diff options
author | Wang Zhenyu <zhenyu.z.wang@intel.com> | 2007-01-03 22:37:32 -0800 |
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committer | Keith Packard <keithp@neko.keithp.com> | 2007-01-06 14:40:27 -0800 |
commit | 71946bcdc3c68c220996afac944698eea1974a36 (patch) | |
tree | 64ccbabbfa09067540a51077b9096baf16b1524b /src/rotation_wm0.g4a | |
parent | 35cebed70827999812f8343ac97ad0dffda20786 (diff) |
[PATCH] Add rotation support for 965.
Diffstat (limited to 'src/rotation_wm0.g4a')
-rw-r--r-- | src/rotation_wm0.g4a | 123 |
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; |