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authorJoakim Sindholt <opensource@zhasha.com>2009-10-15 03:59:48 +0200
committerJoakim Sindholt <opensource@zhasha.com>2009-10-15 03:59:48 +0200
commit04356a7d70d50813bc209311c034969b6dd5644a (patch)
tree3efb189e67695ee5d69daa9579e8c3a1a3711acb
parent23f75166935b58bcd8153c9df69656c509e955f9 (diff)
xml: regenerate rules-ng xml file
-rw-r--r--r300reg.xml12
1 files changed, 6 insertions, 6 deletions
diff --git a/r300reg.xml b/r300reg.xml
index e8b54b3..121f5a7 100644
--- a/r300reg.xml
+++ b/r300reg.xml
@@ -957,8 +957,8 @@
</reg32>
<reg32 name="GA_POINT_MINMAX" access="rw" offset="0x4230">
<doc>Specifies maximum and minimum point &amp; sprite sizes for per vertex size specification.</doc>
- <bitfield name="MIN_SIZE" high="15" low="0"><doc>Minimum point & sprite radius (in subsamples) size to allow.</doc></bitfield>
- <bitfield name="MAX_SIZE" high="31" low="16"><doc>Maximum point & sprite radius (in subsamples) size to allow.</doc></bitfield>
+ <bitfield name="MIN_SIZE" high="15" low="0"><doc>Minimum point &amp; sprite radius (in subsamples) size to allow.</doc></bitfield>
+ <bitfield name="MAX_SIZE" high="31" low="16"><doc>Maximum point &amp; sprite radius (in subsamples) size to allow.</doc></bitfield>
</reg32>
<reg32 name="GA_POINT_S0" access="rw" offset="0x4200">
<doc>S Texture Coordinate of Vertex 0 for Point texture stuffing (LLC). S texture coordinate of vertex 0 for point; 32-bit IEEE float format.</doc>
@@ -2723,7 +2723,7 @@
<stripe offset="0x2150" stride="0x0004" length="8">
<reg32 name="VAP_PROG_STREAM_CNTL" access="rw" offset="0x0000">
<doc>Programmable Stream Control Word 0</doc>
- <bitfield name="DATA_TYPE_0" high="3" low="0"><doc>The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X->Z,Z- >X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) * These data types use the SIGNED and NORMALIZE flags described below.</doc></bitfield>
+ <bitfield name="DATA_TYPE_0" high="3" low="0"><doc>The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X-&gt;Z,Z- &gt;X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) * These data types use the SIGNED and NORMALIZE flags described below.</doc></bitfield>
<bitfield name="SKIP_DWORDS_0" high="7" low="4"><doc>The number of DWORDS to skip (discard) after processing the current element.</doc></bitfield>
<bitfield name="DST_VEC_LOC_0" high="12" low="8"><doc>The vector address in the input memory to write this element</doc></bitfield>
<bitfield name="LAST_VEC_0" high="13" low="13"><doc>If set, indicates the last vector of the current vertex stream</doc></bitfield>
@@ -4946,7 +4946,7 @@
<value value="1" name="US_FC_A_OP_POP"><doc>US_FC_A_OP_POP: If we jump, pop the</doc></value>
<value value="2" name="US_FC_A_OP_PUSH"><doc>US_FC_A_OP_PUSH: If we jump, push the</doc></value>
</bitfield>
- <bitfield name="JUMP_FUNC" high="15" low="8"><doc>A 2x2x2 table of boolean values indicating whether to take the jump. The table index is indexed by {ALU Compare Result, Predication Result, Boolean Value (from the static boolean address in US_FC_ADDR.BOOL)}. To determine whether to jump, look at bit ((alu_result<<2) | (predicate<<1) | bool).</doc></bitfield>
+ <bitfield name="JUMP_FUNC" high="15" low="8"><doc>A 2x2x2 table of boolean values indicating whether to take the jump. The table index is indexed by {ALU Compare Result, Predication Result, Boolean Value (from the static boolean address in US_FC_ADDR.BOOL)}. To determine whether to jump, look at bit ((alu_result&lt;&lt;2) | (predicate&lt;&lt;1) | bool).</doc></bitfield>
<bitfield name="B_POP_CNT" high="20" low="16"><doc>The amount to decrement the branch counter by if US_FC_B_OP_DECR operation is performed.</doc></bitfield>
<bitfield name="B_OP0" high="25" low="24">
<doc>The branch state operation to perform if we don`t take the jump.</doc>
@@ -5208,7 +5208,7 @@
<bitfield name="VC_SWAP" high="1" low="0"><doc>Endian-Swap Control. 0 = No swap 1 = 16-bit swap: 0xAABBCCDD becomes 0xBBAADDCC 2 = 32-bit swap: 0xAABBCCDD becomes 0xDDCCBBAA 3 = Half-dword swap: 0xAABBCCDD becomes 0xCCDDAABB Default = 0</doc></bitfield>
<bitfield name="PVS_BYPASS" high="8" low="8"><doc>The TCL engine is logically or physically removed from the circuit.</doc></bitfield>
<bitfield name="PVS_BUSY" high="11" low="11"><doc>Transform/Clip/Light (TCL) Engine is Busy. Read-only.</doc></bitfield>
- <bitfield name="MAX_MPS" high="19" low="16"><doc>Maximum number of MPs fused for this chip. Read- only. For A11, fusemask is fixed to 1XXX. For A12, CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 000 => max_mps[3:0] = 1XXX => 8 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 001 => max_mps[3:0] = 0110 => 6 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 010 => max_mps[3:0] = 0101 => 5 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 011 => max_mps[3:0] = 0100 => 4 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 100 => max_mps[3:0] = 0011 => 3 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 101 => max_mps[3:0] = 0010 => 2 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 110 => max_mps[3:0] = 0001 => 1 MP CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 111 => max_mps[3:0] = 0000 => 0 MP Note that max_mps[3:0] = 0111 = 7 MPs is not available</doc></bitfield>
+ <bitfield name="MAX_MPS" high="19" low="16"><doc>Maximum number of MPs fused for this chip. Read- only. For A11, fusemask is fixed to 1XXX. For A12, CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 000 =&gt; max_mps[3:0] = 1XXX =&gt; 8 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 001 =&gt; max_mps[3:0] = 0110 =&gt; 6 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 010 =&gt; max_mps[3:0] = 0101 =&gt; 5 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 011 =&gt; max_mps[3:0] = 0100 =&gt; 4 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 100 =&gt; max_mps[3:0] = 0011 =&gt; 3 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 101 =&gt; max_mps[3:0] = 0010 =&gt; 2 MPs CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 110 =&gt; max_mps[3:0] = 0001 =&gt; 1 MP CG.CC_COMBINEDSTRAPS.MAX_MPS[7:5] = 111 =&gt; max_mps[3:0] = 0000 =&gt; 0 MP Note that max_mps[3:0] = 0111 = 7 MPs is not available</doc></bitfield>
<bitfield name="VS_BUSY" high="24" low="24"><doc>Vertex Store is Busy. Read-only.</doc></bitfield>
<bitfield name="RCP_BUSY" high="25" low="25"><doc>Reciprocal Engine is Busy. Read-only.</doc></bitfield>
<bitfield name="VTE_BUSY" high="26" low="26"><doc>ViewPort Transform Engine is Busy. Read-only.</doc></bitfield>
@@ -5225,7 +5225,7 @@
<stripe offset="0x2150" stride="0x0004" length="8">
<reg32 name="VAP_PROG_STREAM_CNTL" access="rw" offset="0x0000">
<doc>Programmable Stream Control Word 0</doc>
- <bitfield name="DATA_TYPE_0" high="3" low="0"><doc>The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X->Z,Z- >X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) 10 = FLOAT_8 (8 IEEE Floats) Sames as 2 FLOAT_4 but must use consecutive DST_VEC_LOC. Used to allow > 16 PSC for OGL path. 11 = FLT16_2 (1 DWORD with 2 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers)) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 12 = FLT16_4 (2 DWORDS with 4(2 per dword) 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers))) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) * These data types use the SIGNED and NORMALIZE flags described below.</doc></bitfield>
+ <bitfield name="DATA_TYPE_0" high="3" low="0"><doc>The data type for element 0 0 = FLOAT_1 (Single IEEE Float) 1 = FLOAT_2 (2 IEEE floats) 2 = FLOAT_3 (3 IEEE Floats) 3 = FLOAT_4 (4 IEEE Floats) 4 = BYTE * (1 DWORD w 4 8-bit fixed point values) (X = [7:0], Y = [15:8], Z = [23:16], W = [31:24]) 5 = D3DCOLOR * (Same as BYTE except has X-&gt;Z,Z- &gt;X swap for D3D color def) (Z = [7:0], Y = [15:8], X = [23:16], W = [31:24]) 6 = SHORT_2 * (1 DWORD with 2 16-bit fixed point values) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 7 = SHORT_4 * (2 DWORDS with 4(2 per dword) 16- bit fixed point values) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) 8 = VECTOR_3_TTT * (1 DWORD with 3 10-bit fixed point values) (X = [9:0], Y = [19:10], Z = [29:20], W = 1.0) 9 = VECTOR_3_EET * (1 DWORD with 2 11-bit and 1 10-bit fixed point values) (X = [10:0], Y = [21:11], Z = [31:22], W = 1.0) 10 = FLOAT_8 (8 IEEE Floats) Sames as 2 FLOAT_4 but must use consecutive DST_VEC_LOC. Used to allow &gt; 16 PSC for OGL path. 11 = FLT16_2 (1 DWORD with 2 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers)) (X = [15:0], Y = [31:16], Z = 0.0, W = 1.0) 12 = FLT16_4 (2 DWORDS with 4(2 per dword) 16-bit floating point values (SE5M10 exp bias of 15, supports denormalized numbers))) (X = DW0 [15:0], Y = DW0 [31:16], Z = DW1 [15:0], W = DW1 [31:16]) * These data types use the SIGNED and NORMALIZE flags described below.</doc></bitfield>
<bitfield name="SKIP_DWORDS_0" high="7" low="4"><doc>The number of DWORDS to skip (discard) after processing the current element.</doc></bitfield>
<bitfield name="DST_VEC_LOC_0" high="12" low="8"><doc>The vector address in the input memory to write this element</doc></bitfield>
<bitfield name="LAST_VEC_0" high="13" low="13"><doc>If set, indicates the last vector of the current vertex stream</doc></bitfield>