1/* 2 * Copyright © 2006 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 * 23 * Authors: 24 * Keith Packard <keithp@keithp.com> 25 * Eric Anholt <eric@anholt.net> 26 * Wang Zhenyu <zhenyu.z.wang@intel.com> 27 */ 28 29/* 30 * Inputs (note all sub-register addresses are bytes, not float indices) 31 * 32 * Note that the vertices will have been reordered: 33 * 34 * V0 is topmost (leftmost among topmost) (upper left) 35 * V1 is next clockwise (lower right) 36 * V2 is remaining (lower left) 37 * 38 * V0 ...................... XX 39 * | . 40 * | . 41 * | . 42 * V2------------------------V1 43 * 44 * G0 thread state -- just pass along 45 * 46 * G1 and G2 are fixed by SF spec 47 * 48 * G1.0 reserved 49 * G1.4 Provoking vertex 50 * G1.8 Determinant 51 * G1.12 X1 - X0 52 * G1.16 X2 - X0 53 * G1.20 Y1 - Y0 54 * G1.24 Y2 - Y0 55 * G1.30 reserved 56 * 57 * G2.0 Z0 58 * G2.4 1/W0 59 * G2.8 Z1 60 * G2.12 1/W1 61 * G2.16 Z2 62 * G2.20 1/W2 63 * G2.24 reserved 64 * G2.30 reserved 65 * 66 * G3 is V0 Vertex Attribute Data from URB (upper left) 67 * 68 * G3.0 u0 69 * G3.4 v0 70 * 71 * G4 is V1 Vertex Attribute Data from URB (lower right) 72 * 73 * G4.0 u1 74 * G4.4 v1 75 * 76 * G5 is V2 Vertex Attribute Data from URB (lower left) 77 * 78 */ 79 80/* Compute inverses of the input deltas */ 81send (4) 0 g6<1>F g1.12<4,4,1>F math inv mlen 1 rlen 1 { align1 }; 82 83/* texture location at V0 */ 84mov (8) m3<1>F g3<8,8,1>F { align1 }; 85 86/* compute V1 - V2 (motion in X) for texture coordinates */ 87add (8) g7<1>F g4<8,8,1>F -g5<8,8,1>F { align1 }; 88 89/* multiply by 1/dx */ 90mul (8) m1<1>F g7<8,8,1>F g6.0<0,1,0>F { align1 }; 91 92/* Compute V2 - V0 (motion in Y) for texture coordinates */ 93add (8) g7<1>F g5<8,8,1>F -g3<8,8,1>F { align1 }; 94 95/* multiply by 1/dy */ 96mul (8) m2<1>F g7<8,8,1>F g6.8<0,1,0>F {align1 }; 97 98/* and we're done */ 99send (8) 0 null g0<8,8,1>F urb 0 transpose used complete mlen 4 rlen 0 { align1 EOT }; 100