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authorDamien Lespiau <damien.lespiau@intel.com>2013-02-27 14:51:34 +0000
committerBen Widawsky <benjamin.widawsky@intel.com>2013-11-06 09:39:41 -0800
commit91e589724694c23db9669b987a9411b7ae152d0d (patch)
treeefb1cb42131750e29653441237da5d3f40593f5b /shaders
parent3f0714a8607fb9b735ef8b16e0e1d1b308381a04 (diff)
rendercopy/bdw: Fix the original implementation
For posterity, I've squashed these commits against Damien's request. rendercopy/gen8: Fix the include guards rendercopy/gen8: Update the 3DSTATE_MULTISAMPLE opcode The opcode has changed in BDW. rendercopy/gen8: Add the VF_TOPOLOGY state The primitive type has moved out of the 3DPRIMITIVE to its own state, VF_TOPOLOGY. rendercopy/gen8: Fixup 3STATE_PS Update the state to the latest BSpec, in particular the thread count was using a wrong shift and we were missing kernel2 offset. rendercopy/gen8: Update 3DSTATE_BASE_ADDRESS This state has seen its fields moved around a bit, follow the BSpec. rendercopy/gen8: Allocate 64 VUEs The simulator screams at us if we try to allocate less than that. rendercopy/gen8: Surface states have to be 64 bytes a aligned rendercopy/gen8: Vertical/horizontal align 2 does not exist any more So set them to 4. This should not matter with rendercopy (which is not using compressed textures), but it makes the simulator moan. rendercopy/gen8: Make sure the vertex buffer is 8 bytes aligned rendercopy/gen8: Adjust 3DSTATE_VERTEX_BUFFERS for gen8 The address of the buffer is now on 48 bits. Also the size was computed as offset + size where the field is really the size of the buffer itself, not the end address. rendercopy/gen8: Update the SF/SBE states for gen8 gen8 has a few changes around those states and a new ones RASTER and SBE_SWIZ. rendercopy/gen8: Add the PS_EXTRA and PS_BLEND states rendercopy/gen8: Fix building with DEBUG_RENDERCOPY defined The forward declaration was missing the final ';'. Let's move the whole function at the top instead. rendercopy/gen8: Update the PS and CONSTANT_PS states rendercopy/gen8: Fix the red channel selection Make it output red. rendercopy/gen8: Update the write -1 shader With the latest assembler changes from Haihao. rendercopy/gen8: Remove blit.g8a There is no diff between this file and blig.g7a. Remove it. rendercopy/gen8: Fix the surface relocation offset The surface base address is now at dwords 8/9 so the relocation has to mirror the change. rendercopy/gen8: Add the VF_INSTANCING state Should work without, but doesn't hurt to add it. rendercopy/gen8: Set the Attribule enable field in PS_EXTRA When the SF is set up to output some attributes, the pixel shader also have to be told there's attributes to care about. rendercopy/gen8: Set the force bits to read URB offset/length If we want to override the URB offset/length in the SBE state itself, we need to set the force bits on (new in gen8) Signed-off-by: Damien Lespiau <damien.lespiau@intel.com> Acked-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Diffstat (limited to 'shaders')
-rw-r--r--shaders/ps/blit.g8a66
1 files changed, 0 insertions, 66 deletions
diff --git a/shaders/ps/blit.g8a b/shaders/ps/blit.g8a
deleted file mode 100644
index deeedcc5..00000000
--- a/shaders/ps/blit.g8a
+++ /dev/null
@@ -1,66 +0,0 @@
-/* Assemble with ".../intel-gen4asm/src/intel-gen4asm -g 7" */
-
-
-/* Move pixels into g10-g13. The pixel shaader does not load what you want. It
- * loads the input data for a plane function to calculate what you want. The
- * following is boiler plate code to move our normalized texture coordinates
- * (u,v) into g10-g13. It does this 4 subspans (16 pixels) at a time.
- *
- * This should do the same thing, but it doesn't work for some reason.
- * pln(16) g10 g6<0,1,0>F g2<8,8,1>F { align1 };
- * pln(16) g12 g6.16<1>F g2<8,8,1>F { align1 };
- */
-/* U */
-pln (8) g10<1>F g6.0<0,1,0>F g2.0<8,8,1>F { align1 }; /* pixel 0-7 */
-pln (8) g11<1>F g6.0<0,1,0>F g4.0<8,8,1>F { align1 }; /* pixel 8-15 */
-/* V */
-pln (8) g12<1>F g6.16<0,1,0> g2.0<8,8,1>F { align1 }; /* pixel 0-7 */
-pln (8) g13<1>F g6.16<0,1,0> g4.0<8,8,1>F { align1 }; /* pixel 8-15 */
-
-
-/* Next the we want the sampler to fetch the src texture (ie. src buffer). This
- * is done with a pretty simple send message. The output goes to g112, which is
- * exactly what we're supposed to use in our final send message.
- * In intel-gen4asm, we should end up parsed by the following rule:
- * predicate SEND execsize dst sendleadreg sndopr directsrcoperand instoptions
- *
- * Send message descriptor:
- * 28:25 = message len = 4 // our 4 registers have 16 pixels
- * 24:20 = response len = 8 // Each pixel is RGBA32, so we need 8 registers
- * 19:19 = header present = 0
- * 18:17 = SIMD16 = 2
- * 16:12 = TYPE = 0 (regular sample)
- * 11:08 = Sampler index = ignored/0
- * 7:0 = binding table index = src = 1
- * 0x8840001
- *
- * Send message extra descriptor
- * 5:5 = End of Thread = 0
- * 3:0 = Target Function ID = SFID_SAMPLER (2)
- * 0x2
- */
-
-send(16) g112 g10 0x2 0x8840001 { align1 };
-
-/* g112-g119 now contains the sample source input, and all we must do is write
- * it out to the destination render target. This is done with the send message
- * as well. The only extra bits are to terminate the pixel shader.
- *
- * Send message descriptor:
- * 28:25 = message len = 8 // 16 pixels RGBA32
- * 24:20 = response len = 0
- * 19:19 = header present = 0
- * 17:14 = message type = Render Target Write (12)
- * 12:12 = Last Render Target Select = 1
- * 10:08 = Message Type = SIMD16 (0)
- * 07:00 = Binding Table Index = dest = 0
- * 0x10031000
- *
- * Send message extra descriptor
- * 5:5 = End of Thread = 1
- * 3:0 = Target Function ID = SFID_DP_RC (5)
- * 0x25
- */
-send(16) null g112 0x25 0x10031000 { align1, EOT };
-
-/* vim: set ft=c ts=4 sw=2 tw=80 et: */