search for: tgsi_opcode_tex

Displaying 5 results from an estimated 5 matches for "tgsi_opcode_tex".

2009 Sep 10
0
[PATCH 01/13] nv50: extend insn src mask function
...teMask ignored */ + return 0xf; + case TGSI_OPCODE_DST: + return mask & (c ? 0xa : 0x6); + case TGSI_OPCODE_EX2: + case TGSI_OPCODE_LG2: + case TGSI_OPCODE_POW: + case TGSI_OPCODE_RCP: + case TGSI_OPCODE_RSQ: + case TGSI_OPCODE_SCS: + return 0x1; + case TGSI_OPCODE_LIT: + return 0xb; + case TGSI_OPCODE_TEX: + case TGSI_OPCODE_TXP: + { + const struct tgsi_instruction_ext_texture *tex; + + assert(insn->Instruction.Extended); + tex = &insn->InstructionExtTexture; + + mask = 0x7; + if (insn->Instruction.Opcode == TGSI_OPCODE_TXP) + mask |= 0x8; + + switch (tex->Texture) { + case...
2017 Jun 11
0
[RFC 4/9] tgsi: populate precise
...rc, 2); + ureg_insn(t->ureg, TGSI_OPCODE_MUL, &dst, 1, src, 2, 0); } /** @@ -334,9 +334,9 @@ compile_setupinst(struct st_translate *t, src[1] = t->samplers[r]; /* the texture target is still unknown, it will be fixed in the draw call */ ureg_tex_insn(t->ureg, TGSI_OPCODE_TEX, dst, 1, TGSI_TEXTURE_2D, - TGSI_RETURN_TYPE_FLOAT, NULL, 0, src, 2); + TGSI_RETURN_TYPE_FLOAT, NULL, 0, src, 2, 0); } else if (texinst->Opcode == ATI_FRAGMENT_SHADER_PASS_OP) { - ureg_insn(t->ureg, TGSI_OPCODE_MOV, dst, 1, src, 1); + ureg_i...
2009 Sep 10
0
[PATCH 02/13] nv50: add functions for swizzle resolution
...TGSI_OPCODE_DST: + return (1 << c) & (s ? 0xa : 0x6); + case TGSI_OPCODE_XPD: + switch (c) { + case 0: return 0x6; + case 1: return 0x5; + case 2: return 0x3; + case 3: return 0x0; + default: + assert(0); + return 0x0; + } + case TGSI_OPCODE_LIT: + case TGSI_OPCODE_SCS: case TGSI_OPCODE_TEX: case TGSI_OPCODE_TXP: - return FALSE; + /* these take care of dangerous swizzles themselves */ + return 0x0; + case TGSI_OPCODE_IF: + case TGSI_OPCODE_KIL: + /* don't call this function for these ops */ + assert(0); + break; default: - return TRUE; + /* linear vector instruction */...
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
2017 Jun 11
14
[RFC 0/9] Add precise/invariant semantics to TGSI
Running Tomb Raider on Nouveau I found some flicker caused by ignoring precise modifiers on variables inside Nouveau. This series add precise/invariant handling to TGSI, which can be then used by drivers to disable certain unsafe optimisations which may otherwise alter calculations, which depend on having the same result across shaders. This series fixes this bug in Tomb Raider and one CTS test