> On Dec 10, 2014, at 5:08 PM, Marek Olšák <[email protected]> wrote: > > From: Marek Olšák <[email protected]> > > This fixes incorrect rendering in Unreal Engine demos. > I don't know why it's called "dx10 clamp mode". MSDN doesn't mention it. > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83510 > <https://bugs.freedesktop.org/show_bug.cgi?id=83510>
This should be set from the program binary, and not hardcoded this way. The compiler should probably change the default based on the shader type > --- > src/gallium/drivers/radeonsi/si_state_shaders.c | 12 ++++++++---- > 1 file changed, 8 insertions(+), 4 deletions(-) > > diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c > b/src/gallium/drivers/radeonsi/si_state_shaders.c > index 3a5b0ae..355f8aa 100644 > --- a/src/gallium/drivers/radeonsi/si_state_shaders.c > +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c > @@ -64,7 +64,8 @@ static void si_shader_es(struct si_shader *shader) > si_pm4_set_reg(pm4, R_00B328_SPI_SHADER_PGM_RSRC1_ES, > S_00B328_VGPRS((shader->num_vgprs - 1) / 4) | > S_00B328_SGPRS((num_sgprs - 1) / 8) | > - S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt)); > + S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) | > + S_00B328_DX10_CLAMP(1)); > si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES, > S_00B32C_USER_SGPR(num_user_sgprs)); > } > @@ -132,7 +133,8 @@ static void si_shader_gs(struct si_shader *shader) > > si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS, > S_00B228_VGPRS((shader->num_vgprs - 1) / 4) | > - S_00B228_SGPRS((num_sgprs - 1) / 8)); > + S_00B228_SGPRS((num_sgprs - 1) / 8) | > + S_00B228_DX10_CLAMP(1)); > si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS, > S_00B22C_USER_SGPR(num_user_sgprs)); > } > @@ -206,7 +208,8 @@ static void si_shader_vs(struct si_shader *shader) > si_pm4_set_reg(pm4, R_00B128_SPI_SHADER_PGM_RSRC1_VS, > S_00B128_VGPRS((shader->num_vgprs - 1) / 4) | > S_00B128_SGPRS((num_sgprs - 1) / 8) | > - S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt)); > + S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) | > + S_00B128_DX10_CLAMP(1)); > si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS, > S_00B12C_USER_SGPR(num_user_sgprs) | > S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) | > @@ -304,7 +307,8 @@ static void si_shader_ps(struct si_shader *shader) > > si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS, > S_00B028_VGPRS((shader->num_vgprs - 1) / 4) | > - S_00B028_SGPRS((num_sgprs - 1) / 8)); > + S_00B028_SGPRS((num_sgprs - 1) / 8) | > + S_00B028_DX10_CLAMP(1)); > si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS, > S_00B02C_EXTRA_LDS_SIZE(shader->lds_size) | > S_00B02C_USER_SGPR(num_user_sgprs)); > -- > 2.1.0 > > _______________________________________________ > mesa-dev mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/mesa-dev
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