gctUINT i;
gctUINT vertexUniforms, fragmentUniforms;
gctUINT fe2vsCount;
+ gctBOOL halti0;
#endif
/* Reset the buffer index. */
#if !defined(VIVANTE_NO_3D)
/**************************************************************************/
/* Build 3D states. *******************************************************/
+ halti0 = (((((gctUINT32) (Context->hardware->identity.chipMinorFeatures1)) >> (0 ? 23:23)) & ((gctUINT32) ((((1 ? 23:23) - (0 ? 23:23) + 1) == 32) ? ~0 : (~(~0 << ((1 ? 23:23) - (0 ? 23:23) + 1)))))) );
/* Query shader support. */
gcmkVERIFY_OK(gckHARDWARE_QueryShaderCaps(
if (Context->hardware->identity.pixelPipes == 1)
{
+ index += _State(Context, index, 0x01460 >> 2, 0x00000000, 8, gcvFALSE, gcvTRUE);
+
index += _State(Context, index, 0x01430 >> 2, 0x00000000, 1, gcvFALSE, gcvTRUE);
index += _State(Context, index, 0x01410 >> 2, 0x00000000, 1, gcvFALSE, gcvTRUE);
}
{
index += _State(Context, index, (0x01460 >> 2) + (0 << 3), 0x00000000, Context->hardware->identity.pixelPipes, gcvFALSE, gcvTRUE);
- index += _State(Context, index, (0x01480 >> 2) + (0 << 3), 0x00000000, Context->hardware->identity.pixelPipes, gcvFALSE, gcvTRUE);
-
for (i = 0; i < 2; i++)
{
index += _State(Context, index, (0x01500 >> 2) + (i << 3), 0x00000000, Context->hardware->identity.pixelPipes, gcvFALSE, gcvTRUE);
}
}
+ if (Context->hardware->identity.pixelPipes > 1 || halti0)
+ {
+ index += _State(Context, index, (0x01480 >> 2) + (0 << 3), 0x00000000, Context->hardware->identity.pixelPipes, gcvFALSE, gcvTRUE);
+ }
+
/* Resolve states. */
index += _State(Context, index, 0x01604 >> 2, 0x00000000, 1, gcvFALSE, gcvFALSE);
index += _State(Context, index, 0x01608 >> 2, 0x00000000, 1, gcvFALSE, gcvTRUE);