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* Copyright © 2006 Intel Corporation
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* Keith Packard <keithp@keithp.com>
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* Eric Anholt <eric@anholt.net>
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* Wang Zhenyu <zhenyu.z.wang@intel.com>
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* Inputs (note all sub-register addresses are bytes, not float indices)
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* Note that the vertices will have been reordered:
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* V0 is topmost (leftmost among topmost) (upper left)
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* V1 is next clockwise (lower right)
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* V2 is remaining (lower left)
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* V0 ...................... XX
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* V2------------------------V1
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* G0 thread state -- just pass along
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* G1 and G2 are fixed by SF spec
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* G1.4 Provoking vertex
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* G3 is V0 Vertex Attribute Data from URB (upper left)
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* G4 is V1 Vertex Attribute Data from URB (lower right)
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* G5 is V2 Vertex Attribute Data from URB (lower left)
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/* Compute inverses of the input deltas */
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send (4) 0 g6<1>F g1.12<4,4,1>F math inv mlen 1 rlen 1 { align1 };
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/* texture location at V0 */
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mov (8) m3<1>F g3<8,8,1>F { align1 };
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/* compute V1 - V2 (motion in X) for texture coordinates */
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add (8) g7<1>F g4<8,8,1>F -g5<8,8,1>F { align1 };
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/* multiply by 1/dx */
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mul (8) m1<1>F g7<8,8,1>F g6.0<0,1,0>F { align1 };
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/* Compute V2 - V0 (motion in Y) for texture coordinates */
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add (8) g7<1>F g5<8,8,1>F -g3<8,8,1>F { align1 };
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/* multiply by 1/dy */
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mul (8) m2<1>F g7<8,8,1>F g6.8<0,1,0>F {align1 };
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send (8) 0 null g0<8,8,1>F urb 0 transpose used complete mlen 4 rlen 0 { align1 EOT };