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/*
* 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:
* Keith Packard <keithp@keithp.com>
* Eric Anholt <eric@anholt.net>
* Wang Zhenyu <zhenyu.z.wang@intel.com>
*/
/*
* Inputs (note all sub-register addresses are bytes, not float indices)
*
* Note that the vertices will have been reordered:
*
* V0 is topmost (leftmost among topmost) (upper left)
* V1 is next clockwise (lower right)
* V2 is remaining (lower left)
*
* V0 ...................... XX
* | .
* | .
* | .
* V2------------------------V1
*
* G0 thread state -- just pass along
*
* G1 and G2 are fixed by SF spec
*
* G1.0 reserved
* G1.4 Provoking vertex
* G1.8 Determinant
* G1.12 X1 - X0
* G1.16 X2 - X0
* G1.20 Y1 - Y0
* G1.24 Y2 - Y0
* G1.30 reserved
*
* G2.0 Z0
* G2.4 1/W0
* G2.8 Z1
* G2.12 1/W1
* G2.16 Z2
* G2.20 1/W2
* G2.24 reserved
* G2.30 reserved
*
* G3 is V0 Vertex Attribute Data from URB (upper left)
*
* G3.0 u0
* G3.4 v0
*
* G4 is V1 Vertex Attribute Data from URB (lower right)
*
* G4.0 u1
* G4.4 v1
*
* G5 is V2 Vertex Attribute Data from URB (lower left)
*
*/
/* Compute inverses of the input deltas */
send (4) 0 g6<1>F g1.12<4,4,1>F math inv mlen 1 rlen 1 { align1 };
/* texture location at V0 */
mov (8) m3<1>F g3<8,8,1>F { align1 };
/* compute V1 - V2 (motion in X) for texture coordinates */
add (8) g7<1>F g4<8,8,1>F -g5<8,8,1>F { align1 };
/* multiply by 1/dx */
mul (8) m1<1>F g7<8,8,1>F g6.0<0,1,0>F { align1 };
/* Compute V2 - V0 (motion in Y) for texture coordinates */
add (8) g7<1>F g5<8,8,1>F -g3<8,8,1>F { align1 };
/* multiply by 1/dy */
mul (8) m2<1>F g7<8,8,1>F g6.8<0,1,0>F {align1 };
/* and we're done */
send (8) 0 null g0<8,8,1>F urb 0 transpose used complete mlen 4 rlen 0 { align1 EOT };
nop;
nop;
nop;
nop;
nop;
nop;
nop;
nop;
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