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// 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 "PixelPipeline.hpp"
#include "Renderer.hpp"
#include "SamplerCore.hpp"
namespace sw
{
extern bool postBlendSRGB;
void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1000);
if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1000);
if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1000);
if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1000);
if(state.color[1].component & 0x1) specular.x = convertFixed12(v[1].x); else specular.x = Short4(0x0000);
if(state.color[1].component & 0x2) specular.y = convertFixed12(v[1].y); else specular.y = Short4(0x0000);
if(state.color[1].component & 0x4) specular.z = convertFixed12(v[1].z); else specular.z = Short4(0x0000);
if(state.color[1].component & 0x8) specular.w = convertFixed12(v[1].w); else specular.w = Short4(0x0000);
}
void PixelPipeline::fixedFunction()
{
current = diffuse;
Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
for(int stage = 0; stage < 8; stage++)
{
if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
{
break;
}
Vector4s texture;
if(state.textureStage[stage].usesTexture)
{
sampleTexture(texture, stage, stage);
}
blendTexture(temp, texture, stage);
}
specularPixel(current, specular);
}
void PixelPipeline::applyShader(Int cMask[4])
{
if(!shader)
{
fixedFunction();
return;
}
int pad = 0; // Count number of texm3x3pad instructions
Vector4s dPairing; // Destination for first pairing instruction
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
Shader::Opcode opcode = instruction->opcode;
// #ifndef NDEBUG // FIXME: Centralize debug output control
// shader->printInstruction(i, "debug.txt");
// #endif
if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
{
continue;
}
const Dst &dst = instruction->dst;
const Src &src0 = instruction->src[0];
const Src &src1 = instruction->src[1];
const Src &src2 = instruction->src[2];
unsigned short version = shader->getVersion();
bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
bool coissue = instruction->coissue; // Second instruction of pair
Vector4s d;
Vector4s s0;
Vector4s s1;
Vector4s s2;
if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
Float4 x = version < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x;
Float4 y = version < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y;
Float4 z = version < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z;
Float4 w = version < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w;
switch(opcode)
{
case Shader::OPCODE_PS_1_0: break;
case Shader::OPCODE_PS_1_1: break;
case Shader::OPCODE_PS_1_2: break;
case Shader::OPCODE_PS_1_3: break;
case Shader::OPCODE_PS_1_4: break;
case Shader::OPCODE_DEF: break;
case Shader::OPCODE_NOP: break;
case Shader::OPCODE_MOV: MOV(d, s0); break;
case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
case Shader::OPCODE_TEXCOORD:
if(version < 0x0104)
{
TEXCOORD(d, x, y, z, dst.index);
}
else
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
TEXCRD(d, x, y, z, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xwy
{
TEXCRD(d, x, y, w, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
break;
case Shader::OPCODE_TEXKILL:
if(version < 0x0104)
{
TEXKILL(cMask, x, y, z);
}
else if(version == 0x0104)
{
if(dst.type == Shader::PARAMETER_TEXTURE)
{
TEXKILL(cMask, x, y, z);
}
else
{
TEXKILL(cMask, rs[dst.index]);
}
}
else ASSERT(false);
break;
case Shader::OPCODE_TEX:
if(version < 0x0104)
{
TEX(d, x, y, z, dst.index, false);
}
else if(version == 0x0104)
{
if(src0.type == Shader::PARAMETER_TEXTURE)
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
TEX(d, x, y, z, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
TEX(d, x, y, w, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else
{
TEXLD(d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else ASSERT(false);
break;
case Shader::OPCODE_TEXBEM: TEXBEM(d, s0, x, y, z, dst.index); break;
case Shader::OPCODE_TEXBEML: TEXBEML(d, s0, x, y, z, dst.index); break;
case Shader::OPCODE_TEXREG2AR: TEXREG2AR(d, s0, dst.index); break;
case Shader::OPCODE_TEXREG2GB: TEXREG2GB(d, s0, dst.index); break;
case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(x, y, z, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(x, y, z, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(d, x, y, z, dst.index, s0, s1); break;
case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(d, x, y, z, dst.index, s0); break;
case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(d, s0, dst.index); break;
case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(d, x, y, z, dst.index, s0); break;
case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXDP3: TEXDP3(d, x, y, z, s0); break;
case Shader::OPCODE_TEXM3X3: TEXM3X3(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXDEPTH: TEXDEPTH(); break;
case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
case Shader::OPCODE_BEM: BEM(d, s0, s1, dst.index); break;
case Shader::OPCODE_PHASE: break;
case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
{
if(dst.shift > 0)
{
if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x); }
if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y); }
if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z); }
if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w); }
}
else if(dst.shift < 0)
{
if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
}
if(dst.saturate)
{
if(dst.mask & 0x1) { d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000)); }
if(dst.mask & 0x2) { d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000)); }
if(dst.mask & 0x4) { d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000)); }
if(dst.mask & 0x8) { d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000)); }
}
if(pairing)
{
if(dst.mask & 0x1) dPairing.x = d.x;
if(dst.mask & 0x2) dPairing.y = d.y;
if(dst.mask & 0x4) dPairing.z = d.z;
if(dst.mask & 0x8) dPairing.w = d.w;
}
if(coissue)
{
const Dst &dst = shader->getInstruction(i - 1)->dst;
writeDestination(dPairing, dst);
}
if(!pairing)
{
writeDestination(d, dst);
}
}
}
}
Bool PixelPipeline::alphaTest(Int cMask[4])
{
current.x = Min(current.x, Short4(0x0FFF)); current.x = Max(current.x, Short4(0x0000));
current.y = Min(current.y, Short4(0x0FFF)); current.y = Max(current.y, Short4(0x0000));
current.z = Min(current.z, Short4(0x0FFF)); current.z = Max(current.z, Short4(0x0000));
current.w = Min(current.w, Short4(0x0FFF)); current.w = Max(current.w, Short4(0x0000));
if(!state.alphaTestActive())
{
return true;
}
Int aMask;
if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
{
PixelRoutine::alphaTest(aMask, current.w);
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= aMask;
}
}
else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
{
Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
alphaToCoverage(cMask, alpha);
}
else ASSERT(false);
Int pass = cMask[0];
for(unsigned int q = 1; q < state.multiSample; q++)
{
pass = pass | cMask[q];
}
return pass != 0x0;
}
void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
if(!state.colorWriteActive(0))
{
return;
}
Vector4f oC;
switch(state.targetFormat[0])
{
case FORMAT_R5G6B5:
case FORMAT_X8R8G8B8:
case FORMAT_X8B8G8R8:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
case FORMAT_A8:
case FORMAT_G16R16:
case FORMAT_A16B16G16R16:
if(!postBlendSRGB && state.writeSRGB)
{
linearToSRGB12_16(current);
}
else
{
current.x <<= 4;
current.y <<= 4;
current.z <<= 4;
current.w <<= 4;
}
if(state.targetFormat[0] == FORMAT_R5G6B5)
{
current.x &= Short4(0xF800u);
current.y &= Short4(0xFC00u);
current.z &= Short4(0xF800u);
}
fogBlend(current, fog);
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
Vector4s color = current;
if(state.multiSampleMask & (1 << q))
{
alphaBlend(0, buffer, color, x);
logicOperation(0, buffer, color, x);
writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_X32B32G32R32F:
case FORMAT_A32B32G32R32F:
convertSigned12(oC, current);
PixelRoutine::fogBlend(oC, fog);
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
Vector4f color = oC;
if(state.multiSampleMask & (1 << q))
{
alphaBlend(0, buffer, color, x);
writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
default:
ASSERT(false);
}
}
void PixelPipeline::blendTexture(Vector4s &temp, Vector4s &texture, int stage)
{
Vector4s *arg1 = nullptr;
Vector4s *arg2 = nullptr;
Vector4s *arg3 = nullptr;
Vector4s res;
Vector4s constant;
Vector4s tfactor;
const TextureStage::State &textureStage = state.textureStage[stage];
if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
{
constant.x = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
constant.y = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
constant.z = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
constant.w = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
}
if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
{
tfactor.x = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[0]));
tfactor.y = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[1]));
tfactor.z = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[2]));
tfactor.w = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]));
}
// Premodulate
if(stage > 0 && textureStage.usesTexture)
{
if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
{
current.x = MulHigh(current.x, texture.x) << 4;
current.y = MulHigh(current.y, texture.y) << 4;
current.z = MulHigh(current.z, texture.z) << 4;
}
if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
{
current.w = MulHigh(current.w, texture.w) << 4;
}
}
if(luminance)
{
texture.x = MulHigh(texture.x, L) << 4;
texture.y = MulHigh(texture.y, L) << 4;
texture.z = MulHigh(texture.z, L) << 4;
luminance = false;
}
switch(textureStage.firstArgument)
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg1 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.secondArgument)
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg2 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.thirdArgument)
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg3 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
ASSERT(false);
}
Vector4s mod1;
Vector4s mod2;
Vector4s mod3;
switch(textureStage.firstModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod1.x = SubSat(Short4(0x1000), arg1->x);
mod1.y = SubSat(Short4(0x1000), arg1->y);
mod1.z = SubSat(Short4(0x1000), arg1->z);
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
case TextureStage::MODIFIER_ALPHA:
mod1.x = arg1->w;
mod1.y = arg1->w;
mod1.z = arg1->w;
mod1.w = arg1->w;
arg1 = &mod1;
break;
case TextureStage::MODIFIER_INVALPHA:
mod1.x = SubSat(Short4(0x1000), arg1->w);
mod1.y = SubSat(Short4(0x1000), arg1->w);
mod1.z = SubSat(Short4(0x1000), arg1->w);
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
default:
ASSERT(false);
}
switch(textureStage.secondModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod2.x = SubSat(Short4(0x1000), arg2->x);
mod2.y = SubSat(Short4(0x1000), arg2->y);
mod2.z = SubSat(Short4(0x1000), arg2->z);
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
case TextureStage::MODIFIER_ALPHA:
mod2.x = arg2->w;
mod2.y = arg2->w;
mod2.z = arg2->w;
mod2.w = arg2->w;
arg2 = &mod2;
break;
case TextureStage::MODIFIER_INVALPHA:
mod2.x = SubSat(Short4(0x1000), arg2->w);
mod2.y = SubSat(Short4(0x1000), arg2->w);
mod2.z = SubSat(Short4(0x1000), arg2->w);
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
default:
ASSERT(false);
}
switch(textureStage.thirdModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod3.x = SubSat(Short4(0x1000), arg3->x);
mod3.y = SubSat(Short4(0x1000), arg3->y);
mod3.z = SubSat(Short4(0x1000), arg3->z);
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
case TextureStage::MODIFIER_ALPHA:
mod3.x = arg3->w;
mod3.y = arg3->w;
mod3.z = arg3->w;
mod3.w = arg3->w;
arg3 = &mod3;
break;
case TextureStage::MODIFIER_INVALPHA:
mod3.x = SubSat(Short4(0x1000), arg3->w);
mod3.y = SubSat(Short4(0x1000), arg3->w);
mod3.z = SubSat(Short4(0x1000), arg3->w);
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
res.x = arg1->x;
res.y = arg1->y;
res.z = arg1->z;
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
res.x = arg2->x;
res.y = arg2->y;
res.z = arg2->z;
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
res.x = arg3->x;
res.y = arg3->y;
res.z = arg3->z;
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
res.x = MulHigh(arg1->x, arg2->x) << 4;
res.y = MulHigh(arg1->y, arg2->y) << 4;
res.z = MulHigh(arg1->z, arg2->z) << 4;
break;
case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
res.x = MulHigh(arg1->x, arg2->x) << 5;
res.y = MulHigh(arg1->y, arg2->y) << 5;
res.z = MulHigh(arg1->z, arg2->z) << 5;
break;
case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
res.x = MulHigh(arg1->x, arg2->x) << 6;
res.y = MulHigh(arg1->y, arg2->y) << 6;
res.z = MulHigh(arg1->z, arg2->z) << 6;
break;
case TextureStage::STAGE_ADD: // Arg1 + Arg2
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
break;
case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
res.x = SubSat(res.x, Short4(0x0800));
res.y = SubSat(res.y, Short4(0x0800));
res.z = SubSat(res.z, Short4(0x0800));
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
res.x = SubSat(res.x, Short4(0x0800));
res.y = SubSat(res.y, Short4(0x0800));
res.z = SubSat(res.z, Short4(0x0800));
res.x = AddSat(res.x, res.x);
res.y = AddSat(res.y, res.y);
res.z = AddSat(res.z, res.z);
break;
case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
res.x = SubSat(arg1->x, arg2->x);
res.y = SubSat(arg1->y, arg2->y);
res.z = SubSat(arg1->z, arg2->z);
break;
case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
{
Short4 tmp;
tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
break;
case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
{
Short4 tmp;
res.x = SubSat(arg1->x, Short4(0x0800)); tmp = SubSat(arg2->x, Short4(0x0800)); res.x = MulHigh(res.x, tmp);
res.y = SubSat(arg1->y, Short4(0x0800)); tmp = SubSat(arg2->y, Short4(0x0800)); res.y = MulHigh(res.y, tmp);
res.z = SubSat(arg1->z, Short4(0x0800)); tmp = SubSat(arg2->z, Short4(0x0800)); res.z = MulHigh(res.z, tmp);
res.x = res.x << 6;
res.y = res.y << 6;
res.z = res.z << 6;
res.x = AddSat(res.x, res.y);
res.x = AddSat(res.x, res.z);
// Clamp to [0, 1]
res.x = Max(res.x, Short4(0x0000));
res.x = Min(res.x, Short4(0x1000));
res.y = res.x;
res.z = res.x;
res.w = res.x;
}
break;
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, current.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, current.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, current.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
break;
case TextureStage::STAGE_PREMODULATE:
res.x = arg1->x;
res.y = arg1->y;
res.z = arg1->z;
break;
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
break;
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
break;
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
{
Short4 tmp;
res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
{
Short4 tmp;
res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_BUMPENVMAP:
{
du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
du2 = du;
dv2 = dv;
du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
perturbate = true;
res.x = current.x;
res.y = current.y;
res.z = current.z;
res.w = current.w;
}
break;
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
{
du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
du2 = du;
dv2 = dv;
du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
perturbate = true;
L = texture.z;
L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
L = L << 4;
L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
L = Max(L, Short4(0x0000));
L = Min(L, Short4(0x1000));
luminance = true;
res.x = current.x;
res.y = current.y;
res.z = current.z;
res.w = current.w;
}
break;
default:
ASSERT(false);
}
if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
{
switch(textureStage.firstArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg1 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.secondArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg2 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.thirdArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg3 = &current; break;
case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
default:
ASSERT(false);
}
switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
default:
ASSERT(false);
}
switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
res.w = arg1->w;
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
res.w = arg2->w;
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
res.w = arg3->w;
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
res.w = MulHigh(arg1->w, arg2->w) << 4;
break;
case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
res.w = MulHigh(arg1->w, arg2->w) << 5;
break;
case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
res.w = MulHigh(arg1->w, arg2->w) << 6;
break;
case TextureStage::STAGE_ADD: // Arg1 + Arg2
res.w = AddSat(arg1->w, arg2->w);
break;
case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
res.w = AddSat(arg1->w, arg2->w);
res.w = SubSat(res.w, Short4(0x0800));
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
res.w = AddSat(arg1->w, arg2->w);
res.w = SubSat(res.w, Short4(0x0800));
res.w = AddSat(res.w, res.w);
break;
case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
res.w = SubSat(arg1->w, arg2->w);
break;
case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
{
Short4 tmp;
tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
}
break;
case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
break;
case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_DOT3:
break; // Already computed in color channel
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, current.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDFACTORALPHA:
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
break;
case TextureStage::STAGE_PREMODULATE:
res.w = arg1->w;
break;
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Invalid alpha operations
default:
ASSERT(false);
}
}
// Clamp result to [0, 1]
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
if(state.textureStage[stage].cantUnderflow)
{
break; // Can't go below zero
}
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
res.x = Max(res.x, Short4(0x0000));
res.y = Max(res.y, Short4(0x0000));
res.z = Max(res.z, Short4(0x0000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
if(state.textureStage[stage].cantUnderflow)
{
break; // Can't go below zero
}
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
res.w = Max(res.w, Short4(0x0000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Can't go above one
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
res.x = Min(res.x, Short4(0x1000));
res.y = Min(res.y, Short4(0x1000));
res.z = Min(res.z, Short4(0x1000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Can't go above one
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
res.w = Min(res.w, Short4(0x1000));
break;
default:
ASSERT(false);
}
switch(textureStage.destinationArgument)
{
case TextureStage::DESTINATION_CURRENT:
current.x = res.x;
current.y = res.y;
current.z = res.z;
current.w = res.w;
break;
case TextureStage::DESTINATION_TEMP:
temp.x = res.x;
temp.y = res.y;
temp.z = res.z;
temp.w = res.w;
break;
default:
ASSERT(false);
}
}
void PixelPipeline::fogBlend(Vector4s &current, Float4 &f)
{
if(!state.fogActive)
{
return;
}
if(state.pixelFogMode != FOG_NONE)
{
pixelFog(f);
}
UShort4 fog = convertFixed16(f, true);
current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
UShort4 invFog = UShort4(0xFFFFu) - fog;
current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[0]))));
current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[1]))));
current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[2]))));
}
void PixelPipeline::specularPixel(Vector4s &current, Vector4s &specular)
{
if(!state.specularAdd)
{
return;
}
current.x = AddSat(current.x, specular.x);
current.y = AddSat(current.y, specular.y);
current.z = AddSat(current.z, specular.z);
}
void PixelPipeline::sampleTexture(Vector4s &c, int coordinates, int stage, bool project)
{
Float4 x = v[2 + coordinates].x;
Float4 y = v[2 + coordinates].y;
Float4 z = v[2 + coordinates].z;
Float4 w = v[2 + coordinates].w;
if(perturbate)
{
x += du;
y += dv;
perturbate = false;
}
sampleTexture(c, stage, x, y, z, w, project);
}
void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Vector4f dsx;
Vector4f dsy;
Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy);
}
else
{
Float4 rq = reciprocal(q);
Float4 u_q = u * rq;
Float4 v_q = v * rq;
Float4 w_q = w * rq;
sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy);
}
#if PERF_PROFILE
cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
{
return RoundShort4(cf * Float4(0x1000));
}
void PixelPipeline::convertFixed12(Vector4s &cs, Vector4f &cf)
{
cs.x = convertFixed12(cf.x);
cs.y = convertFixed12(cf.y);
cs.z = convertFixed12(cf.z);
cs.w = convertFixed12(cf.w);
}
Float4 PixelPipeline::convertSigned12(Short4 &cs)
{
return Float4(cs) * Float4(1.0f / 0x0FFE);
}
void PixelPipeline::convertSigned12(Vector4f &cf, Vector4s &cs)
{
cf.x = convertSigned12(cs.x);
cf.y = convertSigned12(cs.y);
cf.z = convertSigned12(cs.z);
cf.w = convertSigned12(cs.w);
}
void PixelPipeline::writeDestination(Vector4s &d, const Dst &dst)
{
switch(dst.type)
{
case Shader::PARAMETER_TEMP:
if(dst.mask & 0x1) rs[dst.index].x = d.x;
if(dst.mask & 0x2) rs[dst.index].y = d.y;
if(dst.mask & 0x4) rs[dst.index].z = d.z;
if(dst.mask & 0x8) rs[dst.index].w = d.w;
break;
case Shader::PARAMETER_INPUT:
if(dst.mask & 0x1) vs[dst.index].x = d.x;
if(dst.mask & 0x2) vs[dst.index].y = d.y;
if(dst.mask & 0x4) vs[dst.index].z = d.z;
if(dst.mask & 0x8) vs[dst.index].w = d.w;
break;
case Shader::PARAMETER_CONST: ASSERT(false); break;
case Shader::PARAMETER_TEXTURE:
if(dst.mask & 0x1) ts[dst.index].x = d.x;
if(dst.mask & 0x2) ts[dst.index].y = d.y;
if(dst.mask & 0x4) ts[dst.index].z = d.z;
if(dst.mask & 0x8) ts[dst.index].w = d.w;
break;
case Shader::PARAMETER_COLOROUT:
if(dst.mask & 0x1) vs[dst.index].x = d.x;
if(dst.mask & 0x2) vs[dst.index].y = d.y;
if(dst.mask & 0x4) vs[dst.index].z = d.z;
if(dst.mask & 0x8) vs[dst.index].w = d.w;
break;
default:
ASSERT(false);
}
}
Vector4s PixelPipeline::fetchRegister(const Src &src)
{
Vector4s *reg;
int i = src.index;
Vector4s c;
if(src.type == Shader::PARAMETER_CONST)
{
c.x = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][0]));
c.y = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][1]));
c.z = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][2]));
c.w = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][3]));
}
switch(src.type)
{
case Shader::PARAMETER_TEMP: reg = &rs[i]; break;
case Shader::PARAMETER_INPUT: reg = &vs[i]; break;
case Shader::PARAMETER_CONST: reg = &c; break;
case Shader::PARAMETER_TEXTURE: reg = &ts[i]; break;
case Shader::PARAMETER_VOID: return rs[0]; // Dummy
case Shader::PARAMETER_FLOAT4LITERAL: return rs[0]; // Dummy
default: ASSERT(false); return rs[0];
}
const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
Vector4s mod;
switch(src.modifier)
{
case Shader::MODIFIER_NONE:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
break;
case Shader::MODIFIER_BIAS:
mod.x = SubSat(x, Short4(0x0800));
mod.y = SubSat(y, Short4(0x0800));
mod.z = SubSat(z, Short4(0x0800));
mod.w = SubSat(w, Short4(0x0800));
break;
case Shader::MODIFIER_BIAS_NEGATE:
mod.x = SubSat(Short4(0x0800), x);
mod.y = SubSat(Short4(0x0800), y);
mod.z = SubSat(Short4(0x0800), z);
mod.w = SubSat(Short4(0x0800), w);
break;
case Shader::MODIFIER_COMPLEMENT:
mod.x = SubSat(Short4(0x1000), x);
mod.y = SubSat(Short4(0x1000), y);
mod.z = SubSat(Short4(0x1000), z);
mod.w = SubSat(Short4(0x1000), w);
break;
case Shader::MODIFIER_NEGATE:
mod.x = -x;
mod.y = -y;
mod.z = -z;
mod.w = -w;
break;
case Shader::MODIFIER_X2:
mod.x = AddSat(x, x);
mod.y = AddSat(y, y);
mod.z = AddSat(z, z);
mod.w = AddSat(w, w);
break;
case Shader::MODIFIER_X2_NEGATE:
mod.x = -AddSat(x, x);
mod.y = -AddSat(y, y);
mod.z = -AddSat(z, z);
mod.w = -AddSat(w, w);
break;
case Shader::MODIFIER_SIGN:
mod.x = SubSat(x, Short4(0x0800));
mod.y = SubSat(y, Short4(0x0800));
mod.z = SubSat(z, Short4(0x0800));
mod.w = SubSat(w, Short4(0x0800));
mod.x = AddSat(mod.x, mod.x);
mod.y = AddSat(mod.y, mod.y);
mod.z = AddSat(mod.z, mod.z);
mod.w = AddSat(mod.w, mod.w);
break;
case Shader::MODIFIER_SIGN_NEGATE:
mod.x = SubSat(Short4(0x0800), x);
mod.y = SubSat(Short4(0x0800), y);
mod.z = SubSat(Short4(0x0800), z);
mod.w = SubSat(Short4(0x0800), w);
mod.x = AddSat(mod.x, mod.x);
mod.y = AddSat(mod.y, mod.y);
mod.z = AddSat(mod.z, mod.z);
mod.w = AddSat(mod.w, mod.w);
break;
case Shader::MODIFIER_DZ:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
// Projection performed by texture sampler
break;
case Shader::MODIFIER_DW:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
// Projection performed by texture sampler
break;
default:
ASSERT(false);
}
if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
{
mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000));
mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000));
mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000));
mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000));
}
return mod;
}
void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0)
{
dst.x = src0.x;
dst.y = src0.y;
dst.z = src0.z;
dst.w = src0.w;
}
void PixelPipeline::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
dst.x = AddSat(src0.x, src1.x);
dst.y = AddSat(src0.y, src1.y);
dst.z = AddSat(src0.z, src1.z);
dst.w = AddSat(src0.w, src1.w);
}
void PixelPipeline::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
dst.x = SubSat(src0.x, src1.x);
dst.y = SubSat(src0.y, src1.y);
dst.z = SubSat(src0.z, src1.z);
dst.w = SubSat(src0.w, src1.w);
}
void PixelPipeline::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
}
void PixelPipeline::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); }
}
void PixelPipeline::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
Short4 t0;
Short4 t1;
// FIXME: Long fixed-point multiply fixup
t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
Short4 t0;
Short4 t1;
// FIXME: Long fixed-point multiply fixup
t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
{
dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
}
{dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
}
void PixelPipeline::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
{
Float4 uw;
Float4 vw;
Float4 sw;
if(state.interpolant[2 + coordinate].component & 0x01)
{
uw = Max(u, Float4(0.0f));
uw = Min(uw, Float4(1.0f));
dst.x = convertFixed12(uw);
}
else
{
dst.x = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
vw = Max(v, Float4(0.0f));
vw = Min(vw, Float4(1.0f));
dst.y = convertFixed12(vw);
}
else
{
dst.y = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
sw = Max(s, Float4(0.0f));
sw = Min(sw, Float4(1.0f));
dst.z = convertFixed12(sw);
}
else
{
dst.z = Short4(0x0000);
}
dst.w = Short4(0x1000);
}
void PixelPipeline::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
{
Float4 uw = u;
Float4 vw = v;
Float4 sw = s;
if(project)
{
uw *= Rcp_pp(s);
vw *= Rcp_pp(s);
}
if(state.interpolant[2 + coordinate].component & 0x01)
{
uw *= Float4(0x1000);
uw = Max(uw, Float4(-0x8000));
uw = Min(uw, Float4(0x7FFF));
dst.x = RoundShort4(uw);
}
else
{
dst.x = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
vw *= Float4(0x1000);
vw = Max(vw, Float4(-0x8000));
vw = Min(vw, Float4(0x7FFF));
dst.y = RoundShort4(vw);
}
else
{
dst.y = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
sw *= Float4(0x1000);
sw = Max(sw, Float4(-0x8000));
sw = Min(sw, Float4(0x7FFF));
dst.z = RoundShort4(sw);
}
else
{
dst.z = Short4(0x0000);
}
}
void PixelPipeline::TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
{
TEXM3X3PAD(u, v, s, src, 0, false);
Short4 t0 = RoundShort4(u_ * Float4(0x1000));
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
{
TEXM3X3PAD(u, v, s, src0, 0, false);
v_ = Float4(0.0f);
w_ = Float4(0.0f);
sampleTexture(dst, stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
{
Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
SignMask(CmpNLT(v, Float4(0.0f))) &
SignMask(CmpNLT(s, Float4(0.0f)));
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
}
void PixelPipeline::TEXKILL(Int cMask[4], Vector4s &src)
{
Short4 test = src.x | src.y | src.z;
Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
}
void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
{
sampleTexture(dst, sampler, u, v, s, s, project);
}
void PixelPipeline::TEXLD(Vector4s &dst, Vector4s &src, int sampler, bool project)
{
Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, sampler, u, v, s, s, project);
}
void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(dst, stage, u_, v_, s, s);
}
void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(dst, stage, u_, v_, s, s);
Short4 L;
L = src.z;
L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
L = L << 4;
L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
L = Max(L, Short4(0x0000));
L = Min(L, Short4(0x1000));
dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
}
void PixelPipeline::TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, stage, u, v, s, s);
}
void PixelPipeline::TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
Float4 s = v;
sampleTexture(dst, stage, u, v, s, s);
}
void PixelPipeline::TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(dst, stage, u, v, s, s);
}
void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
{
TEXM3X2PAD(u, v, s, src, 1, signedScaling);
// z / w
u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero
oDepth = u_;
}
void PixelPipeline::TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
TEXM3X3PAD(u, v, s, src0, component, signedScaling);
}
void PixelPipeline::TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
TEXM3X2PAD(u, v, s, src0, 1, signedScaling);
w_ = Float4(0.0f);
sampleTexture(dst, stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
{
TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
dst.x = RoundShort4(u_ * Float4(0x1000));
dst.y = RoundShort4(v_ * Float4(0x1000));
dst.z = RoundShort4(w_ * Float4(0x1000));
dst.w = Short4(0x1000);
}
void PixelPipeline::TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
{
U = Float4(src0.x);
V = Float4(src0.y);
W = Float4(src0.z);
previousScaling = signedScaling;
}
Float4 x = U * u + V * v + W * s;
x *= Float4(1.0f / 0x1000);
switch(component)
{
case 0: u_ = x; break;
case 1: v_ = x; break;
case 2: w_ = x; break;
default: ASSERT(false);
}
}
void PixelPipeline::TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
{
TEXM3X3PAD(u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
// Reflection
Float4 u__;
Float4 v__;
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
u__ = u_ * E[0];
v__ = v_ * E[1];
w__ = w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
u__ *= u_;
v__ *= v_;
w__ *= w_;
u_ *= u_;
v_ *= v_;
w_ *= w_;
u_ += v_ + w_;
u__ -= E[0] * u_;
v__ -= E[1] * u_;
w__ -= E[2] * u_;
sampleTexture(dst, stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
sampleTexture(dst, stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector4s &src0)
{
TEXM3X3PAD(x, y, z, src0, 2, false);
Float4 E[3]; // Eye vector
E[0] = v[2 + stage - 2].w;
E[1] = v[2 + stage - 1].w;
E[2] = v[2 + stage - 0].w;
// Reflection
Float4 u__;
Float4 v__;
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
u__ = u_ * E[0];
v__ = v_ * E[1];
w__ = w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
u__ *= u_;
v__ *= v_;
w__ *= w_;
u_ *= u_;
v_ *= v_;
w_ *= w_;
u_ += v_ + w_;
u__ -= E[0] * u_;
v__ -= E[1] * u_;
w__ -= E[2] * u_;
sampleTexture(dst, stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXDEPTH()
{
u_ = Float4(rs[5].x);
v_ = Float4(rs[5].y);
// z / w
u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero
oDepth = u_;
}
void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
{Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0; };
{Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0; };
{Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0; };
{Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0; };
}
void PixelPipeline::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
{Short4 t0 = CmpGT(Short4(0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0; };
{Short4 t0 = CmpGT(Short4(0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0; };
{Short4 t0 = CmpGT(Short4(0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0; };
{Short4 t0 = CmpGT(Short4(0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0; };
}
void PixelPipeline::BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
{
Short4 t0;
Short4 t1;
// dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.x);
dst.x = t0;
// dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.y);
dst.y = t0;
}
}