drm: add texture_cube_clear_zwrite_vertex_shader_optimize
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58
drm/cube_rotate_optimize.vs.asm
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58
drm/cube_rotate_optimize.vs.asm
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-- CONST[0] = {theta1, theta2, 0.159155, 0.5}
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-- CONST[1] = {6.283185, -3.141593, 0.2, 0.5}
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-- ME_SIN and ME_COS clamp their inputs to [-π,+π] prior to the sin/cos
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-- calculation.
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--
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-- This 3-instruction sequence remaps the range [-∞,+∞] to [-π,+π]
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temp[0].xy = VE_MAD const[0].xy__ const[0].zz__ const[0].ww__ ;
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temp[0].xy = VE_FRC temp[0].xy__ ;
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temp[0].xy = VE_MAD temp[0].xy__ const[1].xx__ const[1].yy__ ;
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-- sin and cos
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temp[3].x = ME_SIN temp[0].___x ;
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temp[3].y = ME_COS temp[0].___x ;
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alt_temp[3].z = ME_SIN temp[0].___y ;
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-- temp[3] now contains:
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-- temp[3] = {sin(theta1), cos(theta1), sin(theta2), cos(theta2)}
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-------------------------------------------------------------------------
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-- first rotation: X-axis rotation:
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-------------------------------------------------------------------------
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-- y_ = (-z0 * st1)
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-- z_ = ( z0 * ct1)
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temp[1].yz = VE_MUL input[0]._-zz_ temp[3]._xy_ ,
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alt_temp[3].w = ME_COS temp[0].y_ ;
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-- x1 = (x0 * 1 + 0)
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-- y1 = (y0 * ct1 + nz0st1)
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-- z1 = (y0 * st1 + z0ct1)
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temp[1].xyz = VE_MAD input[0].xyy_ temp[3].1yx_ temp[1].0yz_ ;
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-------------------------------------------------------------------------
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-- second rotation: Y-axis rotation:
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-------------------------------------------------------------------------
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-- x_ = (-z1 * st2)
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-- z_ = ( z1 * ct2)
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temp[2].xz = VE_MUL temp[1].-z_z_ alt_temp[3].z_w_ ;
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-- x2 = (x1 * ct2 + nz1st2)
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-- y2 = (y1 * 1 + 0)
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-- z2 = (x1 * st2 + z1ct2)
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temp[2].xyz = VE_MAD temp[1].xyx_ alt_temp[3].w1z_ temp[2].x0z_ ;
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-------------------------------------------------------------------------
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-- scale
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-------------------------------------------------------------------------
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temp[3].xyz = VE_MAD temp[2].xyz_ const[1].zzz_ const[1].00w_ ;
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-------------------------------------------------------------------------
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-- output
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-------------------------------------------------------------------------
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out[0].xyzw = VE_MUL temp[3].xyzz temp[3].11-z1 ;
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out[1].xyzw = VE_ADD input[1].xyzw input[1].0000 ;
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13
drm/cube_rotate_optimize.vs.inc
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13
drm/cube_rotate_optimize.vs.inc
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0x00300004, 0x01f90002, 0x01fa4002, 0x01fb6002,
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0x00300006, 0x01f90000, 0x01ffe000, 0x01ffe000,
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0x00300004, 0x01f90000, 0x01f80022, 0x01f92022,
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0x00106050, 0x003fe000, 0x01ffe000, 0x01ffe000,
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0x00206051, 0x003fe000, 0x01ffe000, 0x01ffe000,
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0x00806451, 0x007fe000, 0x01ffe000, 0x01ffe000,
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0x10602002, 0x05d2e001, 0x01c8e060, 0x10192004,
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0x00702004, 0x01c90001, 0x01c1a060, 0x01d18020,
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0x00504002, 0x03d74020, 0x01df4063, 0x01ffe063,
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0x00704080, 0x01c10020, 0x01d56060, 0x01d40040,
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0x00706004, 0x01d10040, 0x01d24022, 0x01dc8022,
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0x00f00202, 0x00910060, 0x0955a060, 0x01ffe060,
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0x00f02203, 0x00d10021, 0x01248021, 0x01ffe021,
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1146
drm/texture_cube_clear_zwrite_vertex_shader_optimize.c
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1146
drm/texture_cube_clear_zwrite_vertex_shader_optimize.c
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