rendercopy/bdw: Initial gen8 rendercopy
authorJesse Barnes <jbarnes@virtuousgeek.org>
Wed, 27 Feb 2013 14:51:32 +0000 (14:51 +0000)
committerBen Widawsky <benjamin.widawsky@intel.com>
Wed, 6 Nov 2013 17:39:41 +0000 (09:39 -0800)
Signed-off-by: Jesse Barnes <jbarnes@virtuousgeek.org>
Signed-off-by: Ben Widawsky <benjamin.widawsky@intel.com>
lib/Makefile.am
lib/gen8_render.h [new file with mode: 0644]
lib/rendercopy.h
lib/rendercopy_gen8.c [new file with mode: 0644]
lib/rendercopy_i830.c
shaders/ps/blit.g8a [new file with mode: 0644]

index d7f4275..114dc49 100644 (file)
@@ -31,6 +31,7 @@ libintel_tools_la_SOURCES =   \
        gen7_render.h           \
        rendercopy_gen6.c       \
        rendercopy_gen7.c       \
+       rendercopy_gen8.c       \
        rendercopy.h            \
        rendercopy.c            \
        intel_reg_map.c         \
diff --git a/lib/gen8_render.h b/lib/gen8_render.h
new file mode 100644 (file)
index 0000000..a5fbf84
--- /dev/null
@@ -0,0 +1,302 @@
+#ifndef GEN7_RENDER_H
+#define GEN7_RENDER_H
+
+#include "gen6_render.h"
+
+#define GEN7_3DSTATE_URB_VS (0x7830 << 16)
+#define GEN7_3DSTATE_URB_HS (0x7831 << 16)
+#define GEN7_3DSTATE_URB_DS (0x7832 << 16)
+#define GEN7_3DSTATE_URB_GS (0x7833 << 16)
+
+#define GEN6_3DSTATE_SCISSOR_STATE_POINTERS    GEN6_3D(3, 0, 0xf)
+#define GEN7_3DSTATE_CLEAR_PARAMS              GEN6_3D(3, 0, 0x04)
+#define GEN7_3DSTATE_DEPTH_BUFFER              GEN6_3D(3, 0, 0x05)
+#define GEN7_3DSTATE_STENCIL_BUFFER            GEN6_3D(3, 0, 0x06)
+#define GEN7_3DSTATE_HIER_DEPTH_BUFFER         GEN6_3D(3, 0, 0x07)
+
+#define GEN7_3DSTATE_GS                                GEN6_3D(3, 0, 0x11)
+#define GEN7_3DSTATE_CONSTANT_GS               GEN6_3D(3, 0, 0x16)
+#define GEN7_3DSTATE_CONSTANT_HS               GEN6_3D(3, 0, 0x19)
+#define GEN7_3DSTATE_CONSTANT_DS               GEN6_3D(3, 0, 0x1a)
+#define GEN7_3DSTATE_HS                                GEN6_3D(3, 0, 0x1b)
+#define GEN7_3DSTATE_TE                                GEN6_3D(3, 0, 0x1c)
+#define GEN7_3DSTATE_DS                                GEN6_3D(3, 0, 0x1d)
+#define GEN7_3DSTATE_STREAMOUT                 GEN6_3D(3, 0, 0x1e)
+#define GEN7_3DSTATE_SBE                       GEN6_3D(3, 0, 0x1f)
+#define GEN7_3DSTATE_PS                                GEN6_3D(3, 0, 0x20)
+#define GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP   \
+                                               GEN6_3D(3, 0, 0x21)
+#define GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC        GEN6_3D(3, 0, 0x23)
+#define GEN7_3DSTATE_BLEND_STATE_POINTERS      GEN6_3D(3, 0, 0x24)
+#define GEN7_3DSTATE_DS_STATE_POINTERS         GEN6_3D(3, 0, 0x25)
+#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS GEN6_3D(3, 0, 0x26)
+#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS GEN6_3D(3, 0, 0x27)
+#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS GEN6_3D(3, 0, 0x28)
+#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS GEN6_3D(3, 0, 0x29)
+#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS GEN6_3D(3, 0, 0x2a)
+
+#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS GEN6_3D(3, 0, 0x2b)
+#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS GEN6_3D(3, 0, 0x2c)
+#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS GEN6_3D(3, 0, 0x2d)
+#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS GEN6_3D(3, 0, 0x2e)
+#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS GEN6_3D(3, 0, 0x2f)
+
+#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS    GEN6_3D(3, 1, 0x12)
+#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_HS    GEN6_3D(3, 1, 0x13)
+#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_DS    GEN6_3D(3, 1, 0x14)
+#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_GS    GEN6_3D(3, 1, 0x15)
+#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS    GEN6_3D(3, 1, 0x16)
+
+/* Some random bits that we care about */
+#define GEN7_VB0_BUFFER_ADDR_MOD_EN            (1 << 14)
+#define GEN7_WM_DISPATCH_ENABLE                        (1 << 29)
+#define GEN7_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC (1 << 11)
+#define GEN7_3DSTATE_PS_ATTRIBUTE_ENABLED       (1 << 10)
+
+/* Random shifts */
+#define GEN7_3DSTATE_WM_MAX_THREADS_SHIFT 24
+#define HSW_3DSTATE_WM_MAX_THREADS_SHIFT 23
+
+/* Shamelessly ripped from mesa */
+struct gen8_surface_state
+{
+       struct {
+               uint32_t cube_pos_z:1;
+               uint32_t cube_neg_z:1;
+               uint32_t cube_pos_y:1;
+               uint32_t cube_neg_y:1;
+               uint32_t cube_pos_x:1;
+               uint32_t cube_neg_x:1;
+               uint32_t media_boundary_pixel_mode:2;
+               uint32_t render_cache_read_write:1;
+               uint32_t smapler_l2_bypass:1;
+               uint32_t vert_line_stride_ofs:1;
+               uint32_t vert_line_stride:1;
+               uint32_t tiled_mode:2;
+               uint32_t horizontal_alignment:2;
+               uint32_t vertical_alignment:2;
+               uint32_t surface_format:9;     /**< BRW_SURFACEFORMAT_x */
+               uint32_t pad0:1;
+               uint32_t is_array:1;
+               uint32_t surface_type:3;       /**< BRW_SURFACE_1D/2D/3D/CUBE */
+       } ss0;
+
+       struct {
+               uint32_t qpitch:15;
+               uint32_t pad1:4;
+               uint32_t base_mip_level:5;
+               uint32_t memory_object_control:7;
+               uint32_t pad0:1;
+       } ss1;
+
+       struct {
+               uint32_t width:14;
+               uint32_t pad1:2;
+               uint32_t height:14;
+               uint32_t pad0:2;
+       } ss2;
+
+       struct {
+               uint32_t pitch:18;
+               uint32_t pad:3;
+               uint32_t depth:11;
+       } ss3;
+
+       struct {
+               uint32_t minimum_array_element:27;
+               uint32_t pad0:5;
+       } ss4;
+
+       struct {
+               uint32_t mip_count:4;
+               uint32_t min_lod:4;
+               uint32_t pad3:6;
+               uint32_t coherency_type:1;
+               uint32_t pad2:5;
+               uint32_t ewa_disable_for_cube:1;
+               uint32_t y_offset:3;
+               uint32_t pad0:1;
+               uint32_t x_offset:7;
+       } ss5;
+
+       struct {
+               uint32_t pad; /* Multisample Control Surface stuff */
+       } ss6;
+
+       struct {
+               uint32_t resource_min_lod:12;
+
+               /* Only on Haswell */
+               uint32_t pad0:4;
+               uint32_t shader_chanel_select_a:3;
+               uint32_t shader_chanel_select_b:3;
+               uint32_t shader_chanel_select_g:3;
+               uint32_t shader_chanel_select_r:3;
+
+               uint32_t alpha_clear_color:1;
+               uint32_t blue_clear_color:1;
+               uint32_t green_clear_color:1;
+               uint32_t red_clear_color:1;
+       } ss7;
+
+       struct {
+               uint32_t base_addr;
+       } ss8;
+
+       struct {
+               uint32_t base_addr_hi:16;
+               uint32_t pad0:16;
+       } ss9;
+
+       struct {
+               uint32_t pad0:12;
+               uint32_t aux_base_addr:20;
+       } ss10;
+
+       struct {
+               uint32_t aux_base_addr_hi:16;
+               uint32_t pad:16;
+       } ss11;
+
+       struct {
+               uint32_t hiz_depth_clear_value;
+       } ss12;
+
+       struct {
+               uint32_t reserved;
+       } ss13;
+
+       struct {
+               uint32_t reserved;
+       } ss14;
+
+       struct {
+               uint32_t reserved;
+       } ss15;
+};
+
+struct gen8_sampler_state
+{
+       struct
+       {
+               uint32_t aniso_algorithm:1;
+               uint32_t lod_bias:13;
+               uint32_t min_filter:3;
+               uint32_t mag_filter:3;
+               uint32_t mip_filter:2;
+               uint32_t base_level:5;
+               uint32_t lod_preclamp:2;
+               uint32_t default_color_mode:1;
+               uint32_t pad0:1;
+               uint32_t disable:1;
+       } ss0;
+
+       struct
+       {
+               uint32_t cube_control_mode:1;
+               uint32_t shadow_function:3;
+               uint32_t chromakey_mode:1;
+               uint32_t chromakey_index:2;
+               uint32_t chromakey_enable:1;
+               uint32_t max_lod:12;
+               uint32_t min_lod:12;
+       } ss1;
+
+       struct
+       {
+               uint32_t lod_clamp_mag_mode:1;
+               uint32_t flexible_filter_valign:1;
+               uint32_t flexible_filter_halign:1;
+               uint32_t flexible_filter_coeff_size:1;
+               uint32_t flexible_filter_mode:1;
+               uint32_t pad1:1;
+               uint32_t indirect_state_ptr:18;
+               uint32_t pad0:2;
+               uint32_t sep_filter_height:2;
+               uint32_t sep_filter_width:2;
+               uint32_t sep_filter_coeff_table_size:2;
+       } ss2;
+
+       struct
+       {
+               uint32_t r_wrap_mode:3;
+               uint32_t t_wrap_mode:3;
+               uint32_t s_wrap_mode:3;
+               uint32_t pad:1;
+               uint32_t non_normalized_coord:1;
+               uint32_t trilinear_quality:2;
+               uint32_t address_round:6;
+               uint32_t max_aniso:3;
+               uint32_t pad0:2;
+               uint32_t non_sep_filter_footprint_mask:8;
+       } ss3;
+};
+
+struct gen8_blend_state {
+       struct {
+               uint32_t pad0:19;
+               uint32_t y_dither_offset:2;
+               uint32_t x_dither_offset:2;
+               uint32_t dither_enable:1;
+               uint32_t alpha_test_func:3;
+               uint32_t alpha_test:1;
+               uint32_t alpha_to_coverage_dither:1;
+               uint32_t alpha_to_one:1;
+               uint32_t ia_blend:1;
+               uint32_t alpha_to_coverage:1;
+       } bs0;
+
+       struct {
+               uint64_t write_disable_blue:1;
+               uint64_t write_disable_green:1;
+               uint64_t write_disable_red:1;
+               uint64_t write_disable_alpha:1;
+               uint64_t pad1:1;
+               uint64_t alpha_blend_func:3;
+               uint64_t dest_alpha_blend_factor:5;
+               uint64_t source_alpha_blend_factor:5;
+               uint64_t color_blend_func:3;
+               uint64_t dest_blend_factor:5;
+               uint64_t source_blend_factor:5;
+               uint64_t color_buffer_blend:1;
+               uint64_t post_blend_color_clamp:1;
+               uint64_t pre_blend_color_clamp:1;
+               uint64_t color_clamp_range:2;
+               uint64_t pre_blend_source_only_clamp:1;
+               uint64_t pad0:22;
+               uint64_t logic_op_func:4;
+               uint64_t logic_op_enable:1;
+       } bs[16];
+};
+
+struct gen7_sf_clip_viewport {
+       struct {
+               float m00;
+               float m11;
+               float m22;
+               float m30;
+               float m31;
+               float m32;
+       } viewport;
+
+       uint32_t pad0[2];
+
+       struct {
+               float xmin;
+               float xmax;
+               float ymin;
+               float ymax;
+       } guardband;
+
+       float pad1[4];
+};
+
+struct gen6_scissor_rect
+{
+       uint32_t xmin:16;
+       uint32_t ymin:16;
+       uint32_t xmax:16;
+       uint32_t ymax:16;
+};
+
+#endif
index ace4392..4605264 100644 (file)
@@ -68,6 +68,10 @@ typedef void (*render_copyfunc_t)(struct intel_batchbuffer *batch,
 
 render_copyfunc_t get_render_copyfunc(int devid);
 
+void gen8_render_copyfunc(struct intel_batchbuffer *batch,
+                         struct scratch_buf *src, unsigned src_x, unsigned src_y,
+                         unsigned width, unsigned height,
+                         struct scratch_buf *dst, unsigned dst_x, unsigned dst_y);
 void gen7_render_copyfunc(struct intel_batchbuffer *batch,
                          struct scratch_buf *src, unsigned src_x, unsigned src_y,
                          unsigned width, unsigned height,
diff --git a/lib/rendercopy_gen8.c b/lib/rendercopy_gen8.c
new file mode 100644 (file)
index 0000000..cc371b3
--- /dev/null
@@ -0,0 +1,786 @@
+#include "rendercopy.h"
+#include "gen8_render.h"
+
+#include <assert.h>
+
+#define ALIGN(x, y) (((x) + (y)-1) & ~((y)-1))
+#define VERTEX_SIZE (3*4)
+
+#if DEBUG_RENDERCPY
+static void dump_batch(struct intel_batchbuffer *batch)
+#else
+#define dump_batch(x) do { } while(0)
+#endif
+
+struct {
+       uint32_t cc_state;
+       uint32_t blend_state;
+} cc;
+
+struct {
+       uint32_t cc_state;
+       uint32_t sf_clip_state;
+} viewport;
+
+/* see shaders/ps/blit.g7a */
+static const uint32_t ps_kernel[][4] = {
+#if 1
+   { 0x0060005a, 0x21403ae8, 0x3a0000c0, 0x008d0040 },
+   { 0x0060005a, 0x21603ae8, 0x3a0000c0, 0x008d0080 },
+   { 0x0060005a, 0x21803ae8, 0x3a0000d0, 0x008d0040 },
+   { 0x0060005a, 0x21a03ae8, 0x3a0000d0, 0x008d0080 },
+   { 0x02800031, 0x2e0022e8, 0x0e000140, 0x08840001 },
+   { 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 },
+#else
+   /* Write all -1 */
+   { 0x00600001, 0x2e000061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2e200061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2e400061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2e600061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2e800061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2ea00061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2ec00061, 0x00000000, 0x3f800000 },
+   { 0x00600001, 0x2ee00061, 0x00000000, 0x3f800000 },
+   { 0x05800031, 0x20001e3c, 0x00000e00, 0x90031000 },
+#endif
+};
+
+static uint32_t
+batch_used(struct intel_batchbuffer *batch)
+{
+       return batch->ptr - batch->buffer;
+}
+
+static uint32_t
+batch_align(struct intel_batchbuffer *batch, uint32_t align)
+{
+       uint32_t offset = batch_used(batch);
+       offset = ALIGN(offset, align);
+       batch->ptr = batch->buffer + offset;
+       return offset;
+}
+
+static void *
+batch_alloc(struct intel_batchbuffer *batch, uint32_t size, uint32_t align)
+{
+       uint32_t offset = batch_align(batch, align);
+       batch->ptr += size;
+       return memset(batch->buffer + offset, 0, size);
+}
+
+static uint32_t
+batch_offset(struct intel_batchbuffer *batch, void *ptr)
+{
+       return (uint8_t *)ptr - batch->buffer;
+}
+
+static uint32_t
+batch_copy(struct intel_batchbuffer *batch, const void *ptr, uint32_t size, uint32_t align)
+{
+       return batch_offset(batch, memcpy(batch_alloc(batch, size, align), ptr, size));
+}
+
+static void
+gen6_render_flush(struct intel_batchbuffer *batch, uint32_t batch_end)
+{
+       int ret;
+
+       ret = drm_intel_bo_subdata(batch->bo, 0, 4096, batch->buffer);
+       if (ret == 0)
+               ret = drm_intel_bo_mrb_exec(batch->bo, batch_end,
+                                           NULL, 0, 0, 0);
+       assert(ret == 0);
+}
+
+/* Mostly copy+paste from gen6, except height, width, pitch moved */
+static uint32_t
+gen8_bind_buf(struct intel_batchbuffer *batch, struct scratch_buf *buf,
+             uint32_t format, int is_dst) {
+       struct gen8_surface_state *ss;
+       uint32_t write_domain, read_domain;
+       int ret;
+
+       if (is_dst) {
+               write_domain = read_domain = I915_GEM_DOMAIN_RENDER;
+       } else {
+               write_domain = 0;
+               read_domain = I915_GEM_DOMAIN_SAMPLER;
+       }
+
+       ss = batch_alloc(batch, sizeof(*ss), 32);
+       ss->ss0.surface_type = GEN6_SURFACE_2D;
+       ss->ss0.surface_format = format;
+       ss->ss0.render_cache_read_write = 1;
+       if (buf->tiling == I915_TILING_X)
+               ss->ss0.tiled_mode = 2;
+       else if (buf->tiling == I915_TILING_Y)
+               ss->ss0.tiled_mode = 3;
+
+       ss->ss8.base_addr = buf->bo->offset;
+
+       ret = drm_intel_bo_emit_reloc(batch->bo,
+                                     batch_offset(batch, ss) + 4,
+                                     buf->bo, 0,
+                                     read_domain, write_domain);
+       assert(ret == 0);
+
+       ss->ss2.height = buf_height(buf) - 1;
+       ss->ss2.width  = buf_width(buf) - 1;
+       ss->ss3.pitch  = buf->stride - 1;
+
+       ss->ss7.shader_chanel_select_a = 4;
+       ss->ss7.shader_chanel_select_g = 5;
+       ss->ss7.shader_chanel_select_b = 6;
+       ss->ss7.shader_chanel_select_a = 7;
+
+       return batch_offset(batch, ss);
+}
+
+static uint32_t
+gen8_bind_surfaces(struct intel_batchbuffer *batch,
+                  struct scratch_buf *src,
+                  struct scratch_buf *dst) {
+       uint32_t *binding_table;
+
+       binding_table = batch_alloc(batch, 8, 32);
+
+       binding_table[0] =
+               gen8_bind_buf(batch, dst, GEN6_SURFACEFORMAT_B8G8R8A8_UNORM, 1);
+       binding_table[1] =
+               gen8_bind_buf(batch, src, GEN6_SURFACEFORMAT_B8G8R8A8_UNORM, 0);
+
+       return batch_offset(batch, binding_table);
+}
+
+/* Mostly copy+paste from gen6, except wrap modes moved */
+static uint32_t
+gen8_create_sampler(struct intel_batchbuffer *batch) {
+       struct gen8_sampler_state *ss;
+
+       ss = batch_alloc(batch, sizeof(*ss), 32);
+
+       ss->ss0.min_filter = GEN6_MAPFILTER_NEAREST;
+       ss->ss0.mag_filter = GEN6_MAPFILTER_NEAREST;
+       ss->ss3.r_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+       ss->ss3.s_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+       ss->ss3.t_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+
+       /* I've experimented with non-normalized coordinates and using the LD
+        * sampler fetch, but couldn't make it work. */
+       ss->ss3.non_normalized_coord = 0;
+
+       return batch_offset(batch, ss);
+}
+
+/**
+ * gen7_fill_vertex_buffer_data populate vertex buffer with data.
+ *
+ * The vertex buffer consists of 3 vertices to construct a RECTLIST. The 4th
+ * vertex is implied (automatically derived by the HW). Each element has the
+ * destination offset, and the normalized texture offset (src). The rectangle
+ * itself will span the entire subsurface to be copied.
+ *
+ * see gen6_emit_vertex_elements
+ */
+static uint32_t
+gen7_fill_vertex_buffer_data(struct intel_batchbuffer *batch,
+                            struct scratch_buf *src,
+                            uint32_t src_x, uint32_t src_y,
+                            uint32_t dst_x, uint32_t dst_y,
+                            uint32_t width, uint32_t height) {
+       void *ret;
+
+       ret = batch->ptr;
+
+       emit_vertex_2s(batch, dst_x + width, dst_y + height);
+       emit_vertex_normalized(batch, src_x + width, buf_width(src));
+       emit_vertex_normalized(batch, src_y + height, buf_height(src));
+
+       emit_vertex_2s(batch, dst_x, dst_y + height);
+       emit_vertex_normalized(batch, src_x, buf_width(src));
+       emit_vertex_normalized(batch, src_y + height, buf_height(src));
+
+       emit_vertex_2s(batch, dst_x, dst_y);
+       emit_vertex_normalized(batch, src_x, buf_width(src));
+       emit_vertex_normalized(batch, src_y, buf_height(src));
+
+       return batch_offset(batch, ret);
+}
+
+/**
+ * gen6_emit_vertex_elements - The vertex elements describe the contents of the
+ * vertex buffer. We pack the vertex buffer in a semi weird way, conforming to
+ * what gen6_rendercopy did. The most straightforward would be to store
+ * everything as floats.
+ *
+ * see gen7_fill_vertex_buffer_data() for where the corresponding elements are
+ * packed.
+ */
+static void
+gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
+       /*
+        * The VUE layout
+        *    dword 0-3: pad (0, 0, 0. 0)
+        *    dword 4-7: position (x, y, 0, 1.0),
+        *    dword 8-11: texture coordinate 0 (u0, v0, 0, 1.0)
+        */
+       OUT_BATCH(GEN6_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
+
+       /* Element state 0. These are 4 dwords of 0 required for the VUE format.
+        * We don't really know or care what they do.
+        */
+       OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+                 GEN6_SURFACEFORMAT_R32G32B32A32_FLOAT << VE0_FORMAT_SHIFT |
+                 0 << VE0_OFFSET_SHIFT); /* we specify 0, but it's really does not exist */
+       OUT_BATCH(GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
+
+       /* Element state 1 - Our "destination" vertices. These are passed down
+        * through the pipeline, and eventually make it to the pixel shader as
+        * the offsets in the destination surface. It's packed as the 16
+        * signed/scaled because of gen6 rendercopy. I see no particular reason
+        * for doing this though.
+        */
+       OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+                 GEN6_SURFACEFORMAT_R16G16_SSCALED << VE0_FORMAT_SHIFT |
+                 0 << VE0_OFFSET_SHIFT); /* offsets vb in bytes */
+       OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+
+       /* Element state 2. Last but not least we store the U,V components as
+        * normalized floats. These will be used in the pixel shader to sample
+        * from the source buffer.
+        */
+       OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+                 GEN6_SURFACEFORMAT_R32G32_FLOAT << VE0_FORMAT_SHIFT |
+                 4 << VE0_OFFSET_SHIFT);       /* offset vb in bytes */
+       OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+                 GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+}
+
+/**
+ * gen7_emit_vertex_buffer emit the vertex buffers command
+ *
+ * @batch
+ * @offset - bytw offset within the @batch where the vertex buffer starts.
+ */
+static void gen7_emit_vertex_buffer(struct intel_batchbuffer *batch,
+                                   uint32_t offset) {
+       OUT_BATCH(GEN6_3DSTATE_VERTEX_BUFFERS | (4 * 1 - 1));
+       OUT_BATCH(0 << VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
+                 VB0_VERTEXDATA |
+                 GEN7_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */
+                 VERTEX_SIZE << VB0_BUFFER_PITCH_SHIFT);
+       OUT_RELOC(batch->bo, I915_GEM_DOMAIN_VERTEX, 0, offset);
+       OUT_RELOC(batch->bo, I915_GEM_DOMAIN_VERTEX, 0, offset + (VERTEX_SIZE * 3) - 1);
+       OUT_BATCH(0);
+}
+
+static uint32_t
+gen6_create_cc_state(struct intel_batchbuffer *batch)
+{
+       struct gen6_color_calc_state *cc_state;
+       cc_state = batch_alloc(batch, sizeof(*cc_state), 64);
+       return batch_offset(batch, cc_state);
+}
+
+static uint32_t
+gen8_create_blend_state(struct intel_batchbuffer *batch)
+{
+       struct gen8_blend_state *blend;
+       int i;
+
+       blend = batch_alloc(batch, sizeof(*blend), 64);
+       for (i = 0; i < 16; i++) {
+               blend->bs[i].pre_blend_color_clamp = 1;
+               blend->bs[i].color_buffer_blend = 0;
+       }
+       return batch_offset(batch, blend);
+}
+
+static uint32_t
+gen6_create_cc_viewport(struct intel_batchbuffer *batch)
+{
+       struct gen6_cc_viewport *vp;
+
+       vp = batch_alloc(batch, sizeof(*vp), 32);
+       /* XXX I don't understand this */
+       vp->min_depth = -1.e35;
+       vp->max_depth = 1.e35;
+       return batch_offset(batch, vp);
+}
+
+static uint32_t
+gen7_create_sf_clip_viewport(struct intel_batchbuffer *batch) {
+       /* XXX these are likely not needed */
+       struct gen7_sf_clip_viewport *scv_state;
+       scv_state = batch_alloc(batch, sizeof(*scv_state), 64);
+       scv_state->guardband.xmin = 0;
+       scv_state->guardband.xmax = 1.0f;
+       scv_state->guardband.ymin = 0;
+       scv_state->guardband.ymax = 1.0f;
+       return batch_offset(batch, scv_state);
+}
+
+static uint32_t
+gen6_create_scissor_rect(struct intel_batchbuffer *batch)
+{
+       struct gen6_scissor_rect *scissor;
+       scissor = batch_alloc(batch, sizeof(*scissor), 64);
+       return batch_offset(batch, scissor);
+}
+
+
+
+
+
+static void
+gen6_emit_sip(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN6_STATE_SIP | 0);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_push_constants(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS);
+       OUT_BATCH(0);
+       OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_HS);
+       OUT_BATCH(0);
+       OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_DS);
+       OUT_BATCH(0);
+       OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_GS);
+       OUT_BATCH(0);
+       OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_state_base_address(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN6_STATE_BASE_ADDRESS | (10 - 2));
+       /* general (stateless) */
+       /* surface */
+       /* instruction */
+       /* indirect */
+       /* dynamic */
+       OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+       OUT_RELOC(batch->bo, I915_GEM_DOMAIN_SAMPLER, 0, BASE_ADDRESS_MODIFY);
+       OUT_RELOC(batch->bo, I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION,
+                 0, BASE_ADDRESS_MODIFY);
+       OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+       OUT_RELOC(batch->bo, I915_GEM_DOMAIN_INSTRUCTION, 0, BASE_ADDRESS_MODIFY);
+
+       OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+       OUT_BATCH(0xfffff000 | BASE_ADDRESS_MODIFY); // copied from mesa
+       OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+       OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+}
+
+static void
+gen7_emit_urb(struct intel_batchbuffer *batch) {
+       /* XXX: Min valid values from mesa */
+       const int vs_entries = 32;
+       const int vs_size = 2;
+       const int vs_start = 2;
+
+       OUT_BATCH(GEN7_3DSTATE_URB_VS);
+       OUT_BATCH(vs_entries | ((vs_size - 1) << 16) | (vs_start << 25));
+       OUT_BATCH(GEN7_3DSTATE_URB_GS);
+       OUT_BATCH(vs_start << 25);
+       OUT_BATCH(GEN7_3DSTATE_URB_HS);
+       OUT_BATCH(vs_start << 25);
+       OUT_BATCH(GEN7_3DSTATE_URB_DS);
+       OUT_BATCH(vs_start << 25);
+}
+
+static void
+gen8_emit_cc(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_BLEND_STATE_POINTERS);
+       OUT_BATCH(cc.blend_state | 1);
+
+       OUT_BATCH(GEN6_3DSTATE_CC_STATE_POINTERS);
+       OUT_BATCH(cc.cc_state | 1);
+}
+
+static void
+gen7_emit_multisample(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN6_3DSTATE_MULTISAMPLE | 2);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN6_3DSTATE_SAMPLE_MASK);
+       OUT_BATCH(1);
+}
+
+static void
+gen7_emit_vs(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN6_3DSTATE_CONSTANT_VS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN6_3DSTATE_VS | (6-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_hs(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_CONSTANT_HS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_HS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_gs(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_CONSTANT_GS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_GS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_ds(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_CONSTANT_DS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_DS | (6-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_null_state(struct intel_batchbuffer *batch) {
+       gen7_emit_hs(batch);
+       OUT_BATCH(GEN7_3DSTATE_TE | (4-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       gen7_emit_gs(batch);
+       gen7_emit_ds(batch);
+       gen7_emit_vs(batch);
+}
+
+static void
+gen7_emit_clip(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN6_3DSTATE_CLIP | (4 - 2));
+       OUT_BATCH(0); 
+       OUT_BATCH(0); /*  pass-through */
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_sf(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_SBE | (14 - 2));
+#ifdef GPU_HANG
+       OUT_BATCH(0 << 22 | 1 << 11 | 1 << 4);
+#else
+       OUT_BATCH(1 << 22 | 1 << 11 | 1 << 4);
+#endif
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN6_3DSTATE_SF | (7 - 2));
+       OUT_BATCH(0);
+       OUT_BATCH(GEN6_3DSTATE_SF_CULL_NONE);
+//     OUT_BATCH(2 << GEN6_3DSTATE_SF_TRIFAN_PROVOKE_SHIFT);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+}
+
+static void
+gen8_emit_ps(struct intel_batchbuffer *batch, uint32_t kernel) {
+       const int max_threads = 86;
+
+       OUT_BATCH(GEN6_3DSTATE_WM | (3 - 2));
+       OUT_BATCH(GEN7_WM_DISPATCH_ENABLE |
+                 /* XXX: I don't understand the BARYCENTRIC stuff, but it
+                  * appears we need it to put our setup data in the place we
+                  * expect (g6, see below) */
+                 GEN7_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN6_3DSTATE_CONSTANT_PS | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_PS | (10-2));
+       OUT_BATCH(kernel);
+       OUT_BATCH(0); /* kernel hi */
+       OUT_BATCH(1 << GEN6_3DSTATE_WM_SAMPLER_COUNT_SHITF |
+                 2 << GEN6_3DSTATE_WM_BINDING_TABLE_ENTRY_COUNT_SHIFT);
+       OUT_BATCH(0); /* scratch space stuff */
+       OUT_BATCH(0); /* scratch hi */
+       OUT_BATCH((max_threads - 1) << GEN7_3DSTATE_WM_MAX_THREADS_SHIFT |
+                 GEN7_3DSTATE_PS_ATTRIBUTE_ENABLED |
+                 GEN6_3DSTATE_WM_16_DISPATCH_ENABLE);
+       OUT_BATCH(6 << GEN6_3DSTATE_WM_DISPATCH_START_GRF_0_SHIFT);
+       OUT_BATCH(0); // kernel 1
+       OUT_BATCH(0); /* kernel 1 hi */
+}
+
+static void
+gen8_emit_depth(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER | (7-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER | (3-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER | (3-2));
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+}
+
+static void
+gen7_emit_clear(struct intel_batchbuffer *batch) {
+       OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS | (3-2));
+       OUT_BATCH(0);
+       OUT_BATCH(1); // clear valid
+}
+
+static void
+gen6_emit_drawing_rectangle(struct intel_batchbuffer *batch, struct scratch_buf *dst)
+{
+       OUT_BATCH(GEN6_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
+       OUT_BATCH(0);
+       OUT_BATCH((buf_height(dst) - 1) << 16 | (buf_width(dst) - 1));
+       OUT_BATCH(0);
+}
+
+/* Vertex elements MUST be defined before this according to spec */
+static void gen7_emit_primitive(struct intel_batchbuffer *batch, uint32_t offset)
+{
+       OUT_BATCH(GEN6_3DPRIMITIVE | (7-2));
+       OUT_BATCH(_3DPRIM_RECTLIST);
+       OUT_BATCH(3);   /* vertex count */
+       OUT_BATCH(0);   /*  We're specifying this instead with offset in GEN6_3DSTATE_VERTEX_BUFFERS */
+       OUT_BATCH(1);   /* single instance */
+       OUT_BATCH(0);   /* start instance location */
+       OUT_BATCH(0);   /* index buffer offset, ignored */
+}
+
+/* The general rule is if it's named gen6 it is directly copied from
+ * gen6_render_copyfunc.
+ *
+ * This sets up most of the 3d pipeline, and most of that to NULL state. The
+ * docs aren't specific about exactly what must be set up NULL, but the general
+ * rule is we could be run at any time, and so the most state we set to NULL,
+ * the better our odds of success.
+ *
+ * +---------------+ <---- 4096
+ * |       ^       |
+ * |       |       |
+ * |    various    |
+ * |      state    |
+ * |       |       |
+ * |_______|_______| <---- 2048 + ?
+ * |       ^       |
+ * |       |       |
+ * |   batch       |
+ * |    commands   |
+ * |       |       |
+ * |       |       |
+ * +---------------+ <---- 0 + ?
+ *
+ * The batch commands point to state within tthe batch, so all state offsets should be
+ * 0 < offset < 4096. Both commands and state build upwards, and are constructed
+ * in that order. This means too many batch commands can delete state if not
+ * careful.
+ *
+ */
+
+#define BATCH_STATE_SPLIT 2048
+void gen8_render_copyfunc(struct intel_batchbuffer *batch,
+                         struct scratch_buf *src, unsigned src_x, unsigned src_y,
+                         unsigned width, unsigned height,
+                         struct scratch_buf *dst, unsigned dst_x, unsigned dst_y)
+{
+       uint32_t ps_sampler_state, ps_kernel_off, ps_binding_table;
+       uint32_t scissor_state;
+       uint32_t vertex_buffer;
+       uint32_t batch_end;
+
+       intel_batchbuffer_flush(batch);
+
+       batch_align(batch, 8);
+
+       batch->ptr = &batch->buffer[BATCH_STATE_SPLIT];
+
+       ps_binding_table  = gen8_bind_surfaces(batch, src, dst);
+       ps_sampler_state  = gen8_create_sampler(batch);
+       ps_kernel_off = batch_copy(batch, ps_kernel, sizeof(ps_kernel), 64);
+       vertex_buffer = gen7_fill_vertex_buffer_data(batch, src, src_x, src_y, dst_x, dst_y, width, height);
+       cc.cc_state = gen6_create_cc_state(batch);
+       cc.blend_state = gen8_create_blend_state(batch);
+       viewport.cc_state = gen6_create_cc_viewport(batch);
+       viewport.sf_clip_state = gen7_create_sf_clip_viewport(batch);
+       scissor_state = gen6_create_scissor_rect(batch);
+       /* TODO: theree is other state which isn't setup */
+
+       assert(batch->ptr < &batch->buffer[4095]);
+
+       batch->ptr = batch->buffer;
+
+       /* Start emitting the commands. The order roughly follows the mesa blorp
+        * order */
+       OUT_BATCH(GEN6_PIPELINE_SELECT | PIPELINE_SELECT_3D);
+
+       gen6_emit_sip(batch);
+
+       gen7_emit_push_constants(batch);
+
+       gen7_emit_state_base_address(batch);
+
+       OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC);
+       OUT_BATCH(viewport.cc_state);
+       OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP);
+       OUT_BATCH(viewport.sf_clip_state);
+
+       gen7_emit_urb(batch);
+
+       gen8_emit_cc(batch);
+
+       gen7_emit_multisample(batch);
+
+       gen7_emit_null_state(batch);
+
+       OUT_BATCH(GEN7_3DSTATE_STREAMOUT | 1);
+       OUT_BATCH(0);
+       OUT_BATCH(0);
+
+       gen7_emit_clip(batch);
+
+       gen7_emit_sf(batch);
+
+       OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS);
+       OUT_BATCH(ps_binding_table);
+
+       OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS);
+       OUT_BATCH(ps_sampler_state);
+
+       gen8_emit_ps(batch, ps_kernel_off);
+
+       OUT_BATCH(GEN6_3DSTATE_SCISSOR_STATE_POINTERS);
+       OUT_BATCH(scissor_state);
+
+       gen8_emit_depth(batch);
+
+       gen7_emit_clear(batch);
+
+       gen6_emit_drawing_rectangle(batch, dst);
+
+       gen7_emit_vertex_buffer(batch, vertex_buffer);
+       gen6_emit_vertex_elements(batch);
+
+       gen7_emit_primitive(batch, vertex_buffer);
+
+       OUT_BATCH(MI_BATCH_BUFFER_END);
+
+       batch_end = batch_align(batch, 8);
+       assert(batch_end < BATCH_STATE_SPLIT);
+
+       dump_batch(batch);
+
+       gen6_render_flush(batch, batch_end);
+       intel_batchbuffer_reset(batch);
+}
+
+#if DEBUG_RENDERCPY
+static void dump_batch(struct intel_batchbuffer *batch) {
+       int fd = open("/tmp/i965-batchbuffers.dump", O_WRONLY | O_CREAT,  0666);
+       if (fd != -1) {
+               write(fd, batch->buffer, 4096);
+               fd = close(fd);
+       }
+}
+#endif
index 20f3dc6..0347597 100644 (file)
@@ -240,6 +240,8 @@ render_copyfunc_t get_render_copyfunc(int devid)
                copy = gen6_render_copyfunc;
        else if (IS_GEN7(devid))
                copy = gen7_render_copyfunc;
+       else if (IS_GEN8(devid))
+               copy = gen8_render_copyfunc;
 
        return copy;
 }
diff --git a/shaders/ps/blit.g8a b/shaders/ps/blit.g8a
new file mode 100644 (file)
index 0000000..deeedcc
--- /dev/null
@@ -0,0 +1,66 @@
+/* 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: */