/* 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 */ 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>UW g19<8,8,1>UW { align1 }; /* color space conversion function: * R = Clamp ( 1.164(Y-16/255) + 1.596(Cr-128/255), 0, 1) * G = Clamp ( 1.164(Y-16/255) - 0.813(Cr-128/255) - 0.392(Cb-128/255), 0, 1) * B = Clamp ( 1.164(Y-16/255) + 2.017(Cb-128/255), 0, 1) * * Y is g14, g15. * Cr is g12, g13. * Cb is g16, g17. * * R is g2, g6. * G is g3, g7. * B is g4, g8. */ /* Y = Y - 16/255 */ add (8) g14<1>F g14<8,8,1>F -0.0627451F { align1 }; /* Cr = Cr - 128/255 */ add (8) g12<1>F g12<8,8,1>F -0.501961F { align1 }; /* Cb = Cb - 128 / 255 */ add (8) g16<1>F g16<8,8,1>F -0.501961F { align1 }; /* Y = Y * 1.164 */ mul (8) g14<1>F g14<8,8,1>F 1.164F { align1 }; /* acc = 1.596 * Cr */ mul (8) null g12<8,8,1>F 1.596F { align1 }; /* R = acc + Y */ mac.sat (8) m2<1>F g14<8,8,1>F 1F { align1 }; /* acc = Cr * -0.813 */ mul (8) null g12<8,8,1>F -0.813F { align1 }; /* acc += Cb * -0.392 */ mac (8) null g16<8,8,1>F -0.392F { align1 }; /* G = acc + Y */ mac.sat (8) m3<1>F g14<8,8,1>F 1F { align1 }; /* acc = Cb * 2.017 */ mul (8) null g16<8,8,1>F 2.017F { align1 }; /* B = acc + Y */ mac.sat (8) m4<1>F g14<8,8,1>F 1F { align1 }; /* and do it again */ add (8) g15<1>F g15<8,8,1>F -0.0627451F { align1 }; add (8) g13<1>F g13<8,8,1>F -0.501961F { align1 }; add (8) g17<1>F g17<8,8,1>F -0.501961F { align1 }; mul (8) g15<1>F g15<8,8,1>F 1.164F { align1 }; mul (8) null g13<8,8,1>F 1.596F { align1 }; mac.sat (8) m6<1>F g15<8,8,1>F 1F { align1 }; mul (8) null g13<8,8,1>F -0.813F { align1 }; mac (8) null g17<8,8,1>F -0.392F { align1 }; mac.sat (8) m7<1>F g15<8,8,1>F 1F { align1 }; mul (8) null g17<8,8,1>F 2.017F { align1 }; mac.sat (8) m8<1>F g15<8,8,1>F 1F { 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 null 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;