/* * 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 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) g7<1>F g1.16<0,1,0>UW { align1 }; add (1) g7.4<1>F g1.16<0,1,0>UW 1UB { 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 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;