Re: R300 pixel shader

2005-03-26 Thread Ben Skeggs
I've been doing quite a bit of work towards getting rid of the
EASY_PFS_INSTR and co. macros.  My aim is to have a function
similar to i915's i915_emit_arith, that will handle swizzling/negation
transparently.  If all goes to plan, I should have something that works
okay in the next couple of days.
r300 doesn't support arbitrary swizzling in fragment programs like
it does for vertex programs.  Unsupported swizzles need to be done
in multiple instructions.
As for the SRC0A in FPI0, The W component is replicated into the XYZ
registers somehow, but I'm not exactly sure what components W gets
copied into.
Cheers,
Ben Skeggs.
Jerome Glisse wrote:
Hi,
I was playing with pixel shader, trying to
improve support of texenv & co... But i
didn't success to find a way to do swizzle.
If i ask for SRC0A in FPI0 is the A component
replicated ? Anyone so far played with all that ?
By the way i take a quick look to i915 code,
and like Keith said maybe (i think he says
something about that in a previous mail :))
we could have something generic enought
for graphics cards with pixel shader ? Thus
having less code to debug & do...
best,
Jerome Glisse
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Re: [R300] pixel shader

2004-09-18 Thread Vladimir Dergachev

Lastly, I think it would be useful to have an assembler for vertex
shaders and pixel shaders that does the job similar to those DirectX
functions that translate textual description into coded on (I also believe
that OpenGL 2.0 should have something like this as well).
Doesn't Mesa already support ARB_vertex_program and ARB_fragment_program? I
think it would be best to add R300 programs as an additional backend for
the already existing infrastructure, though I have no idea how flexible the
existing code is - I haven't looked at it in detail.
Yes, you are correct ! I did not know this was implemented already.
Does anyone on the list has any advice on how to use it ?
 thank you !
  Vladimir Dergachev
cu,
Nicolai

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Re: [R300] pixel shader

2004-09-18 Thread Nicolai Haehnle
On Sunday 19 September 2004 03:53, Vladimir Dergachev wrote:
> Hi Nicolai,
> 
> I committed a modification of pretty_print_command_stream.tcl that
> decodes most of PFS_INSTR* registers.
> 
> It still prints the actual value written - as a last value after 
equals
> sign. So, I am hoping that even if this messed up your disassembler it is 
> easy to fix - I am not that proficient in Python to venture modifying your 
> code :)
> 
> Also, r300_demo now have headers for both vertex shader and pixel 
> shader.

It did mess up the disassembler which uses a simple regex to catch the data, 
but it's an easy fix.
 
> Lastly, I think it would be useful to have an assembler for vertex 
> shaders and pixel shaders that does the job similar to those DirectX 
> functions that translate textual description into coded on (I also believe 
> that OpenGL 2.0 should have something like this as well).

Doesn't Mesa already support ARB_vertex_program and ARB_fragment_program? I 
think it would be best to add R300 programs as an additional backend for 
the already existing infrastructure, though I have no idea how flexible the 
existing code is - I haven't looked at it in detail.

cu,
Nicolai


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