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📄 bitonicsortrect.fp

📁 PDE simulator on GPU.
💻 FP
字号:
!!FP1.0
#Date:2004/1/1
#try to Bitonic Sorting for a data list Just For TEXRECT

#var float2 input : WPOS
#var samplerRECT InputVector : TEX0
#var float4 TexPARA : 
# TexPARA.x = Offset
# TexPARA.y = Width of Data Texture
# TexPARA.z = Stage
# TexPARA.w = StepNo

DECLARE TexPARA;
FLRR R0.xy, f[WPOS].xyxx;
MADR R0.w, R0.y, TexPARA.y, R0.x;
TEX R1, R0.xyxx, TEX0, RECT;
SLTR H0.x, R0.w, {0}.x;
RCPR R0.x, TexPARA.z;
MULR R0.x, R0.w, R0.x;
FRCR R0.x, |R0.x|;
MULR R0.x, R0.x, |TexPARA.z|;
MOVR R0.y, R0.x;
MOVXC HC.x, H0.x;
MOVR R0.y(GT.x), -R0.x;
SLTR H0.x, R0.y, TexPARA.x;
MOVR R0.x, {-1}.x;
MOVXC HC.x, H0.x;
MOVR R0.x(GT.x), {1}.x;
MADR R0.y, R0.x, TexPARA.x, R0.w;
SLTR H0.x, R0.y, {0}.x;
RCPR R0.z, TexPARA.w;
MULR R0.z, R0.w, R0.z;
FLRR R0.z, R0.z;
SLTR H0.y, R0.z, {0}.x;
MULR R0.z, R0.z, {0.5}.x;
FRCR R0.z, |R0.z|;
MULR R0.z, R0.z, {2}.x;
RCPR R0.w, TexPARA.y;
MULR R0.w, R0.y, R0.w;
FRCR R0.w, |R0.w|;
MULR R0.w, R0.w, |TexPARA.y|;
MOVR R2.x, R0.w;
MOVXC HC.x, H0.x;
MOVR R2.x(GT.x), -R0.w;
MOVR R2.y, R2.x;
RCPR R0.w, TexPARA.y;
MULR R0.w, R0.y, R0.w;
FLRR R0.w, R0.w;
MOVR R2.x, R0.w;
TEX R2, R2.xyxx, TEX0, RECT;
SGTR H0.x, R1.y, R2.y;
SLTR H0.z, R1.y, R2.y;
MOVR R0.y, R0.z;
MOVXC HC.x, H0.y;
MOVR R0.y(GT.x), -R0.z;
SEQR H0.y, R0.y, {0}.x;
MOVR R0.y, {-1}.x;
MOVXC HC.x, H0.y;
MOVR R0.y(GT.x), {1}.x;
SEQH H0.y, R0.x, R0.y;
MOVR R0, R2;
MOVXC HC.x, H0.x;
MOVR R0(GT.x), R1;
MOVXC HC.x, H0.z;
MOVR R2(GT.x), R1;
MOVXC HC.x, H0.y;
MOVR R0(GT.x), R2;
MOVR o[COLR], R0;
END
# 55 instructions, 3 R-regs, 1 H-regs.
# End of program

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