search for: high_result

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

2009 Jun 21
0
[PATCH] nv50: add support for two-sided lighting
...) nv50_program_validate_data(nv50, p); nv50_program_validate_code(nv50, p); - so = so_new(10, 0); + so = so_new(32, 0); so_method(so, tesla, 0x1650, 2); so_data (so, p->cfg.vp.attr[0]); so_data (so, p->cfg.vp.attr[1]); so_method(so, tesla, 0x16b8, 1); so_data (so, p->cfg.high_result); - so_method(so, tesla, 0x16ac, 2); - so_data (so, p->cfg.high_result); //8); - so_data (so, p->cfg.high_temp); so_method(so, tesla, 0x140c, 1); so_data (so, p->code->start); so_ref(so, &nv50->state.vertprog); @@ -2410,7 +2425,6 @@ nv50_fragprog_validate(struct nv50_con...
2009 Sep 12
0
[PATCH 10/13] nv50: proper linkage between VP and FP
...EAU_BO_LOW, 0, 0); so_method(so, tesla, NV50TCL_VP_ATTR_EN_0, 2); - so_data (so, p->cfg.vp.attr[0]); - so_data (so, p->cfg.vp.attr[1]); + so_data (so, p->cfg.attr[0]); + so_data (so, p->cfg.attr[1]); so_method(so, tesla, NV50TCL_VP_REG_ALLOC_RESULT, 1); so_data (so, p->cfg.high_result); so_method(so, tesla, NV50TCL_VP_RESULT_MAP_SIZE, 2); @@ -2625,7 +2640,6 @@ nv50_fragprog_validate(struct nv50_context *nv50) struct nouveau_grobj *tesla = nv50->screen->tesla; struct nv50_program *p = nv50->fragprog; struct nouveau_stateobj *so; - unsigned i; if (!p->trans...
2009 Dec 25
0
[MESA PATCH 5/5] nv50: update after nouveau_class.h update
...ac0..d3b0180 100644 --- a/src/gallium/drivers/nv50/nv50_program.c +++ b/src/gallium/drivers/nv50/nv50_program.c @@ -3498,7 +3498,7 @@ nv50_fragprog_validate(struct nv50_context *nv50) so_data (so, p->cfg.high_temp); so_method(so, tesla, NV50TCL_FP_RESULT_COUNT, 1); so_data (so, p->cfg.high_result); - so_method(so, tesla, NV50TCL_FP_CTRL_UNK19A8, 1); + so_method(so, tesla, NV50TCL_FP_CONTROL, 1); so_data (so, p->cfg.regs[2]); so_method(so, tesla, NV50TCL_FP_CTRL_UNK196C, 1); so_data (so, p->cfg.regs[3]); diff --git a/src/gallium/drivers/nv50/nv50_screen.c b/src/gallium/drivers/...
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