| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "VertexRoutine.hpp" | |
| #include "VertexShader.hpp" | |
| #include "Constants.hpp" | |
| #include "Renderer/Vertex.hpp" | |
| #include "Renderer/Renderer.hpp" | |
| #include "Common/Half.hpp" | |
| #include "Common/Debug.hpp" | |
| namespace sw | |
| { | |
| extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates | |
| extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1] | |
| VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) | |
| : v(shader && shader->indirectAddressableInput), | |
| o(shader && shader->indirectAddressableOutput), | |
| state(state) | |
| { | |
| } | |
| VertexRoutine::~VertexRoutine() | |
| { | |
| } | |
| void VertexRoutine::generate() | |
| { | |
| const bool textureSampling = state.textureSampling; | |
| Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); | |
| Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); | |
| Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag); | |
| UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); | |
| UInt primitiveNumber = *Pointer<UInt>(task + OFFSET(VertexTask, primitiveStart)); | |
| UInt indexInPrimitive = 0; | |
| constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants)); | |
| Do | |
| { | |
| UInt index = *Pointer<UInt>(batch); | |
| UInt tagIndex = index & 0x0000003C; | |
| UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance. | |
| If(*Pointer<UInt>(tagCache + tagIndex) != indexQ) | |
| { | |
| *Pointer<UInt>(tagCache + tagIndex) = indexQ; | |
| readInput(indexQ); | |
| pipeline(indexQ); | |
| postTransform(); | |
| computeClipFlags(); | |
| Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex)); | |
| writeCache(cacheLine0); | |
| } | |
| UInt cacheIndex = index & 0x0000003F; | |
| Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); | |
| writeVertex(vertex, cacheLine); | |
| if(state.transformFeedbackEnabled != 0) | |
| { | |
| transformFeedback(vertex, primitiveNumber, indexInPrimitive); | |
| indexInPrimitive++; | |
| If(indexInPrimitive == 3) | |
| { | |
| primitiveNumber++; | |
| indexInPrimitive = 0; | |
| } | |
| } | |
| vertex += sizeof(Vertex); | |
| batch += sizeof(unsigned int); | |
| vertexCount--; | |
| } | |
| Until(vertexCount == 0) | |
| Return(); | |
| } | |
| void VertexRoutine::readInput(UInt &index) | |
| { | |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | |
| { | |
| Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i); | |
| UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i); | |
| v[i] = readStream(input, stride, state.input[i], index); | |
| } | |
| } | |
| void VertexRoutine::computeClipFlags() | |
| { | |
| int pos = state.positionRegister; | |
| Int4 maxX = CmpLT(o[pos].w, o[pos].x); | |
| Int4 maxY = CmpLT(o[pos].w, o[pos].y); | |
| Int4 maxZ = CmpLT(o[pos].w, o[pos].z); | |
| Int4 minX = CmpNLE(-o[pos].w, o[pos].x); | |
| Int4 minY = CmpNLE(-o[pos].w, o[pos].y); | |
| Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z); | |
| clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4); | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4); | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4); | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4); | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4); | |
| Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteXYZ = finiteX & finiteY & finiteZ; | |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4); | |
| if(state.preTransformed) | |
| { | |
| clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane | |
| } | |
| } | |
| Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index) | |
| { | |
| const bool textureSampling = state.textureSampling; | |
| Vector4f v; | |
| Pointer<Byte> source0 = buffer + index * stride; | |
| Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0); | |
| Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0); | |
| Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0); | |
| bool isNativeFloatAttrib = (stream.attribType == VertexShader::ATTRIBTYPE_FLOAT) || stream.normalized; | |
| switch(stream.type) | |
| { | |
| case STREAMTYPE_FLOAT: | |
| { | |
| if(stream.count == 0) | |
| { | |
| // Null stream, all default components | |
| } | |
| else | |
| { | |
| if(stream.count == 1) | |
| { | |
| v.x.x = *Pointer<Float>(source0); | |
| v.x.y = *Pointer<Float>(source1); | |
| v.x.z = *Pointer<Float>(source2); | |
| v.x.w = *Pointer<Float>(source3); | |
| } | |
| else | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| switch(stream.attribType) | |
| { | |
| case VertexShader::ATTRIBTYPE_INT: | |
| if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); | |
| if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); | |
| if(stream.count >= 3) v.x = As<Float4>(Int4(v.z)); | |
| if(stream.count >= 4) v.x = As<Float4>(Int4(v.w)); | |
| break; | |
| case VertexShader::ATTRIBTYPE_UINT: | |
| if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x)); | |
| if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y)); | |
| if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z)); | |
| if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w)); | |
| break; | |
| default: | |
| break; | |
| } | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_BYTE: | |
| if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)); | |
| v.y = Float4(*Pointer<Byte4>(source1)); | |
| v.z = Float4(*Pointer<Byte4>(source2)); | |
| v.w = Float4(*Pointer<Byte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| } | |
| } | |
| else // Stream: UByte, Shader attrib: Int / UInt | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<Byte4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<Byte4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<Byte4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<Byte4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_SBYTE: | |
| if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<SByte4>(source0)); | |
| v.y = Float4(*Pointer<SByte4>(source1)); | |
| v.z = Float4(*Pointer<SByte4>(source2)); | |
| v.w = Float4(*Pointer<SByte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| } | |
| } | |
| else // Stream: SByte, Shader attrib: Int / UInt | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<SByte4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<SByte4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<SByte4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<SByte4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_COLOR: | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| // Swap red and blue | |
| Float4 t = v.x; | |
| v.x = v.z; | |
| v.z = t; | |
| } | |
| break; | |
| case STREAMTYPE_SHORT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Short4>(source0)); | |
| v.y = Float4(*Pointer<Short4>(source1)); | |
| v.z = Float4(*Pointer<Short4>(source2)); | |
| v.w = Float4(*Pointer<Short4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| } | |
| } | |
| else // Stream: Short, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<Short4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<Short4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<Short4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<Short4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_USHORT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<UShort4>(source0)); | |
| v.y = Float4(*Pointer<UShort4>(source1)); | |
| v.z = Float4(*Pointer<UShort4>(source2)); | |
| v.w = Float4(*Pointer<UShort4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| } | |
| } | |
| else // Stream: UShort, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<UShort4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_INT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Int4>(source0)); | |
| v.y = Float4(*Pointer<Int4>(source1)); | |
| v.z = Float4(*Pointer<Int4>(source2)); | |
| v.w = Float4(*Pointer<Int4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| } | |
| } | |
| else // Stream: Int, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_UINT: | |
| if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<UInt4>(source0)); | |
| v.y = Float4(*Pointer<UInt4>(source1)); | |
| v.z = Float4(*Pointer<UInt4>(source2)); | |
| v.w = Float4(*Pointer<UInt4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| } | |
| } | |
| else // Stream: UInt, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_UDEC3: | |
| { | |
| // FIXME: Vectorize | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source0); | |
| v.x.x = Float(x & 0x000003FF); | |
| v.x.y = Float(y & 0x000FFC00); | |
| v.x.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source1); | |
| v.y.x = Float(x & 0x000003FF); | |
| v.y.y = Float(y & 0x000FFC00); | |
| v.y.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source2); | |
| v.z.x = Float(x & 0x000003FF); | |
| v.z.y = Float(y & 0x000FFC00); | |
| v.z.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source3); | |
| v.w.x = Float(x & 0x000003FF); | |
| v.w.y = Float(y & 0x000FFC00); | |
| v.w.z = Float(z & 0x3FF00000); | |
| } | |
| transpose4x3(v.x, v.y, v.z, v.w); | |
| v.y *= Float4(1.0f / 0x00000400); | |
| v.z *= Float4(1.0f / 0x00100000); | |
| } | |
| break; | |
| case STREAMTYPE_DEC3N: | |
| { | |
| // FIXME: Vectorize | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source0); | |
| v.x.x = Float((x << 22) & 0xFFC00000); | |
| v.x.y = Float((y << 12) & 0xFFC00000); | |
| v.x.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source1); | |
| v.y.x = Float((x << 22) & 0xFFC00000); | |
| v.y.y = Float((y << 12) & 0xFFC00000); | |
| v.y.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source2); | |
| v.z.x = Float((x << 22) & 0xFFC00000); | |
| v.z.y = Float((y << 12) & 0xFFC00000); | |
| v.z.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source3); | |
| v.w.x = Float((x << 22) & 0xFFC00000); | |
| v.w.y = Float((y << 12) & 0xFFC00000); | |
| v.w.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| transpose4x3(v.x, v.y, v.z, v.w); | |
| v.x *= Float4(1.0f / 0x00400000 / 511.0f); | |
| v.y *= Float4(1.0f / 0x00400000 / 511.0f); | |
| v.z *= Float4(1.0f / 0x00400000 / 511.0f); | |
| } | |
| break; | |
| case STREAMTYPE_FIXED: | |
| { | |
| v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); | |
| v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); | |
| v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); | |
| v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_HALF: | |
| { | |
| if(stream.count >= 1) | |
| { | |
| UShort x0 = *Pointer<UShort>(source0 + 0); | |
| UShort x1 = *Pointer<UShort>(source1 + 0); | |
| UShort x2 = *Pointer<UShort>(source2 + 0); | |
| UShort x3 = *Pointer<UShort>(source3 + 0); | |
| v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4); | |
| v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4); | |
| v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4); | |
| v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4); | |
| } | |
| if(stream.count >= 2) | |
| { | |
| UShort y0 = *Pointer<UShort>(source0 + 2); | |
| UShort y1 = *Pointer<UShort>(source1 + 2); | |
| UShort y2 = *Pointer<UShort>(source2 + 2); | |
| UShort y3 = *Pointer<UShort>(source3 + 2); | |
| v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4); | |
| v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4); | |
| v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4); | |
| v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4); | |
| } | |
| if(stream.count >= 3) | |
| { | |
| UShort z0 = *Pointer<UShort>(source0 + 4); | |
| UShort z1 = *Pointer<UShort>(source1 + 4); | |
| UShort z2 = *Pointer<UShort>(source2 + 4); | |
| UShort z3 = *Pointer<UShort>(source3 + 4); | |
| v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4); | |
| v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4); | |
| v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4); | |
| v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4); | |
| } | |
| if(stream.count >= 4) | |
| { | |
| UShort w0 = *Pointer<UShort>(source0 + 6); | |
| UShort w1 = *Pointer<UShort>(source1 + 6); | |
| UShort w2 = *Pointer<UShort>(source2 + 6); | |
| UShort w3 = *Pointer<UShort>(source3 + 6); | |
| v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4); | |
| v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4); | |
| v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4); | |
| v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_INDICES: | |
| { | |
| v.x.x = *Pointer<Float>(source0); | |
| v.x.y = *Pointer<Float>(source1); | |
| v.x.z = *Pointer<Float>(source2); | |
| v.x.w = *Pointer<Float>(source3); | |
| } | |
| break; | |
| case STREAMTYPE_2_10_10_10_INT: | |
| { | |
| Int4 src; | |
| src = Insert(src, *Pointer<Int>(source0), 0); | |
| src = Insert(src, *Pointer<Int>(source1), 1); | |
| src = Insert(src, *Pointer<Int>(source2), 2); | |
| src = Insert(src, *Pointer<Int>(source3), 3); | |
| v.x = Float4((src << 22) >> 22); | |
| v.y = Float4((src << 12) >> 22); | |
| v.z = Float4((src << 02) >> 22); | |
| v.w = Float4(src >> 30); | |
| if(stream.normalized) | |
| { | |
| v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.w = Max(v.w, Float4(-1.0f)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_2_10_10_10_UINT: | |
| { | |
| Int4 src; | |
| src = Insert(src, *Pointer<Int>(source0), 0); | |
| src = Insert(src, *Pointer<Int>(source1), 1); | |
| src = Insert(src, *Pointer<Int>(source2), 2); | |
| src = Insert(src, *Pointer<Int>(source3), 3); | |
| v.x = Float4(src & Int4(0x3FF)); | |
| v.y = Float4((src >> 10) & Int4(0x3FF)); | |
| v.z = Float4((src >> 20) & Int4(0x3FF)); | |
| v.w = Float4((src >> 30) & Int4(0x3)); | |
| if(stream.normalized) | |
| { | |
| v.x *= Float4(1.0f / 0x3FF); | |
| v.y *= Float4(1.0f / 0x3FF); | |
| v.z *= Float4(1.0f / 0x3FF); | |
| v.w *= Float4(1.0f / 0x3); | |
| } | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(stream.count < 1) v.x = Float4(0.0f); | |
| if(stream.count < 2) v.y = Float4(0.0f); | |
| if(stream.count < 3) v.z = Float4(0.0f); | |
| if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0)); | |
| return v; | |
| } | |
| void VertexRoutine::postTransform() | |
| { | |
| int pos = state.positionRegister; | |
| // Backtransform | |
| if(state.preTransformed) | |
| { | |
| Float4 rhw = Float4(1.0f) / o[pos].w; | |
| Float4 W = *Pointer<Float4>(data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f); | |
| Float4 H = *Pointer<Float4>(data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f); | |
| Float4 L = *Pointer<Float4>(data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f); | |
| Float4 T = *Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f); | |
| o[pos].x = (o[pos].x - L) / W * rhw; | |
| o[pos].y = (o[pos].y - T) / H * rhw; | |
| o[pos].z = o[pos].z * rhw; | |
| o[pos].w = rhw; | |
| } | |
| if(!halfIntegerCoordinates && !state.preTransformed) | |
| { | |
| o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelX)) * o[pos].w; | |
| o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelY)) * o[pos].w; | |
| } | |
| if(state.superSampling) | |
| { | |
| o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,XXXX)) * o[pos].w; | |
| o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,YYYY)) * o[pos].w; | |
| } | |
| } | |
| void VertexRoutine::writeCache(Pointer<Byte> &cacheLine) | |
| { | |
| Vector4f v; | |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | |
| { | |
| if(state.output[i].write) | |
| { | |
| v.x = o[i].x; | |
| v.y = o[i].y; | |
| v.z = o[i].z; | |
| v.w = o[i].w; | |
| if(state.output[i].xClamp) | |
| { | |
| v.x = Max(v.x, Float4(0.0f)); | |
| v.x = Min(v.x, Float4(1.0f)); | |
| } | |
| if(state.output[i].yClamp) | |
| { | |
| v.y = Max(v.y, Float4(0.0f)); | |
| v.y = Min(v.y, Float4(1.0f)); | |
| } | |
| if(state.output[i].zClamp) | |
| { | |
| v.z = Max(v.z, Float4(0.0f)); | |
| v.z = Min(v.z, Float4(1.0f)); | |
| } | |
| if(state.output[i].wClamp) | |
| { | |
| v.w = Max(v.w, Float4(0.0f)); | |
| v.w = Min(v.w, Float4(1.0f)); | |
| } | |
| if(state.output[i].write == 0x01) | |
| { | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w; | |
| } | |
| else | |
| { | |
| if(state.output[i].write == 0x03) | |
| { | |
| transpose2x4(v.x, v.y, v.z, v.w); | |
| } | |
| else | |
| { | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| } | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w; | |
| } | |
| } | |
| } | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF; | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF; | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF; | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF; | |
| // Viewport transform | |
| int pos = state.positionRegister; | |
| v.x = o[pos].x; | |
| v.y = o[pos].y; | |
| v.z = o[pos].z; | |
| v.w = o[pos].w; | |
| if(symmetricNormalizedDepth) | |
| { | |
| v.z = (v.z + v.w) * Float4(0.5f); // [-1, 1] -> [0, 1] | |
| } | |
| Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); | |
| Float4 rhw = Float4(1.0f) / w; | |
| v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16)))); | |
| v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16)))); | |
| v.z = v.z * rhw; | |
| v.w = rhw; | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w; | |
| } | |
| void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache) | |
| { | |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | |
| { | |
| if(state.output[i].write) | |
| { | |
| *Pointer<Int4>(vertex + OFFSET(Vertex,v[i]), 16) = *Pointer<Int4>(cache + OFFSET(Vertex,v[i]), 16); | |
| } | |
| } | |
| *Pointer<Int4>(vertex + OFFSET(Vertex,X)) = *Pointer<Int4>(cache + OFFSET(Vertex,X)); | |
| *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags)); | |
| } | |
| void VertexRoutine::transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive) | |
| { | |
| If(indexInPrimitive < state.verticesPerPrimitive) | |
| { | |
| UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive; | |
| for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; i++) | |
| { | |
| if(state.transformFeedbackEnabled & (1ULL << i)) | |
| { | |
| UInt reg = *Pointer<UInt>(data + OFFSET(DrawData, vs.reg[i])); | |
| UInt row = *Pointer<UInt>(data + OFFSET(DrawData, vs.row[i])); | |
| UInt col = *Pointer<UInt>(data + OFFSET(DrawData, vs.col[i])); | |
| UInt str = *Pointer<UInt>(data + OFFSET(DrawData, vs.str[i])); | |
| Pointer<Byte> t = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.t[i])) + (tOffset * str * sizeof(float)); | |
| Pointer<Byte> v = vertex + OFFSET(Vertex, v) + reg * sizeof(float); | |
| For(UInt r = 0, r < row, r++) | |
| { | |
| UInt rOffsetX = r * col * sizeof(float); | |
| UInt rOffset4 = r * sizeof(float4); | |
| For(UInt c = 0, c < col, c++) | |
| { | |
| UInt cOffset = c * sizeof(float); | |
| *Pointer<Float>(t + rOffsetX + cOffset) = *Pointer<Float>(v + rOffset4 + cOffset); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } |