/* * 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 * Eric Anholt * */ /* * 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 (4) m3<1>F g3<4,4,1>F { align1 }; /* compute V1 - V2 (motion in X) for texture coordinates */ add (4) g7<1>F g4<4,4,1>F -g5<4,4,1>F { align1 }; /* multiply by 1/dx */ mul (4) m1<1>F g7<4,4,1>F g6.0<0,1,0>F { align1 }; /* Compute V2 - V0 (motion in Y) for texture coordinates */ add (4) g7<1>F g5<4,4,1>F -g3<4,4,1>F { align1 }; /* multiply by 1/dy */ mul (4) m2<1>F g7<4,4,1>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 };