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