screen->specs.has_halti2_instructions =
VIV_FEATURE(screen, chipMinorFeatures4, HALTI2);
- if (VIV_FEATURE(screen, chipMinorFeatures3, INSTRUCTION_CACHE)) {
+ if (screen->specs.halti >= 5) {
+ /* GC7000 - this core must load shaders from memory. */
+ screen->specs.vs_offset = 0;
+ screen->specs.ps_offset = 0;
+ screen->specs.max_instructions = 0; /* Do not program shaders manually */
+ screen->specs.has_icache = true;
+ } else if (VIV_FEATURE(screen, chipMinorFeatures3, INSTRUCTION_CACHE)) {
/* GC3000 - this core is capable of loading shaders from
* memory. It can also run shaders from registers, as a fallback, but
* "max_instructions" does not have the correct value. It has place for
screen->specs.max_vs_uniforms = 256;
screen->specs.max_ps_uniforms = 256;
}
- /* unified uniform memory on GC3000 - HALTI1 feature bit is just a guess
- */
- if (VIV_FEATURE(screen, chipMinorFeatures2, HALTI1)) {
+
+ if (screen->specs.halti >= 5) {
+ screen->specs.has_unified_uniforms = true;
+ screen->specs.vs_uniforms_offset = VIVS_SH_HALTI5_UNIFORMS_MIRROR(0);
+ screen->specs.ps_uniforms_offset = VIVS_SH_HALTI5_UNIFORMS(screen->specs.max_vs_uniforms*4);
+ } else if (screen->specs.halti >= 1) {
+ /* unified uniform memory on GC3000 - HALTI1 feature bit is just a guess
+ */
screen->specs.has_unified_uniforms = true;
screen->specs.vs_uniforms_offset = VIVS_SH_UNIFORMS(0);
/* hardcode PS uniforms to start after end of VS uniforms -