_program_tx_prep(struc...
2009 May 06
2
nv50: shader generation patches
Hi ! I've been trying to improve NV50 shader generation a bit the last couple of weeks, so here is
what I've produced. I don't know if it's usable for you or just a pile of horrible hacks, but at
least it makes some mesa demos render more correcly, p.e. the teapot (aside from mip-mapping issues
of the floor texture), arbfplight, and I think the gears also didn't appear as they