summaryrefslogtreecommitdiff
path: root/src/rotation_wm0.g4a
diff options
context:
space:
mode:
authorWang Zhenyu <zhenyu.z.wang@intel.com>2007-01-03 22:37:32 -0800
committerKeith Packard <keithp@neko.keithp.com>2007-01-06 14:40:27 -0800
commit71946bcdc3c68c220996afac944698eea1974a36 (patch)
tree64ccbabbfa09067540a51077b9096baf16b1524b /src/rotation_wm0.g4a
parent35cebed70827999812f8343ac97ad0dffda20786 (diff)
[PATCH] Add rotation support for 965.
Diffstat (limited to 'src/rotation_wm0.g4a')
-rw-r--r--src/rotation_wm0.g4a123
1 files changed, 123 insertions, 0 deletions
diff --git a/src/rotation_wm0.g4a b/src/rotation_wm0.g4a
new file mode 100644
index 00000000..fe097340
--- /dev/null
+++ b/src/rotation_wm0.g4a
@@ -0,0 +1,123 @@
+/* The initial payload of the thread is always g0.
+ * WM_URB (incoming URB entries) is g3
+ * X0_R is g4
+ * X1_R is g5
+ * Y0_R is g6
+ * Y1_R is g7
+ */
+
+ /* Set up the X/Y screen coordinates of the pixels in our 4 subspans. Each
+ * subspan is a 2x2 rectangle, and the screen x/y of the upper left of each
+ * subspan are given in GRF register 1.2 through 1.5 (which, with the word
+ * addressing below, are 1.4 through 1.11).
+ *
+ * The result is WM_X*_R and WM_Y*R being:
+ *
+ * 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}
+ */
+
+ /* Set up ss0.x coordinates*/
+mov (1) g4<1>F g1.8<0,1,0>UW { align1 };
+add (1) g4.4<1>F g1.8<0,1,0>UW 1UB { align1 };
+mov (1) g4.8<1>F g1.8<0,1,0>UW { align1 };
+add (1) g4.12<1>F g1.8<0,1,0>UW 1UB { align1 };
+ /* Set up ss0.y coordinates */
+mov (1) g6<1>F g1.10<0,1,0>UW { align1 };
+mov (1) g6.4<1>F g1.10<0,1,0>UW { align1 };
+add (1) g6.8<1>F g1.10<0,1,0>UW 1UB { align1 };
+add (1) g6.12<1>F g1.10<0,1,0>UW 1UB { align1 };
+ /* set up ss1.x coordinates */
+mov (1) g4.16<1>F g1.12<0,1,0>UW { align1 };
+add (1) g4.20<1>F g1.12<0,1,0>UW 1UB { align1 };
+mov (1) g4.24<1>F g1.12<0,1,0>UW { align1 };
+add (1) g4.28<1>F g1.12<0,1,0>UW 1UB { align1 };
+ /* set up ss1.y coordinates */
+mov (1) g6.16<1>F g1.14<0,1,0>UW { align1 };
+mov (1) g6.20<1>F g1.14<0,1,0>UW { align1 };
+add (1) g6.24<1>F g1.14<0,1,0>UW 1UB { align1 };
+add (1) g6.28<1>F g1.14<0,1,0>UW 1UB { align1 };
+ /* Set up ss2.x coordinates */
+mov (1) g5<1>F g1.16<0,1,0>UW { align1 };
+add (1) g5.4<1>F g1.16<0,1,0>UW 1UB { align1 };
+mov (1) g5.8<1>F g1.16<0,1,0>UW { align1 };
+add (1) g5.12<1>F g1.16<0,1,0>UW 1UB { align1 };
+ /* Set up ss2.y coordinates */
+mov (1) g7<1>F g1.18<0,1,0>UW { align1 };
+mov (1) g7.4<1>F g1.18<0,1,0>UW { align1 };
+add (1) g7.8<1>F g1.18<0,1,0>UW 1UB { align1 };
+add (1) g7.12<1>F g1.18<0,1,0>UW 1UB { align1 };
+ /* Set up ss3.x coordinates */
+mov (1) g5.16<1>F g1.20<0,1,0>UW { align1 };
+add (1) g5.20<1>F g1.20<0,1,0>UW 1UB { align1 };
+mov (1) g5.24<1>F g1.20<0,1,0>UW { align1 };
+add (1) g5.28<1>F g1.20<0,1,0>UW 1UB { align1 };
+ /* Set up ss3.y coordinates */
+mov (1) g7.16<1>F g1.22<0,1,0>UW { align1 };
+mov (1) g7.20<1>F g1.22<0,1,0>UW { align1 };
+add (1) g7.24<1>F g1.22<0,1,0>UW 1UB { align1 };
+add (1) g7.28<1>F g1.22<0,1,0>UW 1UB { align1 };
+
+ /* Now, map these screen space coordinates into texture coordinates. */
+ /* subtract screen-space X origin of vertex 0. */
+add (8) g4<1>F g4<8,8,1>F -g1<0,1,0>F { align1 };
+add (8) g5<1>F g5<8,8,1>F -g1<0,1,0>F { align1 };
+ /* scale by texture X increment */
+mul (8) g4<1>F g4<8,8,1>F g3<0,1,0>F { align1 };
+mul (8) g5<1>F g5<8,8,1>F g3<0,1,0>F { align1 };
+ /* add in texture X offset */
+add (8) g4<1>F g4<8,8,1>F g3.12<0,1,0>F { align1 };
+add (8) g5<1>F g5<8,8,1>F g3.12<0,1,0>F { align1 };
+ /* subtract screen-space Y origin of vertex 0. */
+add (8) g6<1>F g6<8,8,1>F -g1.4<0,1,0>F { align1 };
+add (8) g7<1>F g7<8,8,1>F -g1.4<0,1,0>F { align1 };
+ /* scale by texture Y increment */
+ /* XXX: double check the fields in Cx,Cy,Co and attributes*/
+mul (8) g6<1>F g6<8,8,1>F g3.20<0,1,0>F { align1 };
+mul (8) g7<1>F g7<8,8,1>F g3.20<0,1,0>F { align1 };
+ /* add in texture Y offset */
+add (8) g6<1>F g6<8,8,1>F g3.28<0,1,0>F { align1 };
+add (8) g7<1>F g7<8,8,1>F g3.28<0,1,0>F { align1 };
+ /* sampler */
+mov (8) m1<1>F g4<8,8,1>F { align1 };
+mov (8) m2<1>F g5<8,8,1>F { align1 };
+mov (8) m3<1>F g6<8,8,1>F { align1 };
+mov (8) m4<1>F g7<8,8,1>F { align1 };
+
+ /*
+ * g0 holds the PS thread payload, which (oddly) contains
+ * precisely what the sampler wants to see in m0
+ */
+send (16) 0 g12<1>UW g0<8,8,1>UW sampler (1,0,F) mlen 5 rlen 8 { align1 };
+mov (8) g19<1>UD g19<8,8,1>UD { align1 };
+
+mov (8) m2<1>F g12<8,8,1>F { align1 };
+mov (8) m3<1>F g14<8,8,1>F { align1 };
+mov (8) m4<1>F g16<8,8,1>F { align1 };
+mov (8) m5<1>F g18<8,8,1>F { align1 };
+mov (8) m6<1>F g13<8,8,1>F { align1 };
+mov (8) m7<1>F g15<8,8,1>F { align1 };
+mov (8) m8<1>F g17<8,8,1>F { align1 };
+mov (8) m9<1>F g19<8,8,1>F { align1 };
+
+ /* Pass through control information:
+ */
+mov (8) m1<1>UD g1<8,8,1>UD { align1 mask_disable };
+ /* Send framebuffer write message: XXX: acc0? */
+send (16) 0 acc0<1>UW g0<8,8,1>UW write (
+ 0, /* binding table index 0 */
+ 8, /* pixel scoreboard clear */
+ 4, /* render target write */
+ 0 /* no write commit message */
+ ) mlen 10 rlen 0 { align1 EOT };
+ /* padding */
+nop;
+nop;
+nop;
+nop;
+nop;
+nop;
+nop;
+nop;