From 6db8faeb754897b21af045d00f50db9640b080bb Mon Sep 17 00:00:00 2001 From: Keith Packard Date: Mon, 31 Mar 2008 12:04:00 -0700 Subject: [PATCH] remove old monolithic shaders --- src/exa_sf_mask.g4a | 2 +- src/exa_wm_maskca.g4a | 228 --------------------------------- src/exa_wm_maskca_srcalpha.g4a | 228 --------------------------------- src/exa_wm_masknoca.g4a | 228 --------------------------------- 4 files changed, 1 insertion(+), 685 deletions(-) delete mode 100644 src/exa_wm_maskca.g4a delete mode 100644 src/exa_wm_maskca_srcalpha.g4a delete mode 100644 src/exa_wm_masknoca.g4a diff --git a/src/exa_sf_mask.g4a b/src/exa_sf_mask.g4a index 8701a107..5078d014 100644 --- a/src/exa_sf_mask.g4a +++ b/src/exa_sf_mask.g4a @@ -23,7 +23,7 @@ * Authors: * Keith Packard * Eric Anholt - * + * Wang Zhenyu */ /* diff --git a/src/exa_wm_maskca.g4a b/src/exa_wm_maskca.g4a deleted file mode 100644 index d0304673..00000000 --- a/src/exa_wm_maskca.g4a +++ /dev/null @@ -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 - */ - -/* - * 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; diff --git a/src/exa_wm_maskca_srcalpha.g4a b/src/exa_wm_maskca_srcalpha.g4a deleted file mode 100644 index 133c9f0b..00000000 --- a/src/exa_wm_maskca_srcalpha.g4a +++ /dev/null @@ -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 - */ - -/* - * 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; diff --git a/src/exa_wm_masknoca.g4a b/src/exa_wm_masknoca.g4a deleted file mode 100644 index 44f69539..00000000 --- a/src/exa_wm_masknoca.g4a +++ /dev/null @@ -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 - */ - -/* - * 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;