search for: attr_nr

Displaying 4 results from an estimated 4 matches for "attr_nr".

Did you mean: 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