texture_cube_clear_zwrite_vertex_shader: use texture_cube.fs.asm
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4
drm/clear.fs.asm
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4
drm/clear.fs.asm
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@ -0,0 +1,4 @@
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OUT TEX_SEM_WAIT
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:
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out[0].a = MAX src0.1 src0.1 ,
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out[0].rgb = MAX src0.000 src0.000 ;
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7
drm/clear.fs.inc
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7
drm/clear.fs.inc
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@ -0,0 +1,7 @@
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0x00078005,
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0x08020080,
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0x08020080,
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0x00920490,
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0x00c18003,
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0x00000005,
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7
drm/texture_cube.fs.asm
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drm/texture_cube.fs.asm
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@ -0,0 +1,7 @@
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TEX TEX_SEM_WAIT TEX_SEM_ACQUIRE
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temp[0].argb = LD tex[0].rgba temp[0].rgaa ;
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OUT TEX_SEM_WAIT
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src0.a = temp[0], src0.rgb = temp[0] :
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out[0].a = MAX src0.a src0.a ,
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out[0].rgb = MAX src0.rgb src0.rgb ;
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14
drm/texture_cube.fs.inc
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drm/texture_cube.fs.inc
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@ -0,0 +1,14 @@
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0x00007807,
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0x02400000,
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0xe400f400,
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0x00000000,
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0x00000000,
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0x00000000,
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0x00078005,
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0x08020000,
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0x08020000,
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0x00440220,
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0x0060c003,
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0x00000005,
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@ -121,43 +121,13 @@ const face faces[] = {
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static const int faces_length = (sizeof (faces)) / (sizeof (faces[0]));
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static const uint32_t fragment_shader[] = {
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#include "../shader_examples/mesa/texture_cube.fs.txt"
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// clear shader
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US_CMN_INST__TYPE__US_INST_TYPE_OUT
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| US_CMN_INST__TEX_SEM_WAIT(1)
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| US_CMN_INST__RGB_OMASK__RGB
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| US_CMN_INST__ALPHA_OMASK__A
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, US_ALU_RGB_ADDR__ADDR0(128)
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| US_ALU_RGB_ADDR__ADDR1(128)
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| US_ALU_RGB_ADDR__ADDR2(128)
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, US_ALU_ALPHA_ADDR__ADDR0(128)
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| US_ALU_ALPHA_ADDR__ADDR1(128)
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| US_ALU_ALPHA_ADDR__ADDR2(128)
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, US_ALU_RGB_INST__RED_SWIZ_A__ZERO
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| US_ALU_RGB_INST__GREEN_SWIZ_A__ZERO
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| US_ALU_RGB_INST__BLUE_SWIZ_A__ZERO
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| US_ALU_RGB_INST__RED_SWIZ_B__ZERO
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| US_ALU_RGB_INST__GREEN_SWIZ_B__ZERO
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| US_ALU_RGB_INST__BLUE_SWIZ_B__ZERO
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| US_ALU_RGB_INST__OMOD(7)
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| US_ALU_RGB_INST__TARGET__A
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, US_ALU_ALPHA_INST__ALPHA_OP__OP_MAX
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| US_ALU_ALPHA_INST__ALPHA_SWIZ_A__ONE
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| US_ALU_ALPHA_INST__ALPHA_SWIZ_B__ONE
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| US_ALU_ALPHA_INST__OMOD(7)
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| US_ALU_ALPHA_INST__TARGET__A
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, US_ALU_RGBA_INST__RGB_OP__OP_MAX
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#include "texture_cube.fs.inc"
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#include "clear.fs.inc"
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};
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static const int fragment_shader_length = (sizeof (fragment_shader)) / (sizeof (fragment_shader[0]));
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static const int fragment_shader_instructions = (fragment_shader_length / 6) - 1;
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static const uint32_t vertex_shader[] = {
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//#include "../shader_examples/mesa/texture_cube.vs.txt"
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#include "cube_rotate.vs.inc"
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#include "clear_nop.vs.inc"
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};
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