remove old monolithic shaders
This commit is contained in:
parent
6bb9221337
commit
6db8faeb75
|
|
@ -23,7 +23,7 @@
|
|||
* Authors:
|
||||
* Keith Packard <keithp@keithp.com>
|
||||
* Eric Anholt <eric@anholt.net>
|
||||
*
|
||||
* Wang Zhenyu <zhenyu.z.wang@intel.com>
|
||||
*/
|
||||
|
||||
/*
|
||||
|
|
|
|||
|
|
@ -1,228 +0,0 @@
|
|||
/*
|
||||
* Copyright © 2007 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice (including the next
|
||||
* paragraph) shall be included in all copies or substantial portions of the
|
||||
* Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
* IN THE SOFTWARE.
|
||||
*
|
||||
* Authors:
|
||||
* Wang Zhenyu <zhenyu.z.wang@intel.com>
|
||||
*/
|
||||
|
||||
/*
|
||||
* This's for exa composite operation in no mask picture case.
|
||||
* The simplest case is just sending what src picture has to dst picture.
|
||||
* XXX: This is still experimental, and should be fixed to support multiple texture
|
||||
* map, and conditional mul actions.
|
||||
*/
|
||||
|
||||
/* I think this should be same as in g4a program for texture video,
|
||||
as we also use 16-pixel dispatch. and SF scale in g3 is useful for us. */
|
||||
|
||||
/* The initial payload of the thread is always g0.
|
||||
* WM_URB (incoming URB entries) is g3
|
||||
As mask texture coeffient needs extra setup urb starting from g4, we should
|
||||
shift this location.
|
||||
|
||||
* X0_R is g4->g6
|
||||
* X1_R is g5->g7
|
||||
* Y0_R is g6->g8
|
||||
* Y1_R is g7->g9
|
||||
|
||||
* X0: {ss0.x, ss0.x+1, ss0.x, ss0.x+1, ss1.x, ss1.x+1, ss1.x, ss1.x+y}
|
||||
* Y0: {ss0.y, ss0.y, ss0.y+1, ss0.y+1, ss1.y, ss1.y, ss1.y+1, ss1.y+1}
|
||||
* X1: {ss2.x, ss2.x+1, ss2.x, ss2.x+1, ss3.x, ss3.x+1, ss3.x, ss3.x+y}
|
||||
* Y1: {ss2.y, ss2.y, ss2.y+1, ss2.y+1, ss3.y, ss3.y, ss3.y+1, ss3.y+1}
|
||||
*/
|
||||
|
||||
/* multitexture program with src and mask texture */
|
||||
/* - load src texture */
|
||||
/* - load mask texture */
|
||||
/* - mul src.X with mask's alpha */
|
||||
/* - write out src.X */
|
||||
|
||||
/* Set up ss0.x coordinates*/
|
||||
mov (1) g6<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.4<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.8<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.12<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss0.y coordinates */
|
||||
mov (1) g8<1>F g1.10<0,1,0>UW { align1 };
|
||||
mov (1) g8.4<1>F g1.10<0,1,0>UW { align1 };
|
||||
add (1) g8.8<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.12<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.x coordinates */
|
||||
mov (1) g6.16<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.20<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.24<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.28<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.y coordinates */
|
||||
mov (1) g8.16<1>F g1.14<0,1,0>UW { align1 };
|
||||
mov (1) g8.20<1>F g1.14<0,1,0>UW { align1 };
|
||||
add (1) g8.24<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.28<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.x coordinates */
|
||||
mov (1) g7<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.4<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.8<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.12<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.y coordinates */
|
||||
mov (1) g9<1>F g1.18<0,1,0>UW { align1 };
|
||||
mov (1) g9.4<1>F g1.18<0,1,0>UW { align1 };
|
||||
add (1) g9.8<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.12<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.x coordinates */
|
||||
mov (1) g7.16<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.20<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.24<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.28<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.y coordinates */
|
||||
mov (1) g9.16<1>F g1.22<0,1,0>UW { align1 };
|
||||
mov (1) g9.20<1>F g1.22<0,1,0>UW { align1 };
|
||||
add (1) g9.24<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.28<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
|
||||
/* Now, map these screen space coordinates into texture coordinates. */
|
||||
/* This is for src texture */
|
||||
/* I don't want to change origin ssX coords, as it will be used later in mask */
|
||||
/* so store tex coords in g10, g11, g12, g13 */
|
||||
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[0] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g3<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g3<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[0] */
|
||||
add (8) g10<1>F g10<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[0] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[1] */
|
||||
add (8) g12<1>F g12<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
|
||||
/* prepare sampler read back gX register, which would be written back to output */
|
||||
|
||||
/* use simd16 sampler, param 0 is u, param 1 is v. */
|
||||
/* 'payload' loading, assuming tex coord start from g4 */
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 }; /* param 0 u in m1, m2 */
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 }; /* param 1 v in m3, m4 */
|
||||
|
||||
/* m0 will be copied with g0, as it contains send desc */
|
||||
/* emit sampler 'send' cmd */
|
||||
|
||||
/* src texture readback: g14-g21 */
|
||||
send (16) 0 /* msg reg index */
|
||||
g14<1>UW /* readback */
|
||||
g0<8,8,1>UW /* copy to msg start reg*/
|
||||
sampler (1,0,F) /* sampler message description,
|
||||
(binding_table,sampler_index,datatype).
|
||||
here(src->dst) we should use src_sampler and
|
||||
src_surface */
|
||||
mlen 5 rlen 8 { align1 }; /* required message len 5, readback len 8 */
|
||||
|
||||
mov (8) g21<1>UD g21<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* sampler mask texture, use g10, g11, g12, g13 */
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[2] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g4<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g4<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[2] */
|
||||
add (8) g10<1>F g10<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[2] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[3] */
|
||||
add (8) g12<1>F g12<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 };
|
||||
|
||||
/* mask sampler g22-g29 */
|
||||
/* binding_table (2), sampler (1) */
|
||||
send (16) 0 g22<1>UW g0<8,8,1>UW sampler (2,1,F) mlen 5 rlen 8 { align1 };
|
||||
mov (8) g29<1>UD g29<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* mul mask's channel to src, then write out src */
|
||||
mul (8) g14<1>F g14<8,8,1>F g22<8,8,1>F { align1 };
|
||||
mul (8) g15<1>F g15<8,8,1>F g23<8,8,1>F { align1 };
|
||||
mul (8) g16<1>F g16<8,8,1>F g24<8,8,1>F { align1 };
|
||||
mul (8) g17<1>F g17<8,8,1>F g25<8,8,1>F { align1 };
|
||||
mul (8) g18<1>F g18<8,8,1>F g26<8,8,1>F { align1 };
|
||||
mul (8) g19<1>F g19<8,8,1>F g27<8,8,1>F { align1 };
|
||||
mul (8) g20<1>F g20<8,8,1>F g28<8,8,1>F { align1 };
|
||||
mul (8) g21<1>F g21<8,8,1>F g29<8,8,1>F { align1 };
|
||||
|
||||
/* prepare data in m2-m5 for subspan(1,0), m6-m9 for subspan(3,2), then it's ready to write */
|
||||
mov (8) m2<1>F g14<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g16<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g18<8,8,1>F { align1 };
|
||||
mov (8) m5<1>F g20<8,8,1>F { align1 };
|
||||
mov (8) m6<1>F g15<8,8,1>F { align1 };
|
||||
mov (8) m7<1>F g17<8,8,1>F { align1 };
|
||||
mov (8) m8<1>F g19<8,8,1>F { align1 };
|
||||
mov (8) m9<1>F g21<8,8,1>F { align1 };
|
||||
|
||||
/* m0, m1 are all direct passed by PS thread payload */
|
||||
mov (8) m1<1>UD g1<8,8,1>UD { align1 mask_disable };
|
||||
|
||||
/* write */
|
||||
send (16) 0 acc0<1>UW g0<8,8,1>UW write (
|
||||
0, /* binding_table */
|
||||
8, /* pixel scordboard clear, msg type simd16 single source */
|
||||
4, /* render target write */
|
||||
0 /* no write commit message */
|
||||
)
|
||||
mlen 10
|
||||
rlen 0
|
||||
{ align1 EOT };
|
||||
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
|
|
@ -1,228 +0,0 @@
|
|||
/*
|
||||
* Copyright © 2007 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice (including the next
|
||||
* paragraph) shall be included in all copies or substantial portions of the
|
||||
* Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
* IN THE SOFTWARE.
|
||||
*
|
||||
* Authors:
|
||||
* Wang Zhenyu <zhenyu.z.wang@intel.com>
|
||||
*/
|
||||
|
||||
/*
|
||||
* This's for exa composite operation in no mask picture case.
|
||||
* The simplest case is just sending what src picture has to dst picture.
|
||||
* XXX: This is still experimental, and should be fixed to support multiple texture
|
||||
* map, and conditional mul actions.
|
||||
*/
|
||||
|
||||
/* I think this should be same as in g4a program for texture video,
|
||||
as we also use 16-pixel dispatch. and SF scale in g3 is useful for us. */
|
||||
|
||||
/* The initial payload of the thread is always g0.
|
||||
* WM_URB (incoming URB entries) is g3
|
||||
As mask texture coeffient needs extra setup urb starting from g4, we should
|
||||
shift this location.
|
||||
|
||||
* X0_R is g4->g6
|
||||
* X1_R is g5->g7
|
||||
* Y0_R is g6->g8
|
||||
* Y1_R is g7->g9
|
||||
|
||||
* X0: {ss0.x, ss0.x+1, ss0.x, ss0.x+1, ss1.x, ss1.x+1, ss1.x, ss1.x+y}
|
||||
* Y0: {ss0.y, ss0.y, ss0.y+1, ss0.y+1, ss1.y, ss1.y, ss1.y+1, ss1.y+1}
|
||||
* X1: {ss2.x, ss2.x+1, ss2.x, ss2.x+1, ss3.x, ss3.x+1, ss3.x, ss3.x+y}
|
||||
* Y1: {ss2.y, ss2.y, ss2.y+1, ss2.y+1, ss3.y, ss3.y, ss3.y+1, ss3.y+1}
|
||||
*/
|
||||
|
||||
/* multitexture program with src and mask texture */
|
||||
/* - load src texture */
|
||||
/* - load mask texture */
|
||||
/* - mul src.X with mask's alpha */
|
||||
/* - write out src.X */
|
||||
|
||||
/* Set up ss0.x coordinates*/
|
||||
mov (1) g6<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.4<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.8<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.12<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss0.y coordinates */
|
||||
mov (1) g8<1>F g1.10<0,1,0>UW { align1 };
|
||||
mov (1) g8.4<1>F g1.10<0,1,0>UW { align1 };
|
||||
add (1) g8.8<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.12<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.x coordinates */
|
||||
mov (1) g6.16<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.20<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.24<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.28<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.y coordinates */
|
||||
mov (1) g8.16<1>F g1.14<0,1,0>UW { align1 };
|
||||
mov (1) g8.20<1>F g1.14<0,1,0>UW { align1 };
|
||||
add (1) g8.24<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.28<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.x coordinates */
|
||||
mov (1) g7<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.4<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.8<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.12<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.y coordinates */
|
||||
mov (1) g9<1>F g1.18<0,1,0>UW { align1 };
|
||||
mov (1) g9.4<1>F g1.18<0,1,0>UW { align1 };
|
||||
add (1) g9.8<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.12<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.x coordinates */
|
||||
mov (1) g7.16<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.20<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.24<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.28<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.y coordinates */
|
||||
mov (1) g9.16<1>F g1.22<0,1,0>UW { align1 };
|
||||
mov (1) g9.20<1>F g1.22<0,1,0>UW { align1 };
|
||||
add (1) g9.24<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.28<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
|
||||
/* Now, map these screen space coordinates into texture coordinates. */
|
||||
/* This is for src texture */
|
||||
/* I don't want to change origin ssX coords, as it will be used later in mask */
|
||||
/* so store tex coords in g10, g11, g12, g13 */
|
||||
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[0] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g3<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g3<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[0] */
|
||||
add (8) g10<1>F g10<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[0] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[1] */
|
||||
add (8) g12<1>F g12<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
|
||||
/* prepare sampler read back gX register, which would be written back to output */
|
||||
|
||||
/* use simd16 sampler, param 0 is u, param 1 is v. */
|
||||
/* 'payload' loading, assuming tex coord start from g4 */
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 }; /* param 0 u in m1, m2 */
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 }; /* param 1 v in m3, m4 */
|
||||
|
||||
/* m0 will be copied with g0, as it contains send desc */
|
||||
/* emit sampler 'send' cmd */
|
||||
|
||||
/* src texture readback: g14-g21 */
|
||||
send (16) 0 /* msg reg index */
|
||||
g14<1>UW /* readback */
|
||||
g0<8,8,1>UW /* copy to msg start reg*/
|
||||
sampler (1,0,F) /* sampler message description,
|
||||
(binding_table,sampler_index,datatype).
|
||||
here(src->dst) we should use src_sampler and
|
||||
src_surface */
|
||||
mlen 5 rlen 8 { align1 }; /* required message len 5, readback len 8 */
|
||||
|
||||
mov (8) g21<1>UD g21<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* sampler mask texture, use g10, g11, g12, g13 */
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[2] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g4<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g4<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[2] */
|
||||
add (8) g10<1>F g10<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[2] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[3] */
|
||||
add (8) g12<1>F g12<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 };
|
||||
|
||||
/* mask sampler g22-g29 */
|
||||
/* binding_table (2), sampler (1) */
|
||||
send (16) 0 g22<1>UW g0<8,8,1>UW sampler (2,1,F) mlen 5 rlen 8 { align1 };
|
||||
mov (8) g29<1>UD g29<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* src channel has no more use, src.A * mask.C */
|
||||
mul (8) g14<1>F g22<8,8,1>F g20<8,8,1>F { align1 };
|
||||
mul (8) g15<1>F g23<8,8,1>F g21<8,8,1>F { align1 };
|
||||
mul (8) g16<1>F g24<8,8,1>F g20<8,8,1>F { align1 };
|
||||
mul (8) g17<1>F g25<8,8,1>F g21<8,8,1>F { align1 };
|
||||
mul (8) g18<1>F g26<8,8,1>F g20<8,8,1>F { align1 };
|
||||
mul (8) g19<1>F g27<8,8,1>F g21<8,8,1>F { align1 };
|
||||
mul (8) g20<1>F g28<8,8,1>F g20<8,8,1>F { align1 };
|
||||
mul (8) g21<1>F g29<8,8,1>F g21<8,8,1>F { align1 };
|
||||
|
||||
/* prepare data in m2-m5 for subspan(1,0), m6-m9 for subspan(3,2), then it's ready to write */
|
||||
mov (8) m2<1>F g14<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g16<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g18<8,8,1>F { align1 };
|
||||
mov (8) m5<1>F g20<8,8,1>F { align1 };
|
||||
mov (8) m6<1>F g15<8,8,1>F { align1 };
|
||||
mov (8) m7<1>F g17<8,8,1>F { align1 };
|
||||
mov (8) m8<1>F g19<8,8,1>F { align1 };
|
||||
mov (8) m9<1>F g21<8,8,1>F { align1 };
|
||||
|
||||
/* m0, m1 are all direct passed by PS thread payload */
|
||||
mov (8) m1<1>UD g1<8,8,1>UD { align1 mask_disable };
|
||||
|
||||
/* write */
|
||||
send (16) 0 acc0<1>UW g0<8,8,1>UW write (
|
||||
0, /* binding_table */
|
||||
8, /* pixel scordboard clear, msg type simd16 single source */
|
||||
4, /* render target write */
|
||||
0 /* no write commit message */
|
||||
)
|
||||
mlen 10
|
||||
rlen 0
|
||||
{ align1 EOT };
|
||||
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
|
|
@ -1,228 +0,0 @@
|
|||
/*
|
||||
* Copyright © 2006 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice (including the next
|
||||
* paragraph) shall be included in all copies or substantial portions of the
|
||||
* Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
* IN THE SOFTWARE.
|
||||
*
|
||||
* Authors:
|
||||
* Wang Zhenyu <zhenyu.z.wang@intel.com>
|
||||
*/
|
||||
|
||||
/*
|
||||
* This's for exa composite operation in no mask picture case.
|
||||
* The simplest case is just sending what src picture has to dst picture.
|
||||
* XXX: This is still experimental, and should be fixed to support multiple texture
|
||||
* map, and conditional mul actions.
|
||||
*/
|
||||
|
||||
/* I think this should be same as in g4a program for texture video,
|
||||
as we also use 16-pixel dispatch. and SF scale in g3 is useful for us. */
|
||||
|
||||
/* The initial payload of the thread is always g0.
|
||||
* WM_URB (incoming URB entries) is g3
|
||||
As mask texture coeffient needs extra setup urb starting from g4, we should
|
||||
shift this location.
|
||||
|
||||
* X0_R is g4->g6
|
||||
* X1_R is g5->g7
|
||||
* Y0_R is g6->g8
|
||||
* Y1_R is g7->g9
|
||||
|
||||
* X0: {ss0.x, ss0.x+1, ss0.x, ss0.x+1, ss1.x, ss1.x+1, ss1.x, ss1.x+y}
|
||||
* Y0: {ss0.y, ss0.y, ss0.y+1, ss0.y+1, ss1.y, ss1.y, ss1.y+1, ss1.y+1}
|
||||
* X1: {ss2.x, ss2.x+1, ss2.x, ss2.x+1, ss3.x, ss3.x+1, ss3.x, ss3.x+y}
|
||||
* Y1: {ss2.y, ss2.y, ss2.y+1, ss2.y+1, ss3.y, ss3.y, ss3.y+1, ss3.y+1}
|
||||
*/
|
||||
|
||||
/* multitexture program with src and mask texture */
|
||||
/* - load src texture */
|
||||
/* - load mask texture */
|
||||
/* - mul src.X with mask's alpha */
|
||||
/* - write out src.X */
|
||||
|
||||
/* Set up ss0.x coordinates*/
|
||||
mov (1) g6<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.4<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.8<1>F g1.8<0,1,0>UW { align1 };
|
||||
add (1) g6.12<1>F g1.8<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss0.y coordinates */
|
||||
mov (1) g8<1>F g1.10<0,1,0>UW { align1 };
|
||||
mov (1) g8.4<1>F g1.10<0,1,0>UW { align1 };
|
||||
add (1) g8.8<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.12<1>F g1.10<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.x coordinates */
|
||||
mov (1) g6.16<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.20<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g6.24<1>F g1.12<0,1,0>UW { align1 };
|
||||
add (1) g6.28<1>F g1.12<0,1,0>UW 1UD { align1 };
|
||||
/* set up ss1.y coordinates */
|
||||
mov (1) g8.16<1>F g1.14<0,1,0>UW { align1 };
|
||||
mov (1) g8.20<1>F g1.14<0,1,0>UW { align1 };
|
||||
add (1) g8.24<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
add (1) g8.28<1>F g1.14<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.x coordinates */
|
||||
mov (1) g7<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.4<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.8<1>F g1.16<0,1,0>UW { align1 };
|
||||
add (1) g7.12<1>F g1.16<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss2.y coordinates */
|
||||
mov (1) g9<1>F g1.18<0,1,0>UW { align1 };
|
||||
mov (1) g9.4<1>F g1.18<0,1,0>UW { align1 };
|
||||
add (1) g9.8<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.12<1>F g1.18<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.x coordinates */
|
||||
mov (1) g7.16<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.20<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
mov (1) g7.24<1>F g1.20<0,1,0>UW { align1 };
|
||||
add (1) g7.28<1>F g1.20<0,1,0>UW 1UD { align1 };
|
||||
/* Set up ss3.y coordinates */
|
||||
mov (1) g9.16<1>F g1.22<0,1,0>UW { align1 };
|
||||
mov (1) g9.20<1>F g1.22<0,1,0>UW { align1 };
|
||||
add (1) g9.24<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
add (1) g9.28<1>F g1.22<0,1,0>UW 1UD { align1 };
|
||||
|
||||
/* Now, map these screen space coordinates into texture coordinates. */
|
||||
/* This is for src texture */
|
||||
/* I don't want to change origin ssX coords, as it will be used later in mask */
|
||||
/* so store tex coords in g10, g11, g12, g13 */
|
||||
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[0] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g3<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g3<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[0] */
|
||||
add (8) g10<1>F g10<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g3.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[0] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g3.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[1] */
|
||||
add (8) g12<1>F g12<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g3.28<0,1,0>F { align1 };
|
||||
|
||||
/* prepare sampler read back gX register, which would be written back to output */
|
||||
|
||||
/* use simd16 sampler, param 0 is u, param 1 is v. */
|
||||
/* 'payload' loading, assuming tex coord start from g4 */
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 }; /* param 0 u in m1, m2 */
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 }; /* param 1 v in m3, m4 */
|
||||
|
||||
/* m0 will be copied with g0, as it contains send desc */
|
||||
/* emit sampler 'send' cmd */
|
||||
|
||||
/* src texture readback: g14-g21 */
|
||||
send (16) 0 /* msg reg index */
|
||||
g14<1>UW /* readback */
|
||||
g0<8,8,1>UW /* copy to msg start reg*/
|
||||
sampler (1,0,F) /* sampler message description,
|
||||
(binding_table,sampler_index,datatype).
|
||||
here(src->dst) we should use src_sampler and
|
||||
src_surface */
|
||||
mlen 5 rlen 8 { align1 }; /* required message len 5, readback len 8 */
|
||||
|
||||
mov (8) g21<1>UD g21<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* sampler mask texture, use g10, g11, g12, g13 */
|
||||
/* subtract screen-space X origin of vertex 0. */
|
||||
add (8) g10<1>F g6<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g7<8,8,1>F -g1<0,1,0>F { align1 };
|
||||
/* scale by texture X increment */
|
||||
/* Cx[2] */
|
||||
mul (8) g10<1>F g10<8,8,1>F g4<0,1,0>F { align1 };
|
||||
mul (8) g11<1>F g11<8,8,1>F g4<0,1,0>F { align1 };
|
||||
/* add in texture X offset */
|
||||
/* Co[2] */
|
||||
add (8) g10<1>F g10<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
add (8) g11<1>F g11<8,8,1>F g4.12<0,1,0>F { align1 };
|
||||
/* subtract screen-space Y origin of vertex 0. */
|
||||
add (8) g12<1>F g8<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g9<8,8,1>F -g1.4<0,1,0>F { align1 };
|
||||
/* scale by texture Y increment */
|
||||
/* Cy[2] */
|
||||
mul (8) g12<1>F g12<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
mul (8) g13<1>F g13<8,8,1>F g4.4<0,1,0>F { align1 };
|
||||
/* add in texture Y offset */
|
||||
/* Co[3] */
|
||||
add (8) g12<1>F g12<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
add (8) g13<1>F g13<8,8,1>F g4.28<0,1,0>F { align1 };
|
||||
|
||||
mov (8) m1<1>F g10<8,8,1>F { align1 };
|
||||
mov (8) m2<1>F g11<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g12<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g13<8,8,1>F { align1 };
|
||||
|
||||
/* mask sampler g22-g29 */
|
||||
/* binding_table (2), sampler (1) */
|
||||
send (16) 0 g22<1>UW g0<8,8,1>UW sampler (2,1,F) mlen 5 rlen 8 { align1 };
|
||||
mov (8) g29<1>UD g29<8,8,1>UD { align1 }; /* wait sampler return */
|
||||
|
||||
/* mul mask's alpha channel g28,g29 to src (g14-g21), then write out src */
|
||||
mul (8) g14<1>F g14<8,8,1>F g28<8,8,1>F { align1 };
|
||||
mul (8) g15<1>F g15<8,8,1>F g29<8,8,1>F { align1 };
|
||||
mul (8) g16<1>F g16<8,8,1>F g28<8,8,1>F { align1 };
|
||||
mul (8) g17<1>F g17<8,8,1>F g29<8,8,1>F { align1 };
|
||||
mul (8) g18<1>F g18<8,8,1>F g28<8,8,1>F { align1 };
|
||||
mul (8) g19<1>F g19<8,8,1>F g29<8,8,1>F { align1 };
|
||||
mul (8) g20<1>F g20<8,8,1>F g28<8,8,1>F { align1 };
|
||||
mul (8) g21<1>F g21<8,8,1>F g29<8,8,1>F { align1 };
|
||||
|
||||
/* prepare data in m2-m5 for subspan(1,0), m6-m9 for subspan(3,2), then it's ready to write */
|
||||
mov (8) m2<1>F g14<8,8,1>F { align1 };
|
||||
mov (8) m3<1>F g16<8,8,1>F { align1 };
|
||||
mov (8) m4<1>F g18<8,8,1>F { align1 };
|
||||
mov (8) m5<1>F g20<8,8,1>F { align1 };
|
||||
mov (8) m6<1>F g15<8,8,1>F { align1 };
|
||||
mov (8) m7<1>F g17<8,8,1>F { align1 };
|
||||
mov (8) m8<1>F g19<8,8,1>F { align1 };
|
||||
mov (8) m9<1>F g21<8,8,1>F { align1 };
|
||||
|
||||
/* m0, m1 are all direct passed by PS thread payload */
|
||||
mov (8) m1<1>UD g1<8,8,1>UD { align1 mask_disable };
|
||||
|
||||
/* write */
|
||||
send (16) 0 acc0<1>UW g0<8,8,1>UW write (
|
||||
0, /* binding_table */
|
||||
8, /* pixel scordboard clear, msg type simd16 single source */
|
||||
4, /* render target write */
|
||||
0 /* no write commit message */
|
||||
)
|
||||
mlen 10
|
||||
rlen 0
|
||||
{ align1 EOT };
|
||||
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
nop;
|
||||
Loading…
Reference in New Issue