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-rw-r--r--shaders/ps/README1
-rw-r--r--shaders/ps/blit.g7a66
-rw-r--r--shaders/ps/neg1_test.g7a9
3 files changed, 0 insertions, 76 deletions
diff --git a/shaders/ps/README b/shaders/ps/README
deleted file mode 100644
index b196d025..00000000
--- a/shaders/ps/README
+++ /dev/null
@@ -1 +0,0 @@
-These files are here for reference only.
diff --git a/shaders/ps/blit.g7a b/shaders/ps/blit.g7a
deleted file mode 100644
index deeedcc5..00000000
--- a/shaders/ps/blit.g7a
+++ /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: */
diff --git a/shaders/ps/neg1_test.g7a b/shaders/ps/neg1_test.g7a
deleted file mode 100644
index 744a7690..00000000
--- a/shaders/ps/neg1_test.g7a
+++ /dev/null
@@ -1,9 +0,0 @@
-mov(8) g112:UD 0x3f800000:UD { align1 };
-mov(8) g113:UD 0x3f800000:UD { align1 };
-mov(8) g114:UD 0x3f800000:UD { align1 };
-mov(8) g115:UD 0x3f800000:UD { align1 };
-mov(8) g116:UD 0x3f800000:UD { align1 };
-mov(8) g117:UD 0x3f800000:UD { align1 };
-mov(8) g118:UD 0x3f800000:UD { align1 };
-mov(8) g119:UD 0x3f800000:UD { align1 };
-send(16) null g112 0x25 0x10031000 { align1, EOT };