diff options
author | Wang Zhenyu <zhenyu.z.wang@intel.com> | 2006-11-29 17:05:32 +0800 |
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committer | Keith Packard <keithp@neko.keithp.com> | 2007-01-06 14:37:30 -0800 |
commit | 79018bb47c43510d59c592592f06204189bd12dc (patch) | |
tree | db8ce16d2a5181f6646ac1056a77f701caa40055 /src/exa_wm_masknoca.g4a | |
parent | a5b9b438469f171b002fa0b99d8cab83e51ec968 (diff) |
[PATCH] Add in sf/wm program for mask picture without CA
Signed-off-by: Keith Packard <keithp@neko.keithp.com>
Diffstat (limited to 'src/exa_wm_masknoca.g4a')
-rw-r--r-- | src/exa_wm_masknoca.g4a | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/src/exa_wm_masknoca.g4a b/src/exa_wm_masknoca.g4a new file mode 100644 index 00000000..195203c5 --- /dev/null +++ b/src/exa_wm_masknoca.g4a @@ -0,0 +1,202 @@ +/* + * 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 1UB { 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 1UB { 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 1UB { align1 }; +add (1) g8.12<1>F g1.10<0,1,0>UW 1UB { 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 1UB { 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 1UB { 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 1UB { align1 }; +add (1) g8.28<1>F g1.14<0,1,0>UW 1UB { align1 }; + /* Set up ss2.x coordinates */ +mov (1) g9<1>F g1.16<0,1,0>UW { align1 }; +add (1) g9.4<1>F g1.16<0,1,0>UW 1UB { align1 }; +mov (1) g9.8<1>F g1.16<0,1,0>UW { align1 }; +add (1) g9.12<1>F g1.16<0,1,0>UW 1UB { 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 1UB { align1 }; +add (1) g9.12<1>F g1.18<0,1,0>UW 1UB { 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 1UB { 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 1UB { 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 1UB { align1 }; +add (1) g9.28<1>F g1.22<0,1,0>UW 1UB { 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; |