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162 lines
5.9 KiB
162 lines
5.9 KiB
/* The initial payload of the thread is always g0.
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* WM_URB (incoming URB entries) is g3
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* X0_R is g4
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* X1_R is g5
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* Y0_R is g6
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* Y1_R is g7
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*/
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/* Set up the X/Y screen coordinates of the pixels in our 4 subspans. Each
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* subspan is a 2x2 rectangle, and the screen x/y of the upper left of each
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* subspan are given in GRF register 1.2 through 1.5 (which, with the word
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* addressing below, are 1.4 through 1.11).
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*
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* The result is WM_X*_R and WM_Y*R being:
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*
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* X0: {ss0.x, ss0.x+1, ss0.x, ss0.x+1, ss1.x, ss1.x+1, ss1.x, ss1.x+y}
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* Y0: {ss0.y, ss0.y, ss0.y+1, ss0.y+1, ss1.y, ss1.y, ss1.y+1, ss1.y+1}
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* X1: {ss2.x, ss2.x+1, ss2.x, ss2.x+1, ss3.x, ss3.x+1, ss3.x, ss3.x+y}
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* Y1: {ss2.y, ss2.y, ss2.y+1, ss2.y+1, ss3.y, ss3.y, ss3.y+1, ss3.y+1}
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*/
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/* Set up ss0.x coordinates*/
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mov (1) g4<1>F g1.8<0,1,0>UW { align1 };
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add (1) g4.4<1>F g1.8<0,1,0>UW 1UB { align1 };
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mov (1) g4.8<1>F g1.8<0,1,0>UW { align1 };
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add (1) g4.12<1>F g1.8<0,1,0>UW 1UB { align1 };
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/* Set up ss0.y coordinates */
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mov (1) g6<1>F g1.10<0,1,0>UW { align1 };
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mov (1) g6.4<1>F g1.10<0,1,0>UW { align1 };
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add (1) g6.8<1>F g1.10<0,1,0>UW 1UB { align1 };
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add (1) g6.12<1>F g1.10<0,1,0>UW 1UB { align1 };
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/* set up ss1.x coordinates */
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mov (1) g4.16<1>F g1.12<0,1,0>UW { align1 };
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add (1) g4.20<1>F g1.12<0,1,0>UW 1UB { align1 };
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mov (1) g4.24<1>F g1.12<0,1,0>UW { align1 };
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add (1) g4.28<1>F g1.12<0,1,0>UW 1UB { align1 };
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/* set up ss1.y coordinates */
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mov (1) g6.16<1>F g1.14<0,1,0>UW { align1 };
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mov (1) g6.20<1>F g1.14<0,1,0>UW { align1 };
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add (1) g6.24<1>F g1.14<0,1,0>UW 1UB { align1 };
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add (1) g6.28<1>F g1.14<0,1,0>UW 1UB { align1 };
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/* Set up ss2.x coordinates */
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mov (1) g5<1>F g1.16<0,1,0>UW { align1 };
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add (1) g5.4<1>F g1.16<0,1,0>UW 1UB { align1 };
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mov (1) g5.8<1>F g1.16<0,1,0>UW { align1 };
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add (1) g5.12<1>F g1.16<0,1,0>UW 1UB { align1 };
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/* Set up ss2.y coordinates */
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mov (1) g7<1>F g1.18<0,1,0>UW { align1 };
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mov (1) g7.4<1>F g1.18<0,1,0>UW { align1 };
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add (1) g7.8<1>F g1.18<0,1,0>UW 1UB { align1 };
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add (1) g7.12<1>F g1.18<0,1,0>UW 1UB { align1 };
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/* Set up ss3.x coordinates */
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mov (1) g5.16<1>F g1.20<0,1,0>UW { align1 };
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add (1) g5.20<1>F g1.20<0,1,0>UW 1UB { align1 };
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mov (1) g5.24<1>F g1.20<0,1,0>UW { align1 };
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add (1) g5.28<1>F g1.20<0,1,0>UW 1UB { align1 };
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/* Set up ss3.y coordinates */
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mov (1) g7.16<1>F g1.22<0,1,0>UW { align1 };
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mov (1) g7.20<1>F g1.22<0,1,0>UW { align1 };
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add (1) g7.24<1>F g1.22<0,1,0>UW 1UB { align1 };
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add (1) g7.28<1>F g1.22<0,1,0>UW 1UB { align1 };
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/* Now, map these screen space coordinates into texture coordinates. */
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/* subtract screen-space X origin of vertex 0. */
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add (8) g4<1>F g4<8,8,1>F -g1<0,1,0>F { align1 };
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add (8) g5<1>F g5<8,8,1>F -g1<0,1,0>F { align1 };
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/* scale by texture X increment */
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mul (8) g4<1>F g4<8,8,1>F g3<0,1,0>F { align1 };
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mul (8) g5<1>F g5<8,8,1>F g3<0,1,0>F { align1 };
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/* add in texture X offset */
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add (8) g4<1>F g4<8,8,1>F g3.12<0,1,0>F { align1 };
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add (8) g5<1>F g5<8,8,1>F g3.12<0,1,0>F { align1 };
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/* subtract screen-space Y origin of vertex 0. */
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add (8) g6<1>F g6<8,8,1>F -g1.4<0,1,0>F { align1 };
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add (8) g7<1>F g7<8,8,1>F -g1.4<0,1,0>F { align1 };
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/* scale by texture Y increment */
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mul (8) g6<1>F g6<8,8,1>F g3.20<0,1,0>F { align1 };
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mul (8) g7<1>F g7<8,8,1>F g3.20<0,1,0>F { align1 };
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/* add in texture Y offset */
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add (8) g6<1>F g6<8,8,1>F g3.28<0,1,0>F { align1 };
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add (8) g7<1>F g7<8,8,1>F g3.28<0,1,0>F { align1 };
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/* sampler */
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mov (8) m1<1>F g4<8,8,1>F { align1 };
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mov (8) m2<1>F g5<8,8,1>F { align1 };
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mov (8) m3<1>F g6<8,8,1>F { align1 };
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mov (8) m4<1>F g7<8,8,1>F { align1 };
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/*
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* g0 holds the PS thread payload, which (oddly) contains
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* precisely what the sampler wants to see in m0
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*/
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send (16) 0 g12<1>UW g0<8,8,1>UW sampler (1,0,F) mlen 5 rlen 8 { align1 };
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mov (8) g19<1>UW g19<8,8,1>UW { align1 };
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/* color space conversion function:
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* R = Clamp ( 1.164(Y-16/255) + 1.596(Cr-128/255), 0, 1)
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* G = Clamp ( 1.164(Y-16/255) - 0.813(Cr-128/255) - 0.392(Cb-128/255), 0, 1)
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* B = Clamp ( 1.164(Y-16/255) + 2.017(Cb-128/255), 0, 1)
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*
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* Y is g14, g15.
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* Cr is g12, g13.
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* Cb is g16, g17.
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*
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* R is g2, g6.
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* G is g3, g7.
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* B is g4, g8.
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*/
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/* Y = Y - 16/255 */
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add (8) g14<1>F g14<8,8,1>F -0.0627451F { align1 };
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/* Cr = Cr - 128/255 */
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add (8) g12<1>F g12<8,8,1>F -0.501961F { align1 };
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/* Cb = Cb - 128 / 255 */
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add (8) g16<1>F g16<8,8,1>F -0.501961F { align1 };
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/* Y = Y * 1.164 */
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mul (8) g14<1>F g14<8,8,1>F 1.164F { align1 };
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/* acc = 1.596 * Cr */
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mul (8) null g12<8,8,1>F 1.596F { align1 };
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/* R = acc + Y */
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mac.sat (8) m2<1>F g14<8,8,1>F 1F { align1 };
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/* acc = Cr * -0.813 */
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mul (8) null g12<8,8,1>F -0.813F { align1 };
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/* acc += Cb * -0.392 */
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mac (8) null g16<8,8,1>F -0.392F { align1 };
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/* G = acc + Y */
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mac.sat (8) m3<1>F g14<8,8,1>F 1F { align1 };
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/* acc = Cb * 2.017 */
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mul (8) null g16<8,8,1>F 2.017F { align1 };
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/* B = acc + Y */
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mac.sat (8) m4<1>F g14<8,8,1>F 1F { align1 };
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/* and do it again */
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add (8) g15<1>F g15<8,8,1>F -0.0627451F { align1 };
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add (8) g13<1>F g13<8,8,1>F -0.501961F { align1 };
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add (8) g17<1>F g17<8,8,1>F -0.501961F { align1 };
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mul (8) g15<1>F g15<8,8,1>F 1.164F { align1 };
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mul (8) null g13<8,8,1>F 1.596F { align1 };
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mac.sat (8) m6<1>F g15<8,8,1>F 1F { align1 };
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mul (8) null g13<8,8,1>F -0.813F { align1 };
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mac (8) null g17<8,8,1>F -0.392F { align1 };
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mac.sat (8) m7<1>F g15<8,8,1>F 1F { align1 };
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mul (8) null g17<8,8,1>F 2.017F { align1 };
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mac.sat (8) m8<1>F g15<8,8,1>F 1F { align1 };
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/* Pass through control information:
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*/
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mov (8) m1<1>UD g1<8,8,1>UD { align1 mask_disable };
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/* Send framebuffer write message: XXX: acc0? */
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send (16) 0 null g0<8,8,1>UW write (
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0, /* binding table index 0 */
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8, /* pixel scoreboard clear */
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4, /* render target write */
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0 /* no write commit message */
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) mlen 10 rlen 0 { align1 EOT };
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/* padding */
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nop;
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nop;
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nop;
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nop;
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nop;
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nop;
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nop;
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nop;
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