GPU: Added Maxwell registers for Shader Program control.
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@ -30,9 +30,37 @@ public:
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Sync = 1,
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};
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static constexpr size_t MaxShaderProgram = 6;
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enum class ShaderProgram : u32 {
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VertexA = 0,
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VertexB = 1,
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TesselationControl = 2,
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TesselationEval = 3,
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Geometry = 4,
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Fragment = 5,
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};
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enum class ShaderType : u32 {
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Vertex = 0,
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TesselationControl = 1,
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TesselationEval = 2,
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Geometry = 3,
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Fragment = 4,
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};
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union {
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struct {
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INSERT_PADDING_WORDS(0x585);
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INSERT_PADDING_WORDS(0x582);
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struct {
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u32 code_address_high;
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u32 code_address_low;
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GPUVAddr CodeAddress() const {
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return static_cast<GPUVAddr>(
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(static_cast<GPUVAddr>(code_address_high) << 32) | code_address_low);
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}
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} code_address;
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INSERT_PADDING_WORDS(1);
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struct {
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u32 vertex_end_gl;
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u32 vertex_begin_gl;
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@ -54,7 +82,28 @@ public:
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(static_cast<GPUVAddr>(query_address_high) << 32) | query_address_low);
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}
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} query;
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INSERT_PADDING_WORDS(0x772);
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INSERT_PADDING_WORDS(0x13C);
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struct {
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union {
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BitField<0, 1, u32> enable;
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BitField<4, 4, ShaderProgram> program;
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};
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u32 start_id;
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INSERT_PADDING_WORDS(1);
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u32 gpr_alloc;
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ShaderType type;
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INSERT_PADDING_WORDS(9);
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} shader_config[6];
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INSERT_PADDING_WORDS(0x5D0);
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struct {
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u32 shader_code_call;
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u32 shader_code_args;
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} shader_code;
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INSERT_PADDING_WORDS(0x10);
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};
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std::array<u32, NUM_REGS> reg_array;
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};
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@ -76,7 +125,11 @@ private:
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static_assert(offsetof(Maxwell3D::Regs, field_name) == position * 4, \
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"Field " #field_name " has invalid position")
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ASSERT_REG_POSITION(code_address, 0x582);
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ASSERT_REG_POSITION(draw, 0x585);
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ASSERT_REG_POSITION(query, 0x6C0);
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ASSERT_REG_POSITION(shader_config[0], 0x800);
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ASSERT_REG_POSITION(shader_code, 0xE24);
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#undef ASSERT_REG_POSITION
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