/************************************************************************** * * Copyright 2009 VMware, Inc. All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. * **************************************************************************/ #ifndef ASM_FILL_H #define ASM_FILL_H static const char solid_fill_asm[] = "MOV %s, CONST[0]\n"; static const char linear_grad_asm[] = "MOV TEMP[0].xy, IN[0]\n" "MOV TEMP[0].z, CONST[1].yyyy\n" "DP3 TEMP[1], CONST[2], TEMP[0]\n" "DP3 TEMP[2], CONST[3], TEMP[0]\n" "DP3 TEMP[3], CONST[4], TEMP[0]\n" "RCP TEMP[3], TEMP[3]\n" "MUL TEMP[1], TEMP[1], TEMP[3]\n" "MUL TEMP[2], TEMP[2], TEMP[3]\n" "MOV TEMP[4].x, TEMP[1]\n" "MOV TEMP[4].y, TEMP[2]\n" "MUL TEMP[0], CONST[0].yyyy, TEMP[4].yyyy\n" "MAD TEMP[1], CONST[0].xxxx, TEMP[4].xxxx, TEMP[0]\n" "MUL TEMP[2], TEMP[1], CONST[0].zzzz\n" "TEX %s, TEMP[2], SAMP[0], 1D\n"; static const char radial_grad_asm[] = "MOV TEMP[0].xy, IN[0]\n" "MOV TEMP[0].z, CONST[1].yyyy\n" "DP3 TEMP[1], CONST[2], TEMP[0]\n" "DP3 TEMP[2], CONST[3], TEMP[0]\n" "DP3 TEMP[3], CONST[4], TEMP[0]\n" "RCP TEMP[3], TEMP[3]\n" "MUL TEMP[1], TEMP[1], TEMP[3]\n" "MUL TEMP[2], TEMP[2], TEMP[3]\n" "MOV TEMP[5].x, TEMP[1]\n" "MOV TEMP[5].y, TEMP[2]\n" "MUL TEMP[0], CONST[0].yyyy, TEMP[5].yyyy\n" "MAD TEMP[1], CONST[0].xxxx, TEMP[5].xxxx, TEMP[0]\n" "ADD TEMP[1], TEMP[1], TEMP[1]\n" "MUL TEMP[3], TEMP[5].yyyy, TEMP[5].yyyy\n" "MAD TEMP[4], TEMP[5].xxxx, TEMP[5].xxxx, TEMP[3]\n" "MOV TEMP[4], -TEMP[4]\n" "MUL TEMP[2], CONST[0].zzzz, TEMP[4]\n" "MUL TEMP[0], CONST[1].wwww, TEMP[2]\n" "MUL TEMP[3], TEMP[1], TEMP[1]\n" "SUB TEMP[2], TEMP[3], TEMP[0]\n" "RSQ TEMP[2], |TEMP[2]|\n" "RCP TEMP[2], TEMP[2]\n" "SUB TEMP[1], TEMP[2], TEMP[1]\n" "ADD TEMP[0], CONST[0].zzzz, CONST[0].zzzz\n" "RCP TEMP[0], TEMP[0]\n" "MUL TEMP[2], TEMP[1], TEMP[0]\n" "TEX %s, TEMP[2], SAMP[0], 1D\n"; static const char pattern_asm[] = "MOV TEMP[0].xy, IN[0]\n" "MOV TEMP[0].z, CONST[1].yyyy\n" "DP3 TEMP[1], CONST[2], TEMP[0]\n" "DP3 TEMP[2], CONST[3], TEMP[0]\n" "DP3 TEMP[3], CONST[4], TEMP[0]\n" "RCP TEMP[3], TEMP[3]\n" "MUL TEMP[1], TEMP[1], TEMP[3]\n" "MUL TEMP[2], TEMP[2], TEMP[3]\n" "MOV TEMP[4].x, TEMP[1]\n" "MOV TEMP[4].y, TEMP[2]\n" "RCP TEMP[0], CONST[1].zwzw\n" "MOV TEMP[1], TEMP[4]\n" "MUL TEMP[1].x, TEMP[1], TEMP[0]\n" "MUL TEMP[1].y, TEMP[1], TEMP[0]\n" "TEX %s, TEMP[1], SAMP[0], 2D\n"; static const char mask_asm[] = "TEX TEMP[1], IN[0], SAMP[1], 2D\n" "MUL TEMP[0].w, TEMP[0].wwww, TEMP[1].wwww\n" "MOV %s, TEMP[0]\n"; static const char image_normal_asm[] = "TEX %s, IN[1], SAMP[3], 2D\n"; static const char image_multiply_asm[] = "TEX TEMP[1], IN[1], SAMP[3], 2D\n" "MUL %s, TEMP[0], TEMP[1]\n"; static const char image_stencil_asm[] = "TEX TEMP[1], IN[1], SAMP[3], 2D\n" "MUL %s, TEMP[0], TEMP[1]\n"; #define EXTENDED_BLEND_OVER \ "SUB TEMP[3], CONST[1].yyyy, TEMP[1].wwww\n" \ "SUB TEMP[4], CONST[1].yyyy, TEMP[0].wwww\n" \ "MUL TEMP[3], TEMP[0], TEMP[3]\n" \ "MUL TEMP[4], TEMP[1], TEMP[4]\n" \ "ADD TEMP[3], TEMP[3], TEMP[4]\n" static const char blend_multiply_asm[] = "TEX TEMP[1], IN[0], SAMP[2], 2D\n" EXTENDED_BLEND_OVER "MUL TEMP[4], TEMP[0], TEMP[1]\n" "ADD TEMP[1], TEMP[4], TEMP[3]\n"/*result.rgb*/ "MUL TEMP[2], TEMP[0].wwww, TEMP[1].wwww\n" "ADD TEMP[3], TEMP[0].wwww, TEMP[1].wwww\n" "SUB TEMP[1].w, TEMP[3], TEMP[2]\n" "MOV %s, TEMP[1]\n"; #if 1 static const char blend_screen_asm[] = "TEX TEMP[1], IN[0], SAMP[2], 2D\n" "ADD TEMP[3], TEMP[0], TEMP[1]\n" "MUL TEMP[2], TEMP[0], TEMP[1]\n" "SUB %s, TEMP[3], TEMP[2]\n"; #else static const char blend_screen_asm[] = "TEX TEMP[1], IN[0], SAMP[2], 2D\n" "MOV %s, TEMP[1]\n"; #endif static const char blend_darken_asm[] = "TEX TEMP[1], IN[0], SAMP[2], 2D\n" EXTENDED_BLEND_OVER "MUL TEMP[4], TEMP[0], TEMP[1].wwww\n" "MUL TEMP[5], TEMP[1], TEMP[0].wwww\n" "MIN TEMP[4], TEMP[4], TEMP[5]\n" "ADD TEMP[1], TEMP[3], TEMP[4]\n" "MUL TEMP[2], TEMP[0].wwww, TEMP[1].wwww\n" "ADD TEMP[3], TEMP[0].wwww, TEMP[1].wwww\n" "SUB TEMP[1].w, TEMP[3], TEMP[2]\n" "MOV %s, TEMP[1]\n"; static const char blend_lighten_asm[] = "TEX TEMP[1], IN[0], SAMP[2], 2D\n" EXTENDED_BLEND_OVER "MUL TEMP[4], TEMP[0], TEMP[1].wwww\n" "MUL TEMP[5], TEMP[1], TEMP[0].wwww\n" "MAX TEMP[4], TEMP[4], TEMP[5]\n" "ADD TEMP[1], TEMP[3], TEMP[4]\n" "MUL TEMP[2], TEMP[0].wwww, TEMP[1].wwww\n" "ADD TEMP[3], TEMP[0].wwww, TEMP[1].wwww\n" "SUB TEMP[1].w, TEMP[3], TEMP[2]\n" "MOV %s, TEMP[1]\n"; static const char premultiply_asm[] = "MUL TEMP[0].xyz, TEMP[0], TEMP[0].wwww\n"; static const char unpremultiply_asm[] = "TEX TEMP[0], IN[0], SAMP[1], 2D\n"; static const char color_bw_asm[] = "ADD TEMP[1], CONST[1].yyyy, CONST[1].yyyy\n" "RCP TEMP[2], TEMP[1]\n" "ADD TEMP[1], CONST[1].yyyy, TEMP[2]\n" "ADD TEMP[2].x, TEMP[0].xxxx, TEMP[0].yyyy\n" "ADD TEMP[2].x, TEMP[0].zzzz, TEMP[0].xxxx\n" "SGE TEMP[0].xyz, TEMP[2].xxxx, TEMP[1]\n" "SGE TEMP[0].w, TEMP[0].wwww, TEMP[2].yyyy\n" "MOV %s, TEMP[0]\n"; struct shader_asm_info { VGint id; VGint num_tokens; const char * txt; VGboolean needs_position; VGint start_const; VGint num_consts; VGint start_sampler; VGint num_samplers; VGint start_temp; VGint num_temps; }; static const struct shader_asm_info shaders_asm[] = { /* fills */ {VEGA_SOLID_FILL_SHADER, 40, solid_fill_asm, VG_FALSE, 0, 1, 0, 0, 0, 0}, {VEGA_LINEAR_GRADIENT_SHADER, 200, linear_grad_asm, VG_TRUE, 0, 5, 0, 1, 0, 5}, {VEGA_RADIAL_GRADIENT_SHADER, 200, radial_grad_asm, VG_TRUE, 0, 5, 0, 1, 0, 6}, {VEGA_PATTERN_SHADER, 100, pattern_asm, VG_TRUE, 1, 4, 0, 1, 0, 5}, /* image draw modes */ {VEGA_IMAGE_NORMAL_SHADER, 200, image_normal_asm, VG_TRUE, 0, 0, 3, 1, 0, 0}, {VEGA_IMAGE_MULTIPLY_SHADER, 200, image_multiply_asm, VG_TRUE, 0, 0, 3, 1, 0, 2}, {VEGA_IMAGE_STENCIL_SHADER, 200, image_stencil_asm, VG_TRUE, 0, 0, 3, 1, 0, 2}, {VEGA_MASK_SHADER, 100, mask_asm, VG_TRUE, 0, 0, 1, 1, 0, 2}, /* extra blend modes */ {VEGA_BLEND_MULTIPLY_SHADER, 200, blend_multiply_asm, VG_TRUE, 1, 1, 2, 1, 0, 5}, {VEGA_BLEND_SCREEN_SHADER, 200, blend_screen_asm, VG_TRUE, 0, 0, 2, 1, 0, 4}, {VEGA_BLEND_DARKEN_SHADER, 200, blend_darken_asm, VG_TRUE, 1, 1, 2, 1, 0, 6}, {VEGA_BLEND_LIGHTEN_SHADER, 200, blend_lighten_asm, VG_TRUE, 1, 1, 2, 1, 0, 6}, /* premultiply */ {VEGA_PREMULTIPLY_SHADER, 100, premultiply_asm, VG_FALSE, 0, 0, 0, 0, 0, 1}, {VEGA_UNPREMULTIPLY_SHADER, 100, unpremultiply_asm, VG_FALSE, 0, 0, 0, 0, 0, 1}, /* color transform to black and white */ {VEGA_BW_SHADER, 150, color_bw_asm, VG_FALSE, 1, 1, 0, 0, 0, 3}, }; #endif