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/*
* Copyright © 2007 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 <zhenyu.z.wang@intel.com>
*/
/*
* 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 channel to src, then write out src */
mul (8) g14<1>F g14<8,8,1>F g22<8,8,1>F { align1 };
mul (8) g15<1>F g15<8,8,1>F g23<8,8,1>F { align1 };
mul (8) g16<1>F g16<8,8,1>F g24<8,8,1>F { align1 };
mul (8) g17<1>F g17<8,8,1>F g25<8,8,1>F { align1 };
mul (8) g18<1>F g18<8,8,1>F g26<8,8,1>F { align1 };
mul (8) g19<1>F g19<8,8,1>F g27<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;
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