Update SwiftShader to April code dump.
April code dump from Transgaming. Adds new shader compiler.
diff --git a/src/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
index f1ac5be..e1b735d 100644
--- a/src/Shader/PixelRoutine.cpp
+++ b/src/Shader/PixelRoutine.cpp
@@ -1,6 +1,6 @@
// SwiftShader Software Renderer
//
-// Copyright(c) 2005-2011 TransGaming Inc.
+// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
@@ -12,7 +12,6 @@
#include "PixelRoutine.hpp"
#include "Renderer.hpp"
-#include "PixelShader.hpp"
#include "QuadRasterizer.hpp"
#include "Surface.hpp"
#include "Primitive.hpp"
@@ -30,17 +29,21 @@
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
+ extern bool booleanFaceRegister;
+ extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
+ extern bool fullPixelPositionRegister;
- PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *pixelShader) : Rasterizer(state), pixelShader(pixelShader)
+ PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
{
perturbate = false;
luminance = false;
previousScaling = false;
- returns = false;
ifDepth = 0;
loopRepDepth = 0;
breakDepth = 0;
+ currentLabel = -1;
+ whileTest = false;
for(int i = 0; i < 2048; i++)
{
@@ -68,7 +71,7 @@
}
const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
- const bool integerPipeline = pixelShaderVersion() <= 0x0104;
+ const bool integerPipeline = shaderVersion() <= 0x0104;
Int zMask[4]; // Depth mask
Int sMask[4]; // Stencil mask
@@ -86,18 +89,19 @@
Float4 f;
- Color4i ¤t = r.ri[0];
- Color4i &diffuse = r.vi[0];
- Color4i &specular = r.vi[1];
+ Vector4i ¤t = r.ri[0];
+ Vector4i &diffuse = r.vi[0];
+ Vector4i &specular = r.vi[1];
Float4 (&z)[4] = r.z;
+ Float4 &w = r.w;
Float4 &rhw = r.rhw;
Float4 rhwCentroid;
Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
- if(state.depthTestActive || state.pixelFogActive())
+ if(interpolateZ())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
@@ -151,9 +155,10 @@
YYYY += yyyy;
}
- if(state.perspective)
+ if(interpolateW())
{
- rhw = reciprocal(interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false));
+ w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
+ rhw = reciprocal(w);
if(state.centroid)
{
@@ -165,27 +170,15 @@
{
for(int component = 0; component < 4; component++)
{
- Array<Float4> *pv;
-
- switch(component)
- {
- case 0: pv = &r.vx; break;
- case 1: pv = &r.vy; break;
- case 2: pv = &r.vz; break;
- case 3: pv = &r.vw; break;
- }
-
- Array<Float4> &v = *pv;
-
if(state.interpolant[interpolant].component & (1 << component))
{
if(!state.interpolant[interpolant].centroid)
{
- v[interpolant] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), state.interpolant[interpolant].flat & (1 << component), state.perspective);
+ r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
else
{
- v[interpolant] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), state.interpolant[interpolant].flat & (1 << component), state.perspective);
+ r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
}
}
@@ -197,19 +190,19 @@
case 0:
break;
case 1:
- rcp = reciprocal(Float4(r.vy[interpolant]));
- r.vx[interpolant] = r.vx[interpolant] * rcp;
+ rcp = reciprocal(r.vf[interpolant].y);
+ r.vf[interpolant].x = r.vf[interpolant].x * rcp;
break;
case 2:
- rcp = reciprocal(Float4(r.vz[interpolant]));
- r.vx[interpolant] = r.vx[interpolant] * rcp;
- r.vy[interpolant] = r.vy[interpolant] * rcp;
+ rcp = reciprocal(r.vf[interpolant].z);
+ r.vf[interpolant].x = r.vf[interpolant].x * rcp;
+ r.vf[interpolant].y = r.vf[interpolant].y * rcp;
break;
case 3:
- rcp = reciprocal(Float4(r.vw[interpolant]));
- r.vx[interpolant] = r.vx[interpolant] * rcp;
- r.vy[interpolant] = r.vy[interpolant] * rcp;
- r.vz[interpolant] = r.vz[interpolant] * rcp;
+ rcp = reciprocal(r.vf[interpolant].w);
+ r.vf[interpolant].x = r.vf[interpolant].x * rcp;
+ r.vf[interpolant].y = r.vf[interpolant].y * rcp;
+ r.vf[interpolant].z = r.vf[interpolant].z * rcp;
break;
}
}
@@ -221,32 +214,47 @@
if(integerPipeline)
{
- if(state.color[0].component & 0x1) diffuse.x = convertFixed12(Float4(r.vx[0])); else diffuse.x = Short4(0x1000, 0x1000, 0x1000, 0x1000);
- if(state.color[0].component & 0x2) diffuse.y = convertFixed12(Float4(r.vy[0])); else diffuse.y = Short4(0x1000, 0x1000, 0x1000, 0x1000);
- if(state.color[0].component & 0x4) diffuse.z = convertFixed12(Float4(r.vz[0])); else diffuse.z = Short4(0x1000, 0x1000, 0x1000, 0x1000);
- if(state.color[0].component & 0x8) diffuse.w = convertFixed12(Float4(r.vw[0])); else diffuse.w = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ if(state.color[0].component & 0x1) diffuse.x = convertFixed12(r.vf[0].x); else diffuse.x = Short4(0x1000);
+ if(state.color[0].component & 0x2) diffuse.y = convertFixed12(r.vf[0].y); else diffuse.y = Short4(0x1000);
+ if(state.color[0].component & 0x4) diffuse.z = convertFixed12(r.vf[0].z); else diffuse.z = Short4(0x1000);
+ if(state.color[0].component & 0x8) diffuse.w = convertFixed12(r.vf[0].w); else diffuse.w = Short4(0x1000);
- if(state.color[1].component & 0x1) specular.x = convertFixed12(Float4(r.vx[1])); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x2) specular.y = convertFixed12(Float4(r.vy[1])); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x4) specular.z = convertFixed12(Float4(r.vz[1])); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x8) specular.w = convertFixed12(Float4(r.vw[1])); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x1) specular.x = convertFixed12(r.vf[1].x); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x2) specular.y = convertFixed12(r.vf[1].y); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x4) specular.z = convertFixed12(r.vf[1].z); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x8) specular.w = convertFixed12(r.vf[1].w); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
- else if(pixelShaderVersion() >= 0x0300)
+ else if(shaderVersion() >= 0x0300)
{
- if(pixelShader->vPosDeclared)
+ if(shader->vPosDeclared)
{
- r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
- r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+ if(!halfIntegerCoordinates)
+ {
+ r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+ r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+ }
+ else
+ {
+ r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
+ r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
+ }
+
+ if(fullPixelPositionRegister)
+ {
+ r.vPos.z = z[0]; // FIXME: Centroid?
+ r.vPos.w = w; // FIXME: Centroid?
+ }
}
- if(pixelShader->vFaceDeclared)
+ if(shader->vFaceDeclared)
{
Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
-
- r.vFace.x = area;
- r.vFace.y = area;
- r.vFace.z = area;
- r.vFace.w = area;
+ Float4 face = booleanFaceRegister ? As<Float4>(CmpNLT(area, Float4(0.0f))) : area;
+
+ r.vFace.x = face;
+ r.vFace.y = face;
+ r.vFace.z = face;
+ r.vFace.w = face;
}
}
@@ -262,11 +270,11 @@
Long shaderTime = Ticks();
#endif
- if(pixelShader)
+ if(shader)
{
- // pixelShader->print("PixelShader-%0.16llX.txt", state.shaderHash);
+ // shader->print("PixelShader-%0.8X.txt", state.shaderID);
- if(pixelShader->getVersion() <= 0x0104)
+ if(shader->getVersion() <= 0x0104)
{
ps_1_x(r, cMask);
}
@@ -278,7 +286,7 @@
else
{
current = diffuse;
- Color4i temp(0x0000, 0x0000, 0x0000, 0x0000);
+ Vector4i temp(0x0000, 0x0000, 0x0000, 0x0000);
for(int stage = 0; stage < 8; stage++)
{
@@ -287,7 +295,7 @@
break;
}
- Color4i texture;
+ Vector4i texture;
if(state.textureStage[stage].usesTexture)
{
@@ -306,10 +314,10 @@
if(integerPipeline)
{
- current.r = Min(current.r, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.r = Max(current.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- current.g = Min(current.g, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.g = Max(current.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- current.b = Min(current.b, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.b = Max(current.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- current.a = Min(current.a, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.a = Max(current.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ current.x = Min(current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.x = Max(current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ current.y = Min(current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.y = Max(current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ current.z = Min(current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.z = Max(current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ current.w = Min(current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.w = Max(current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
alphaPass = alphaTest(r, cMask, current);
}
@@ -320,7 +328,7 @@
alphaPass = alphaTest(r, cMask, r.oC[0]);
}
- if((pixelShader && pixelShader->containsTexkill()) || state.alphaTestActive())
+ if((shader && shader->containsKill()) || state.alphaTestActive())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
@@ -528,11 +536,11 @@
Float4 Z = z;
- if(pixelShader && pixelShader->depthOverride())
+ if(shader && shader->depthOverride())
{
if(complementaryDepthBuffer)
{
- Z = Float4(1, 1, 1, 1) - r.oDepth;
+ Z = Float4(1.0f) - r.oDepth;
}
else
{
@@ -655,15 +663,15 @@
return zMask != 0;
}
- void PixelRoutine::blendTexture(Registers &r, Color4i ¤t, Color4i &temp, Color4i &texture, int stage)
+ void PixelRoutine::blendTexture(Registers &r, Vector4i ¤t, Vector4i &temp, Vector4i &texture, int stage)
{
- Color4i *arg1;
- Color4i *arg2;
- Color4i *arg3;
- Color4i res;
+ Vector4i *arg1;
+ Vector4i *arg2;
+ Vector4i *arg3;
+ Vector4i res;
- Color4i constant;
- Color4i tfactor;
+ Vector4i constant;
+ Vector4i tfactor;
const TextureStage::State &textureStage = state.textureStage[stage];
@@ -674,10 +682,10 @@
textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
{
- constant.r = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
- constant.g = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
- constant.b = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
- constant.a = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
+ constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
+ constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
+ constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
+ constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
}
if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
@@ -687,10 +695,10 @@
textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
{
- tfactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
- tfactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
- tfactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
- tfactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
+ tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
+ tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
+ tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
+ tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
}
// Premodulate
@@ -698,22 +706,22 @@
{
if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
{
- current.r = MulHigh(current.r, texture.r) << 4;
- current.g = MulHigh(current.g, texture.g) << 4;
- current.b = MulHigh(current.b, texture.b) << 4;
+ 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.a = MulHigh(current.a, texture.a) << 4;
+ current.w = MulHigh(current.w, texture.w) << 4;
}
}
if(luminance)
{
- texture.r = MulHigh(texture.r, r.L) << 4;
- texture.g = MulHigh(texture.g, r.L) << 4;
- texture.b = MulHigh(texture.b, r.L) << 4;
+ texture.x = MulHigh(texture.x, r.L) << 4;
+ texture.y = MulHigh(texture.y, r.L) << 4;
+ texture.z = MulHigh(texture.z, r.L) << 4;
luminance = false;
}
@@ -757,9 +765,9 @@
ASSERT(false);
}
- Color4i mod1;
- Color4i mod2;
- Color4i mod3;
+ Vector4i mod1;
+ Vector4i mod2;
+ Vector4i mod3;
switch(textureStage.firstModifier)
{
@@ -767,30 +775,30 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod1.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->r);
- mod1.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->g);
- mod1.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->b);
- mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+ 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.r = arg1->a;
- mod1.g = arg1->a;
- mod1.b = arg1->a;
- mod1.a = arg1->a;
+ mod1.x = arg1->w;
+ mod1.y = arg1->w;
+ mod1.z = arg1->w;
+ mod1.w = arg1->w;
arg1 = &mod1;
}
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod1.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
- mod1.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
- mod1.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
- mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+ 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;
}
@@ -805,30 +813,30 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod2.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->r);
- mod2.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->g);
- mod2.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->b);
- mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+ 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.r = arg2->a;
- mod2.g = arg2->a;
- mod2.b = arg2->a;
- mod2.a = arg2->a;
+ mod2.x = arg2->w;
+ mod2.y = arg2->w;
+ mod2.z = arg2->w;
+ mod2.w = arg2->w;
arg2 = &mod2;
}
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod2.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
- mod2.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
- mod2.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
- mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+ 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;
}
@@ -843,30 +851,30 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod3.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->r);
- mod3.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->g);
- mod3.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->b);
- mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+ 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.r = arg3->a;
- mod3.g = arg3->a;
- mod3.b = arg3->a;
- mod3.a = arg3->a;
+ mod3.x = arg3->w;
+ mod3.y = arg3->w;
+ mod3.z = arg3->w;
+ mod3.w = arg3->w;
arg3 = &mod3;
}
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod3.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
- mod3.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
- mod3.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
- mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+ 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;
}
@@ -881,211 +889,211 @@
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
{
- res.r = arg1->r;
- res.g = arg1->g;
- res.b = arg1->b;
+ res.x = arg1->x;
+ res.y = arg1->y;
+ res.z = arg1->z;
}
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
{
- res.r = arg2->r;
- res.g = arg2->g;
- res.b = arg2->b;
+ res.x = arg2->x;
+ res.y = arg2->y;
+ res.z = arg2->z;
}
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
{
- res.r = arg3->r;
- res.g = arg3->g;
- res.b = arg3->b;
+ res.x = arg3->x;
+ res.y = arg3->y;
+ res.z = arg3->z;
}
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
{
- res.r = MulHigh(arg1->r, arg2->r) << 4;
- res.g = MulHigh(arg1->g, arg2->g) << 4;
- res.b = MulHigh(arg1->b, arg2->b) << 4;
+ 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.r = MulHigh(arg1->r, arg2->r) << 5;
- res.g = MulHigh(arg1->g, arg2->g) << 5;
- res.b = MulHigh(arg1->b, arg2->b) << 5;
+ 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.r = MulHigh(arg1->r, arg2->r) << 6;
- res.g = MulHigh(arg1->g, arg2->g) << 6;
- res.b = MulHigh(arg1->b, arg2->b) << 6;
+ 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.r = AddSat(arg1->r, arg2->r);
- res.g = AddSat(arg1->g, arg2->g);
- res.b = AddSat(arg1->b, arg2->b);
+ 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.r = AddSat(arg1->r, arg2->r);
- res.g = AddSat(arg1->g, arg2->g);
- res.b = AddSat(arg1->b, arg2->b);
+ res.x = AddSat(arg1->x, arg2->x);
+ res.y = AddSat(arg1->y, arg2->y);
+ res.z = AddSat(arg1->z, arg2->z);
- res.r = SubSat(res.r, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.g = SubSat(res.g, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.b = SubSat(res.b, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
}
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
{
- res.r = AddSat(arg1->r, arg2->r);
- res.g = AddSat(arg1->g, arg2->g);
- res.b = AddSat(arg1->b, arg2->b);
+ res.x = AddSat(arg1->x, arg2->x);
+ res.y = AddSat(arg1->y, arg2->y);
+ res.z = AddSat(arg1->z, arg2->z);
- res.r = SubSat(res.r, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.g = SubSat(res.g, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.b = SubSat(res.b, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.r = AddSat(res.r, res.r);
- res.g = AddSat(res.g, res.g);
- res.b = AddSat(res.b, res.b);
+ 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.r = SubSat(arg1->r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b);
+ 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->r, arg2->r) << 4; res.r = AddSat(arg1->r, arg2->r); res.r = SubSat(res.r, tmp);
- tmp = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(arg1->g, arg2->g); res.g = SubSat(res.g, tmp);
- tmp = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(arg1->b, arg2->b); res.b = SubSat(res.b, 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.r = MulHigh(arg1->r, arg2->r) << 4; res.r = AddSat(res.r, arg3->r);
- res.g = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(res.g, arg3->g);
- res.b = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(res.b, arg3->b);
+ 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.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, arg3->r) << 4; res.r = AddSat(res.r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, arg3->g) << 4; res.g = AddSat(res.g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, arg3->b) << 4; res.b = AddSat(res.b, arg2->b);
+ 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.r - 0.5) * 2 * (Arg2.r - 0.5) + 2 * (Arg1.g - 0.5) * 2 * (Arg2.g - 0.5) + 2 * (Arg1.b - 0.5) * 2 * (Arg2.b - 0.5)
+ 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.r = SubSat(arg1->r, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->r, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.r = MulHigh(res.r, tmp);
- res.g = SubSat(arg1->g, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->g, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.g = MulHigh(res.g, tmp);
- res.b = SubSat(arg1->b, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->b, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.b = MulHigh(res.b, tmp);
+ res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
+ res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
+ res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
- res.r = res.r << 6;
- res.g = res.g << 6;
- res.b = res.b << 6;
+ res.x = res.x << 6;
+ res.y = res.y << 6;
+ res.z = res.z << 6;
- res.r = AddSat(res.r, res.g);
- res.r = AddSat(res.r, res.b);
+ res.x = AddSat(res.x, res.y);
+ res.x = AddSat(res.x, res.z);
// Clamp to [0, 1]
- res.r = Max(res.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.r = Min(res.r, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+ res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.x = Min(res.x, Short4(0x1000));
- res.g = res.r;
- res.b = res.r;
- res.a = res.r;
+ res.y = res.x;
+ res.z = res.x;
+ res.w = res.x;
}
break;
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
{
- res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, current.a) << 4; res.r = AddSat(res.r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, current.a) << 4; res.g = AddSat(res.g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, current.a) << 4; res.b = AddSat(res.b, arg2->b);
+ 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.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, r.diffuse.a) << 4; res.r = AddSat(res.r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, r.diffuse.a) << 4; res.g = AddSat(res.g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, r.diffuse.a) << 4; res.b = AddSat(res.b, arg2->b);
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
}
break;
case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
{
- res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.r = AddSat(res.r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.g = AddSat(res.g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.b = AddSat(res.b, arg2->b);
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.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>(r.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>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
}
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
{
- res.r = SubSat(arg1->r, arg2->r); res.r = MulHigh(res.r, texture.a) << 4; res.r = AddSat(res.r, arg2->r);
- res.g = SubSat(arg1->g, arg2->g); res.g = MulHigh(res.g, texture.a) << 4; res.g = AddSat(res.g, arg2->g);
- res.b = SubSat(arg1->b, arg2->b); res.b = MulHigh(res.b, texture.a) << 4; res.b = AddSat(res.b, arg2->b);
+ 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.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.r = MulHigh(res.r, arg2->r) << 4; res.r = AddSat(res.r, arg1->r);
- res.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.g = MulHigh(res.g, arg2->g) << 4; res.g = AddSat(res.g, arg1->g);
- res.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.b = MulHigh(res.b, arg2->b) << 4; res.b = AddSat(res.b, arg1->b);
+ 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.r = arg1->r;
- res.g = arg1->g;
- res.b = arg1->b;
+ res.x = arg1->x;
+ res.y = arg1->y;
+ res.z = arg1->z;
}
break;
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.a * Arg2
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
{
- res.r = MulHigh(arg1->a, arg2->r) << 4; res.r = AddSat(res.r, arg1->r);
- res.g = MulHigh(arg1->a, arg2->g) << 4; res.g = AddSat(res.g, arg1->g);
- res.b = MulHigh(arg1->a, arg2->b) << 4; res.b = AddSat(res.b, arg1->b);
+ 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.a
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
{
- res.r = MulHigh(arg1->r, arg2->r) << 4; res.r = AddSat(res.r, arg1->a);
- res.g = MulHigh(arg1->g, arg2->g) << 4; res.g = AddSat(res.g, arg1->a);
- res.b = MulHigh(arg1->b, arg2->b) << 4; res.b = AddSat(res.b, arg1->a);
+ 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.a) * Arg2 + Arg1
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
{
Short4 tmp;
- res.r = AddSat(arg1->r, arg2->r); tmp = MulHigh(arg1->a, arg2->r) << 4; res.r = SubSat(res.r, tmp);
- res.g = AddSat(arg1->g, arg2->g); tmp = MulHigh(arg1->a, arg2->g) << 4; res.g = SubSat(res.g, tmp);
- res.b = AddSat(arg1->b, arg2->b); tmp = MulHigh(arg1->a, arg2->b) << 4; res.b = SubSat(res.b, 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.a
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
{
Short4 tmp;
- res.r = AddSat(arg1->a, arg2->r); tmp = MulHigh(arg1->r, arg2->r) << 4; res.r = SubSat(res.r, tmp);
- res.g = AddSat(arg1->a, arg2->g); tmp = MulHigh(arg1->g, arg2->g) << 4; res.g = SubSat(res.g, tmp);
- res.b = AddSat(arg1->a, arg2->b); tmp = MulHigh(arg1->b, arg2->b) << 4; res.b = SubSat(res.b, 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:
{
- r.du = Float4(texture.r) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
- r.dv = Float4(texture.g) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
+ r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
@@ -1101,16 +1109,16 @@
perturbate = true;
- res.r = r.current.r;
- res.g = r.current.g;
- res.b = r.current.b;
- res.a = r.current.a;
+ res.x = r.current.x;
+ res.y = r.current.y;
+ res.z = r.current.z;
+ res.w = r.current.w;
}
break;
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
{
- r.du = Float4(texture.r) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
- r.dv = Float4(texture.g) * Float4(1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0, 1.0f / 0x0FE0);
+ r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
@@ -1127,19 +1135,19 @@
perturbate = true;
- r.L = texture.b;
+ r.L = texture.z;
r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
r.L = r.L << 4;
r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.L = Min(r.L, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+ r.L = Min(r.L, Short4(0x1000));
luminance = true;
- res.r = r.current.r;
- res.g = r.current.g;
- res.b = r.current.b;
- res.a = r.current.a;
+ res.x = r.current.x;
+ res.y = r.current.y;
+ res.z = r.current.z;
+ res.w = r.current.w;
}
break;
default:
@@ -1193,7 +1201,7 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
}
@@ -1205,7 +1213,7 @@
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod1.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg1->a);
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
}
@@ -1220,7 +1228,7 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
}
@@ -1232,7 +1240,7 @@
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod2.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg2->a);
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
}
@@ -1247,7 +1255,7 @@
break;
case TextureStage::MODIFIER_INVCOLOR:
{
- mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
}
@@ -1259,7 +1267,7 @@
break;
case TextureStage::MODIFIER_INVALPHA:
{
- mod3.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), arg3->a);
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
}
@@ -1274,104 +1282,104 @@
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
{
- res.a = arg1->a;
+ res.w = arg1->w;
}
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
{
- res.a = arg2->a;
+ res.w = arg2->w;
}
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
{
- res.a = arg3->a;
+ res.w = arg3->w;
}
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
{
- res.a = MulHigh(arg1->a, arg2->a) << 4;
+ res.w = MulHigh(arg1->w, arg2->w) << 4;
}
break;
case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
{
- res.a = MulHigh(arg1->a, arg2->a) << 5;
+ res.w = MulHigh(arg1->w, arg2->w) << 5;
}
break;
case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
{
- res.a = MulHigh(arg1->a, arg2->a) << 6;
+ res.w = MulHigh(arg1->w, arg2->w) << 6;
}
break;
case TextureStage::STAGE_ADD: // Arg1 + Arg2
{
- res.a = AddSat(arg1->a, arg2->a);
+ res.w = AddSat(arg1->w, arg2->w);
}
break;
case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
{
- res.a = AddSat(arg1->a, arg2->a);
- res.a = SubSat(res.a, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.w = AddSat(arg1->w, arg2->w);
+ res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
}
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
{
- res.a = AddSat(arg1->a, arg2->a);
- res.a = SubSat(res.a, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.a = AddSat(res.a, res.a);
+ res.w = AddSat(arg1->w, arg2->w);
+ res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.w = AddSat(res.w, res.w);
}
break;
case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
{
- res.a = SubSat(arg1->a, arg2->a);
+ res.w = SubSat(arg1->w, arg2->w);
}
break;
case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
{
Short4 tmp;
- tmp = MulHigh(arg1->a, arg2->a) << 4; res.a = AddSat(arg1->a, arg2->a); res.a = SubSat(res.a, 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.a = MulHigh(arg1->a, arg2->a) << 4; res.a = AddSat(res.a, arg3->a);
+ 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.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, arg3->a) << 4; res.a = AddSat(res.a, arg2->a);
+ 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.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, current.a) << 4; res.a = AddSat(res.a, arg2->a);
+ 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.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, r.diffuse.a) << 4; res.a = AddSat(res.a, arg2->a);
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
}
break;
case TextureStage::STAGE_BLENDFACTORALPHA:
{
- res.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.a = AddSat(res.a, arg2->a);
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.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.a = SubSat(arg1->a, arg2->a); res.a = MulHigh(res.a, texture.a) << 4; res.a = AddSat(res.a, arg2->a);
+ 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.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), texture.a); res.a = MulHigh(res.a, arg2->a) << 4; res.a = AddSat(res.a, arg1->a);
+ 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.a = arg1->a;
+ res.w = arg1->w;
}
break;
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
@@ -1421,9 +1429,9 @@
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
- res.r = Max(res.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.g = Max(res.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.b = Max(res.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
break;
default:
ASSERT(false);
@@ -1462,7 +1470,7 @@
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
- res.a = Max(res.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
break;
default:
ASSERT(false);
@@ -1498,9 +1506,9 @@
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.r = Min(res.r, Short4(0x1000, 0x1000, 0x1000, 0x1000));
- res.g = Min(res.g, Short4(0x1000, 0x1000, 0x1000, 0x1000));
- res.b = Min(res.b, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+ 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);
@@ -1536,7 +1544,7 @@
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.a = Min(res.a, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+ res.w = Min(res.w, Short4(0x1000));
break;
default:
ASSERT(false);
@@ -1545,16 +1553,16 @@
switch(textureStage.destinationArgument)
{
case TextureStage::DESTINATION_CURRENT:
- current.r = res.r;
- current.g = res.g;
- current.b = res.b;
- current.a = res.a;
+ current.x = res.x;
+ current.y = res.y;
+ current.z = res.z;
+ current.w = res.w;
break;
case TextureStage::DESTINATION_TEMP:
- temp.r = res.r;
- temp.g = res.g;
- temp.b = res.b;
- temp.a = res.a;
+ temp.x = res.x;
+ temp.y = res.y;
+ temp.z = res.z;
+ temp.w = res.w;
break;
default:
ASSERT(false);
@@ -1623,7 +1631,7 @@
cMask[3] &= aMask3;
}
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Color4i ¤t)
+ Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4i ¤t)
{
if(!state.alphaTestActive())
{
@@ -1634,7 +1642,7 @@
if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
{
- alphaTest(r, aMask, current.a);
+ alphaTest(r, aMask, current.w);
for(unsigned int q = 0; q < state.multiSample; q++)
{
@@ -1643,7 +1651,7 @@
}
else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
{
- Float4 alpha = Float4(current.a) * Float4(1.0f / 0x1000);
+ Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
alphaToCoverage(r, cMask, alpha);
}
@@ -1659,7 +1667,7 @@
return pass != 0x0;
}
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Color4f &c0)
+ Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
{
if(!state.alphaTestActive())
{
@@ -1670,7 +1678,7 @@
if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
{
- Short4 alpha = RoundShort4(c0.a * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+ Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
alphaTest(r, aMask, alpha);
@@ -1681,7 +1689,7 @@
}
else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
{
- alphaToCoverage(r, cMask, c0.a);
+ alphaToCoverage(r, cMask, c0.w);
}
else ASSERT(false);
@@ -1695,7 +1703,7 @@
return pass != 0x0;
}
- void PixelRoutine::fogBlend(Registers &r, Color4i ¤t, Float4 &f, Float4 &z, Float4 &rhw)
+ void PixelRoutine::fogBlend(Registers &r, Vector4i ¤t, Float4 &f, Float4 &z, Float4 &rhw)
{
if(!state.fogActive)
{
@@ -1709,18 +1717,18 @@
UShort4 fog = convertFixed16(f, true);
- current.r = As<Short4>(MulHigh(As<UShort4>(current.r), fog));
- current.g = As<Short4>(MulHigh(As<UShort4>(current.g), fog));
- current.b = As<Short4>(MulHigh(As<UShort4>(current.b), fog));
+ 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(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - fog;
+ UShort4 invFog = UShort4(0xFFFFu) - fog;
- current.r += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
- current.g += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
- current.b += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
+ current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
+ current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
+ current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
}
- void PixelRoutine::fogBlend(Registers &r, Color4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
+ void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
{
if(!state.fogActive)
{
@@ -1731,21 +1739,21 @@
{
pixelFog(r, fog, z, rhw);
- fog = Min(fog, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- fog = Max(fog, Float4(0.0f, 0.0f, 0.0f, 0.0f));
+ fog = Min(fog, Float4(1.0f));
+ fog = Max(fog, Float4(0.0f));
}
- c0.r -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
- c0.g -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
- c0.b -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+ c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
+ c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
+ c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
- c0.r *= fog;
- c0.g *= fog;
- c0.b *= fog;
+ c0.x *= fog;
+ c0.y *= fog;
+ c0.z *= fog;
- c0.r += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
- c0.g += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
- c0.b += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
+ c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
+ c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
+ c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
}
void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
@@ -1762,7 +1770,7 @@
{
if(complementaryDepthBuffer)
{
- zw = Float4(1.0f, 1.0f, 1.0f, 1.0f) - z;
+ zw = Float4(1.0f) - z;
}
else
{
@@ -1781,12 +1789,12 @@
break;
case Context::FOG_EXP:
zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
- zw = exponential(zw, true);
+ zw = exponential2(zw, true);
break;
case Context::FOG_EXP2:
zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
zw *= zw;
- zw = exponential(zw, true);
+ zw = exponential2(zw, true);
zw = Rcp_pp(zw);
break;
default:
@@ -1794,16 +1802,16 @@
}
}
- void PixelRoutine::specularPixel(Color4i ¤t, Color4i &specular)
+ void PixelRoutine::specularPixel(Vector4i ¤t, Vector4i &specular)
{
if(!state.specularAdd)
{
return;
}
- current.r = AddSat(current.r, specular.r);
- current.g = AddSat(current.g, specular.g);
- current.b = AddSat(current.b, specular.b);
+ current.x = AddSat(current.x, specular.x);
+ current.y = AddSat(current.y, specular.y);
+ current.z = AddSat(current.z, specular.z);
}
void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
@@ -1815,11 +1823,11 @@
Float4 Z = z;
- if(pixelShader && pixelShader->depthOverride())
+ if(shader && shader->depthOverride())
{
if(complementaryDepthBuffer)
{
- Z = Float4(1, 1, 1, 1) - r.oDepth;
+ Z = Float4(1.0f) - r.oDepth;
}
else
{
@@ -2009,12 +2017,12 @@
}
}
- void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int coordinates, int stage, bool project)
+ void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int coordinates, int stage, bool project)
{
- Float4 u = r.vx[2 + coordinates];
- Float4 v = r.vy[2 + coordinates];
- Float4 w = r.vz[2 + coordinates];
- Float4 q = r.vw[2 + coordinates];
+ Float4 u = r.vf[2 + coordinates].x;
+ Float4 v = r.vf[2 + coordinates].y;
+ Float4 w = r.vf[2 + coordinates].z;
+ Float4 q = r.vf[2 + coordinates].w;
if(perturbate)
{
@@ -2027,15 +2035,15 @@
sampleTexture(r, c, stage, u, v, w, q, project);
}
- void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
+ void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
{
- Color4f dsx;
- Color4f dsy;
+ Vector4f dsx;
+ Vector4f dsy;
sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
}
- void PixelRoutine::sampleTexture(Registers &r, Color4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
+ void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
{
#if PERF_PROFILE
Long texTime = Ticks();
@@ -2063,7 +2071,31 @@
#endif
}
- void PixelRoutine::sampleTexture(Registers &r, Color4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ {
+ if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
+ {
+ sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ }
+ else
+ {
+ Int index = As<Int>(Float(reg(r, sampler).x.x));
+
+ for(int i = 0; i < 16; i++)
+ {
+ if(shader->usesSampler(i))
+ {
+ If(index == i)
+ {
+ sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
+ }
+ }
+ }
+ }
+ }
+
+ void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
{
#if PERF_PROFILE
Long texTime = Ticks();
@@ -2091,7 +2123,7 @@
#endif
}
- void PixelRoutine::clampColor(Color4f oC[4])
+ void PixelRoutine::clampColor(Vector4f oC[4])
{
for(int index = 0; index < 4; index++)
{
@@ -2108,10 +2140,10 @@
case FORMAT_A8R8G8B8:
case FORMAT_X8R8G8B8:
case FORMAT_G16R16:
- oC[index].r = Max(oC[index].r, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].r = Min(oC[index].r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- oC[index].g = Max(oC[index].g, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].g = Min(oC[index].g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- oC[index].b = Max(oC[index].b, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].b = Min(oC[index].b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- oC[index].a = Max(oC[index].a, Float4(0.0f, 0.0f, 0.0f, 0.0f)); oC[index].a = Min(oC[index].a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+ oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
+ oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
+ oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
+ oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
@@ -2123,14 +2155,14 @@
}
}
- void PixelRoutine::rasterOperation(Color4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ void PixelRoutine::rasterOperation(Vector4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
if(!state.colorWriteActive(0))
{
return;
}
- Color4f oC;
+ Vector4f oC;
switch(state.targetFormat[0])
{
@@ -2144,10 +2176,10 @@
}
else
{
- current.r <<= 4;
- current.g <<= 4;
- current.b <<= 4;
- current.a <<= 4;
+ current.x <<= 4;
+ current.y <<= 4;
+ current.z <<= 4;
+ current.w <<= 4;
}
fogBlend(r, current, fog, r.z[0], r.rhw);
@@ -2155,7 +2187,7 @@
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Color4i color = current;
+ Vector4i color = current;
if(state.multiSampleMask & (1 << q))
{
@@ -2173,7 +2205,7 @@
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Color4f color = oC;
+ Vector4f color = oC;
if(state.multiSampleMask & (1 << q))
{
@@ -2187,7 +2219,7 @@
}
}
- void PixelRoutine::rasterOperation(Color4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
for(int index = 0; index < 4; index++)
{
@@ -2198,9 +2230,9 @@
if(!postBlendSRGB && state.writeSRGB)
{
- oC[index].r = linearToSRGB(oC[index].r);
- oC[index].g = linearToSRGB(oC[index].g);
- oC[index].b = linearToSRGB(oC[index].b);
+ oC[index].x = linearToSRGB(oC[index].x);
+ oC[index].y = linearToSRGB(oC[index].y);
+ oC[index].z = linearToSRGB(oC[index].z);
}
if(index == 0)
@@ -2217,12 +2249,12 @@
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Color4i color;
+ Vector4i color;
- color.r = convertFixed16(oC[index].r, false);
- color.g = convertFixed16(oC[index].g, false);
- color.b = convertFixed16(oC[index].b, false);
- color.a = convertFixed16(oC[index].a, false);
+ color.x = convertFixed16(oC[index].x, false);
+ color.y = convertFixed16(oC[index].y, false);
+ color.z = convertFixed16(oC[index].z, false);
+ color.w = convertFixed16(oC[index].w, false);
if(state.multiSampleMask & (1 << q))
{
@@ -2237,7 +2269,7 @@
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Color4f color = oC[index];
+ Vector4f color = oC[index];
if(state.multiSampleMask & (1 << q))
{
@@ -2252,7 +2284,7 @@
}
}
- void PixelRoutine::blendFactor(Registers &r, const Color4i &blendFactor, const Color4i ¤t, const Color4i &pixel, Context::BlendFactor blendFactorActive)
+ void PixelRoutine::blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorActive)
{
switch(blendFactorActive)
{
@@ -2263,77 +2295,77 @@
// Optimized
break;
case Context::BLEND_SOURCE:
- blendFactor.r = current.r;
- blendFactor.g = current.g;
- blendFactor.b = current.b;
+ blendFactor.x = current.x;
+ blendFactor.y = current.y;
+ blendFactor.z = current.z;
break;
case Context::BLEND_INVSOURCE:
- blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.r;
- blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.g;
- blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.b;
+ blendFactor.x = Short4(0xFFFFu) - current.x;
+ blendFactor.y = Short4(0xFFFFu) - current.y;
+ blendFactor.z = Short4(0xFFFFu) - current.z;
break;
case Context::BLEND_DEST:
- blendFactor.r = pixel.r;
- blendFactor.g = pixel.g;
- blendFactor.b = pixel.b;
+ blendFactor.x = pixel.x;
+ blendFactor.y = pixel.y;
+ blendFactor.z = pixel.z;
break;
case Context::BLEND_INVDEST:
- blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.r;
- blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.g;
- blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.b;
+ blendFactor.x = Short4(0xFFFFu) - pixel.x;
+ blendFactor.y = Short4(0xFFFFu) - pixel.y;
+ blendFactor.z = Short4(0xFFFFu) - pixel.z;
break;
case Context::BLEND_SOURCEALPHA:
- blendFactor.r = current.a;
- blendFactor.g = current.a;
- blendFactor.b = current.a;
+ blendFactor.x = current.w;
+ blendFactor.y = current.w;
+ blendFactor.z = current.w;
break;
case Context::BLEND_INVSOURCEALPHA:
- blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
- blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
- blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+ blendFactor.x = Short4(0xFFFFu) - current.w;
+ blendFactor.y = Short4(0xFFFFu) - current.w;
+ blendFactor.z = Short4(0xFFFFu) - current.w;
break;
case Context::BLEND_DESTALPHA:
- blendFactor.r = pixel.a;
- blendFactor.g = pixel.a;
- blendFactor.b = pixel.a;
+ blendFactor.x = pixel.w;
+ blendFactor.y = pixel.w;
+ blendFactor.z = pixel.w;
break;
case Context::BLEND_INVDESTALPHA:
- blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
- blendFactor.g = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
- blendFactor.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+ blendFactor.x = Short4(0xFFFFu) - pixel.w;
+ blendFactor.y = Short4(0xFFFFu) - pixel.w;
+ blendFactor.z = Short4(0xFFFFu) - pixel.w;
break;
case Context::BLEND_SRCALPHASAT:
- blendFactor.r = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
- blendFactor.r = Min(As<UShort4>(blendFactor.r), As<UShort4>(current.a));
- blendFactor.g = blendFactor.r;
- blendFactor.b = blendFactor.r;
+ blendFactor.x = Short4(0xFFFFu) - pixel.w;
+ blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
+ blendFactor.y = blendFactor.x;
+ blendFactor.z = blendFactor.x;
break;
case Context::BLEND_CONSTANT:
- blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
- blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
- blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
+ blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
+ blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
+ blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
break;
case Context::BLEND_INVCONSTANT:
- blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
- blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
- blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
+ blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
+ blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
+ blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
break;
case Context::BLEND_CONSTANTALPHA:
- blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
break;
case Context::BLEND_INVCONSTANTALPHA:
- blendFactor.r = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- blendFactor.g = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- blendFactor.b = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::blendFactorAlpha(Registers &r, const Color4i &blendFactor, const Color4i ¤t, const Color4i &pixel, Context::BlendFactor blendFactorAlphaActive)
+ void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive)
{
switch(blendFactorAlphaActive)
{
@@ -2344,46 +2376,46 @@
// Optimized
break;
case Context::BLEND_SOURCE:
- blendFactor.a = current.a;
+ blendFactor.w = current.w;
break;
case Context::BLEND_INVSOURCE:
- blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+ blendFactor.w = Short4(0xFFFFu) - current.w;
break;
case Context::BLEND_DEST:
- blendFactor.a = pixel.a;
+ blendFactor.w = pixel.w;
break;
case Context::BLEND_INVDEST:
- blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+ blendFactor.w = Short4(0xFFFFu) - pixel.w;
break;
case Context::BLEND_SOURCEALPHA:
- blendFactor.a = current.a;
+ blendFactor.w = current.w;
break;
case Context::BLEND_INVSOURCEALPHA:
- blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - current.a;
+ blendFactor.w = Short4(0xFFFFu) - current.w;
break;
case Context::BLEND_DESTALPHA:
- blendFactor.a = pixel.a;
+ blendFactor.w = pixel.w;
break;
case Context::BLEND_INVDESTALPHA:
- blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF) - pixel.a;
+ blendFactor.w = Short4(0xFFFFu) - pixel.w;
break;
case Context::BLEND_SRCALPHASAT:
- blendFactor.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+ blendFactor.w = Short4(0xFFFFu);
break;
case Context::BLEND_CONSTANT:
case Context::BLEND_CONSTANTALPHA:
- blendFactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
break;
case Context::BLEND_INVCONSTANT:
case Context::BLEND_INVCONSTANTALPHA:
- blendFactor.a = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4i ¤t, Int &x)
+ void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i ¤t, Int &x)
{
if(!state.alphaBlendActive)
{
@@ -2392,7 +2424,7 @@
Pointer<Byte> buffer;
- Color4i pixel;
+ Vector4i pixel;
Short4 c01;
Short4 c23;
@@ -2404,74 +2436,74 @@
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
- pixel.b = c01;
- pixel.g = c01;
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(c23));
- pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(c23));
- pixel.r = pixel.b;
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.g));
- pixel.r = UnpackHigh(As<Byte8>(pixel.r), As<Byte8>(pixel.g));
- pixel.g = pixel.b;
- pixel.a = pixel.r;
- pixel.r = UnpackLow(As<Byte8>(pixel.r), As<Byte8>(pixel.r));
- pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(pixel.g));
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.b));
- pixel.a = UnpackHigh(As<Byte8>(pixel.a), As<Byte8>(pixel.a));
+ pixel.z = c01;
+ pixel.y = c01;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+ pixel.x = pixel.z;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+ pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+ pixel.y = pixel.z;
+ pixel.w = pixel.x;
+ pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+ pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
break;
case FORMAT_X8R8G8B8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
- pixel.b = c01;
- pixel.g = c01;
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(c23));
- pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(c23));
- pixel.r = pixel.b;
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.g));
- pixel.r = UnpackHigh(As<Byte8>(pixel.r), As<Byte8>(pixel.g));
- pixel.g = pixel.b;
- pixel.r = UnpackLow(As<Byte8>(pixel.r), As<Byte8>(pixel.r));
- pixel.g = UnpackHigh(As<Byte8>(pixel.g), As<Byte8>(pixel.g));
- pixel.b = UnpackLow(As<Byte8>(pixel.b), As<Byte8>(pixel.b));
- pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+ pixel.z = c01;
+ pixel.y = c01;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+ pixel.x = pixel.z;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+ pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+ pixel.y = pixel.z;
+ pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+ pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A8G8R8B8Q:
UNIMPLEMENTED();
- // pixel.b = UnpackLow(As<Byte8>(pixel.b), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.r = UnpackHigh(As<Byte8>(pixel.r), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.g = UnpackLow(As<Byte8>(pixel.g), *Pointer<Byte8>(cBuffer + 8 * x + 8));
- // pixel.a = UnpackHigh(As<Byte8>(pixel.a), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
break;
case FORMAT_X8G8R8B8Q:
UNIMPLEMENTED();
- // pixel.b = UnpackLow(As<Byte8>(pixel.b), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.r = UnpackHigh(As<Byte8>(pixel.r), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.g = UnpackLow(As<Byte8>(pixel.g), *Pointer<Byte8>(cBuffer + 8 * x + 8));
- // pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+ // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ // pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A16B16G16R16:
buffer = cBuffer;
- pixel.r = *Pointer<Short4>(buffer + 8 * x);
- pixel.g = *Pointer<Short4>(buffer + 8 * x + 8);
+ pixel.x = *Pointer<Short4>(buffer + 8 * x);
+ pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.b = *Pointer<Short4>(buffer + 8 * x);
- pixel.a = *Pointer<Short4>(buffer + 8 * x + 8);
- transpose4x4(pixel.r, pixel.g, pixel.b, pixel.a);
+ pixel.z = *Pointer<Short4>(buffer + 8 * x);
+ pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
+ transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
break;
case FORMAT_G16R16:
buffer = cBuffer;
- pixel.r = *Pointer<Short4>(buffer + 4 * x);
+ pixel.x = *Pointer<Short4>(buffer + 4 * x);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.g = *Pointer<Short4>(buffer + 4 * x);
- pixel.b = pixel.r;
- pixel.r = As<Short4>(UnpackLow(pixel.r, pixel.g));
- pixel.b = As<Short4>(UnpackHigh(pixel.b, pixel.g));
- pixel.g = pixel.b;
- pixel.r = As<Short4>(UnpackLow(pixel.r, pixel.b));
- pixel.g = As<Short4>(UnpackHigh(pixel.g, pixel.b));
- pixel.b = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
- pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+ pixel.y = *Pointer<Short4>(buffer + 4 * x);
+ pixel.z = pixel.x;
+ pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
+ pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
+ pixel.y = pixel.z;
+ pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
+ pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
+ pixel.z = Short4(0xFFFFu);
+ pixel.w = Short4(0xFFFFu);
break;
default:
ASSERT(false);
@@ -2483,65 +2515,65 @@
}
// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
- Color4i sourceFactor;
- Color4i destFactor;
+ Vector4i sourceFactor;
+ Vector4i destFactor;
blendFactor(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactor);
blendFactor(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactor);
if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
{
- current.r = MulHigh(As<UShort4>(current.r), As<UShort4>(sourceFactor.r));
- current.g = MulHigh(As<UShort4>(current.g), As<UShort4>(sourceFactor.g));
- current.b = MulHigh(As<UShort4>(current.b), As<UShort4>(sourceFactor.b));
+ current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
+ current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
+ current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
}
if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
{
- pixel.r = MulHigh(As<UShort4>(pixel.r), As<UShort4>(destFactor.r));
- pixel.g = MulHigh(As<UShort4>(pixel.g), As<UShort4>(destFactor.g));
- pixel.b = MulHigh(As<UShort4>(pixel.b), As<UShort4>(destFactor.b));
+ pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
+ pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
+ pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
}
switch(state.blendOperation)
{
case Context::BLENDOP_ADD:
- current.r = AddSat(As<UShort4>(current.r), As<UShort4>(pixel.r));
- current.g = AddSat(As<UShort4>(current.g), As<UShort4>(pixel.g));
- current.b = AddSat(As<UShort4>(current.b), As<UShort4>(pixel.b));
+ current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case Context::BLENDOP_SUB:
- current.r = SubSat(As<UShort4>(current.r), As<UShort4>(pixel.r));
- current.g = SubSat(As<UShort4>(current.g), As<UShort4>(pixel.g));
- current.b = SubSat(As<UShort4>(current.b), As<UShort4>(pixel.b));
+ current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case Context::BLENDOP_INVSUB:
- current.r = SubSat(As<UShort4>(pixel.r), As<UShort4>(current.r));
- current.g = SubSat(As<UShort4>(pixel.g), As<UShort4>(current.g));
- current.b = SubSat(As<UShort4>(pixel.b), As<UShort4>(current.b));
+ current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
+ current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
+ current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
break;
case Context::BLENDOP_MIN:
- current.r = Min(As<UShort4>(current.r), As<UShort4>(pixel.r));
- current.g = Min(As<UShort4>(current.g), As<UShort4>(pixel.g));
- current.b = Min(As<UShort4>(current.b), As<UShort4>(pixel.b));
+ current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case Context::BLENDOP_MAX:
- current.r = Max(As<UShort4>(current.r), As<UShort4>(pixel.r));
- current.g = Max(As<UShort4>(current.g), As<UShort4>(pixel.g));
- current.b = Max(As<UShort4>(current.b), As<UShort4>(pixel.b));
+ current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case Context::BLENDOP_SOURCE:
// No operation
break;
case Context::BLENDOP_DEST:
- current.r = pixel.r;
- current.g = pixel.g;
- current.b = pixel.b;
+ current.x = pixel.x;
+ current.y = pixel.y;
+ current.z = pixel.z;
break;
case Context::BLENDOP_NULL:
- current.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- current.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- current.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
break;
default:
ASSERT(false);
@@ -2552,46 +2584,46 @@
if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
{
- current.a = MulHigh(As<UShort4>(current.a), As<UShort4>(sourceFactor.a));
+ current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
}
if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
{
- pixel.a = MulHigh(As<UShort4>(pixel.a), As<UShort4>(destFactor.a));
+ pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
}
switch(state.blendOperationAlpha)
{
case Context::BLENDOP_ADD:
- current.a = AddSat(As<UShort4>(current.a), As<UShort4>(pixel.a));
+ current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case Context::BLENDOP_SUB:
- current.a = SubSat(As<UShort4>(current.a), As<UShort4>(pixel.a));
+ current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case Context::BLENDOP_INVSUB:
- current.a = SubSat(As<UShort4>(pixel.a), As<UShort4>(current.a));
+ current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
break;
case Context::BLENDOP_MIN:
- current.a = Min(As<UShort4>(current.a), As<UShort4>(pixel.a));
+ current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case Context::BLENDOP_MAX:
- current.a = Max(As<UShort4>(current.a), As<UShort4>(pixel.a));
+ current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case Context::BLENDOP_SOURCE:
// No operation
break;
case Context::BLENDOP_DEST:
- current.a = pixel.a;
+ current.w = pixel.w;
break;
case Context::BLENDOP_NULL:
- current.a = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Color4i ¤t, Int &sMask, Int &zMask, Int &cMask)
+ void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4i ¤t, Int &sMask, Int &zMask, Int &cMask)
{
if(!state.colorWriteActive(index))
{
@@ -2612,10 +2644,10 @@
case FORMAT_X8R8G8B8:
case FORMAT_A8R8G8B8:
{
- current.r = current.r - As<Short4>(As<UShort4>(current.r) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.g = current.g - As<Short4>(As<UShort4>(current.g) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.b = current.b - As<Short4>(As<UShort4>(current.b) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.a = current.a - As<Short4>(As<UShort4>(current.a) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
}
break;
}
@@ -2629,78 +2661,78 @@
{
case FORMAT_X8G8R8B8Q:
UNIMPLEMENTED();
- // current.r = As<Short4>(As<UShort4>(current.r) >> 8);
- // current.g = As<Short4>(As<UShort4>(current.g) >> 8);
- // current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+ // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- // current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
- // current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.g)));
+ // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
break;
case FORMAT_A8G8R8B8Q:
UNIMPLEMENTED();
- // current.r = As<Short4>(As<UShort4>(current.r) >> 8);
- // current.g = As<Short4>(As<UShort4>(current.g) >> 8);
- // current.b = As<Short4>(As<UShort4>(current.b) >> 8);
- // current.a = As<Short4>(As<UShort4>(current.a) >> 8);
+ // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+ // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- // current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
- // current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.a)));
+ // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
break;
case FORMAT_X8R8G8B8:
case FORMAT_A8R8G8B8:
if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
{
- current.r = As<Short4>(As<UShort4>(current.r) >> 8);
- current.g = As<Short4>(As<UShort4>(current.g) >> 8);
- current.b = As<Short4>(As<UShort4>(current.b) >> 8);
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
- current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.g)));
+ current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
- current.r = current.b;
- current.b = UnpackLow(As<Byte8>(current.b), As<Byte8>(current.g));
- current.r = UnpackHigh(As<Byte8>(current.r), As<Byte8>(current.g));
- current.g = current.b;
- current.b = As<Short4>(UnpackLow(current.b, current.r));
- current.g = As<Short4>(UnpackHigh(current.g, current.r));
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
else
{
- current.r = As<Short4>(As<UShort4>(current.r) >> 8);
- current.g = As<Short4>(As<UShort4>(current.g) >> 8);
- current.b = As<Short4>(As<UShort4>(current.b) >> 8);
- current.a = As<Short4>(As<UShort4>(current.a) >> 8);
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+ current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- current.b = As<Short4>(Pack(As<UShort4>(current.b), As<UShort4>(current.r)));
- current.g = As<Short4>(Pack(As<UShort4>(current.g), As<UShort4>(current.a)));
+ current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
- current.r = current.b;
- current.b = UnpackLow(As<Byte8>(current.b), As<Byte8>(current.g));
- current.r = UnpackHigh(As<Byte8>(current.r), As<Byte8>(current.g));
- current.g = current.b;
- current.b = As<Short4>(UnpackLow(current.b, current.r));
- current.g = As<Short4>(UnpackHigh(current.g, current.r));
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
break;
case FORMAT_G16R16:
- current.b = current.r;
- current.r = As<Short4>(UnpackLow(current.r, current.g));
- current.b = As<Short4>(UnpackHigh(current.b, current.g));
- current.g = current.b;
+ current.z = current.x;
+ current.x = As<Short4>(UnpackLow(current.x, current.y));
+ current.z = As<Short4>(UnpackHigh(current.z, current.y));
+ current.y = current.z;
break;
case FORMAT_A16B16G16R16:
- transpose4x4(current.r, current.g, current.b, current.a);
+ transpose4x4(current.x, current.y, current.z, current.w);
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_A32B32G32R32F:
{
- Color4f oC;
+ Vector4f oC;
- oC.r = convertUnsigned16(UShort4(current.r));
- oC.g = convertUnsigned16(UShort4(current.g));
- oC.b = convertUnsigned16(UShort4(current.b));
- oC.a = convertUnsigned16(UShort4(current.a));
+ oC.x = convertUnsigned16(UShort4(current.x));
+ oC.y = convertUnsigned16(UShort4(current.y));
+ oC.z = convertUnsigned16(UShort4(current.z));
+ oC.w = convertUnsigned16(UShort4(current.w));
writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
}
@@ -2709,8 +2741,8 @@
ASSERT(false);
}
- Short4 c01 = current.b;
- Short4 c23 = current.g;
+ Short4 c01 = current.z;
+ Short4 c23 = current.y;
Int xMask; // Combination of all masks
@@ -2816,15 +2848,15 @@
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Short4 masked = value;
- current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+ current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
- current.r |= masked;
+ current.x |= masked;
}
- current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+ current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
- current.r |= value;
- *Pointer<Short4>(buffer) = current.r;
+ current.x |= value;
+ *Pointer<Short4>(buffer) = current.x;
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
@@ -2833,15 +2865,15 @@
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Short4 masked = value;
- current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+ current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
- current.g |= masked;
+ current.y |= masked;
}
- current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+ current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
- current.g |= value;
- *Pointer<Short4>(buffer) = current.g;
+ current.y |= value;
+ *Pointer<Short4>(buffer) = current.y;
break;
case FORMAT_A16B16G16R16:
buffer = cBuffer + 8 * x;
@@ -2852,15 +2884,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
- current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.r |= masked;
+ current.x |= masked;
}
- current.r &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
+ current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
- current.r |= value;
- *Pointer<Short4>(buffer) = current.r;
+ current.x |= value;
+ *Pointer<Short4>(buffer) = current.x;
}
{
@@ -2869,15 +2901,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
- current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.g |= masked;
+ current.y |= masked;
}
- current.g &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
+ current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
- current.g |= value;
- *Pointer<Short4>(buffer + 8) = current.g;
+ current.y |= value;
+ *Pointer<Short4>(buffer + 8) = current.y;
}
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
@@ -2888,15 +2920,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
- current.b &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.b |= masked;
+ current.z |= masked;
}
- current.b &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
+ current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
- current.b |= value;
- *Pointer<Short4>(buffer) = current.b;
+ current.z |= value;
+ *Pointer<Short4>(buffer) = current.z;
}
{
@@ -2905,15 +2937,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
- current.a &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.a |= masked;
+ current.w |= masked;
}
- current.a &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
+ current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
- current.a |= value;
- *Pointer<Short4>(buffer + 8) = current.a;
+ current.w |= value;
+ *Pointer<Short4>(buffer + 8) = current.w;
}
break;
default:
@@ -2921,7 +2953,7 @@
}
}
- void PixelRoutine::blendFactor(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorActive)
+ void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive)
{
switch(blendFactorActive)
{
@@ -2932,67 +2964,67 @@
// Optimized
break;
case Context::BLEND_SOURCE:
- blendFactor.r = oC.r;
- blendFactor.g = oC.g;
- blendFactor.b = oC.b;
+ blendFactor.x = oC.x;
+ blendFactor.y = oC.y;
+ blendFactor.z = oC.z;
break;
case Context::BLEND_INVSOURCE:
- blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.r;
- blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.g;
- blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.b;
+ blendFactor.x = Float4(1.0f) - oC.x;
+ blendFactor.y = Float4(1.0f) - oC.y;
+ blendFactor.z = Float4(1.0f) - oC.z;
break;
case Context::BLEND_DEST:
- blendFactor.r = pixel.r;
- blendFactor.g = pixel.g;
- blendFactor.b = pixel.b;
+ blendFactor.x = pixel.x;
+ blendFactor.y = pixel.y;
+ blendFactor.z = pixel.z;
break;
case Context::BLEND_INVDEST:
- blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.r;
- blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.g;
- blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.b;
+ blendFactor.x = Float4(1.0f) - pixel.x;
+ blendFactor.y = Float4(1.0f) - pixel.y;
+ blendFactor.z = Float4(1.0f) - pixel.z;
break;
case Context::BLEND_SOURCEALPHA:
- blendFactor.r = oC.a;
- blendFactor.g = oC.a;
- blendFactor.b = oC.a;
+ blendFactor.x = oC.w;
+ blendFactor.y = oC.w;
+ blendFactor.z = oC.w;
break;
case Context::BLEND_INVSOURCEALPHA:
- blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
- blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
- blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+ blendFactor.x = Float4(1.0f) - oC.w;
+ blendFactor.y = Float4(1.0f) - oC.w;
+ blendFactor.z = Float4(1.0f) - oC.w;
break;
case Context::BLEND_DESTALPHA:
- blendFactor.r = pixel.a;
- blendFactor.g = pixel.a;
- blendFactor.b = pixel.a;
+ blendFactor.x = pixel.w;
+ blendFactor.y = pixel.w;
+ blendFactor.z = pixel.w;
break;
case Context::BLEND_INVDESTALPHA:
- blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
- blendFactor.g = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
- blendFactor.b = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+ blendFactor.x = Float4(1.0f) - pixel.w;
+ blendFactor.y = Float4(1.0f) - pixel.w;
+ blendFactor.z = Float4(1.0f) - pixel.w;
break;
case Context::BLEND_SRCALPHASAT:
- blendFactor.r = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
- blendFactor.r = Min(blendFactor.r, oC.a);
- blendFactor.g = blendFactor.r;
- blendFactor.b = blendFactor.r;
+ blendFactor.x = Float4(1.0f) - pixel.w;
+ blendFactor.x = Min(blendFactor.x, oC.w);
+ blendFactor.y = blendFactor.x;
+ blendFactor.z = blendFactor.x;
break;
case Context::BLEND_CONSTANT:
- blendFactor.r = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
- blendFactor.g = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
- blendFactor.b = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
+ blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
+ blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
+ blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
break;
case Context::BLEND_INVCONSTANT:
- blendFactor.r = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
- blendFactor.g = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
- blendFactor.b = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
+ blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
+ blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
+ blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::blendFactorAlpha(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorAlphaActive)
+ void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive)
{
switch(blendFactorAlphaActive)
{
@@ -3003,44 +3035,44 @@
// Optimized
break;
case Context::BLEND_SOURCE:
- blendFactor.a = oC.a;
+ blendFactor.w = oC.w;
break;
case Context::BLEND_INVSOURCE:
- blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+ blendFactor.w = Float4(1.0f) - oC.w;
break;
case Context::BLEND_DEST:
- blendFactor.a = pixel.a;
+ blendFactor.w = pixel.w;
break;
case Context::BLEND_INVDEST:
- blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+ blendFactor.w = Float4(1.0f) - pixel.w;
break;
case Context::BLEND_SOURCEALPHA:
- blendFactor.a = oC.a;
+ blendFactor.w = oC.w;
break;
case Context::BLEND_INVSOURCEALPHA:
- blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - oC.a;
+ blendFactor.w = Float4(1.0f) - oC.w;
break;
case Context::BLEND_DESTALPHA:
- blendFactor.a = pixel.a;
+ blendFactor.w = pixel.w;
break;
case Context::BLEND_INVDESTALPHA:
- blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f) - pixel.a;
+ blendFactor.w = Float4(1.0f) - pixel.w;
break;
case Context::BLEND_SRCALPHASAT:
- blendFactor.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ blendFactor.w = Float4(1.0f);
break;
case Context::BLEND_CONSTANT:
- blendFactor.a = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
+ blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
break;
case Context::BLEND_INVCONSTANT:
- blendFactor.a = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
+ blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4f &oC, Int &x)
+ void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
{
if(!state.alphaBlendActive)
{
@@ -3048,9 +3080,9 @@
}
Pointer<Byte> buffer;
- Color4f pixel;
+ Vector4f pixel;
- Color4i color;
+ Vector4i color;
Short4 c01;
Short4 c23;
@@ -3062,126 +3094,126 @@
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
- color.b = c01;
- color.g = c01;
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(c23));
- color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(c23));
- color.r = color.b;
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.g));
- color.r = UnpackHigh(As<Byte8>(color.r), As<Byte8>(color.g));
- color.g = color.b;
- color.a = color.r;
- color.r = UnpackLow(As<Byte8>(color.r), As<Byte8>(color.r));
- color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(color.g));
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.b));
- color.a = UnpackHigh(As<Byte8>(color.a), As<Byte8>(color.a));
+ color.z = c01;
+ color.y = c01;
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
+ color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
+ color.x = color.z;
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
+ color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
+ color.y = color.z;
+ color.w = color.x;
+ color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
+ color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
+ color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
- pixel.r = convertUnsigned16(As<UShort4>(color.r));
- pixel.g = convertUnsigned16(As<UShort4>(color.g));
- pixel.b = convertUnsigned16(As<UShort4>(color.b));
- pixel.a = convertUnsigned16(As<UShort4>(color.a));
+ pixel.x = convertUnsigned16(As<UShort4>(color.x));
+ pixel.y = convertUnsigned16(As<UShort4>(color.y));
+ pixel.z = convertUnsigned16(As<UShort4>(color.z));
+ pixel.w = convertUnsigned16(As<UShort4>(color.w));
break;
case FORMAT_X8R8G8B8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
- color.b = c01;
- color.g = c01;
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(c23));
- color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(c23));
- color.r = color.b;
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.g));
- color.r = UnpackHigh(As<Byte8>(color.r), As<Byte8>(color.g));
- color.g = color.b;
- color.r = UnpackLow(As<Byte8>(color.r), As<Byte8>(color.r));
- color.g = UnpackHigh(As<Byte8>(color.g), As<Byte8>(color.g));
- color.b = UnpackLow(As<Byte8>(color.b), As<Byte8>(color.b));
+ color.z = c01;
+ color.y = c01;
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
+ color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
+ color.x = color.z;
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
+ color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
+ color.y = color.z;
+ color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
+ color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
+ color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
- pixel.r = convertUnsigned16(As<UShort4>(color.r));
- pixel.g = convertUnsigned16(As<UShort4>(color.g));
- pixel.b = convertUnsigned16(As<UShort4>(color.b));
- pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ pixel.x = convertUnsigned16(As<UShort4>(color.x));
+ pixel.y = convertUnsigned16(As<UShort4>(color.y));
+ pixel.z = convertUnsigned16(As<UShort4>(color.z));
+ pixel.w = Float4(1.0f);
break;
case FORMAT_A8G8R8B8Q:
UNIMPLEMENTED();
- // UnpackLow(pixel.b, qword_ptr [cBuffer+8*x+0]);
- // UnpackHigh(pixel.r, qword_ptr [cBuffer+8*x+0]);
- // UnpackLow(pixel.g, qword_ptr [cBuffer+8*x+8]);
- // UnpackHigh(pixel.a, qword_ptr [cBuffer+8*x+8]);
+ // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
+ // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
+ // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
+ // UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]);
break;
case FORMAT_X8G8R8B8Q:
UNIMPLEMENTED();
- // UnpackLow(pixel.b, qword_ptr [cBuffer+8*x+0]);
- // UnpackHigh(pixel.r, qword_ptr [cBuffer+8*x+0]);
- // UnpackLow(pixel.g, qword_ptr [cBuffer+8*x+8]);
- // pixel.a = Short4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF);
+ // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
+ // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
+ // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
+ // pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A16B16G16R16:
buffer = cBuffer;
- color.r = *Pointer<Short4>(buffer + 8 * x);
- color.g = *Pointer<Short4>(buffer + 8 * x + 8);
+ color.x = *Pointer<Short4>(buffer + 8 * x);
+ color.y = *Pointer<Short4>(buffer + 8 * x + 8);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- color.b = *Pointer<Short4>(buffer + 8 * x);
- color.a = *Pointer<Short4>(buffer + 8 * x + 8);
+ color.z = *Pointer<Short4>(buffer + 8 * x);
+ color.w = *Pointer<Short4>(buffer + 8 * x + 8);
- transpose4x4(color.r, color.g, color.b, color.a);
+ transpose4x4(color.x, color.y, color.z, color.w);
- pixel.r = convertUnsigned16(As<UShort4>(color.r));
- pixel.g = convertUnsigned16(As<UShort4>(color.g));
- pixel.b = convertUnsigned16(As<UShort4>(color.b));
- pixel.a = convertUnsigned16(As<UShort4>(color.a));
+ pixel.x = convertUnsigned16(As<UShort4>(color.x));
+ pixel.y = convertUnsigned16(As<UShort4>(color.y));
+ pixel.z = convertUnsigned16(As<UShort4>(color.z));
+ pixel.w = convertUnsigned16(As<UShort4>(color.w));
break;
case FORMAT_G16R16:
buffer = cBuffer;
- color.r = *Pointer<Short4>(buffer + 4 * x);
+ color.x = *Pointer<Short4>(buffer + 4 * x);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- color.g = *Pointer<Short4>(buffer + 4 * x);
- color.b = color.r;
- color.r = As<Short4>(UnpackLow(color.r, color.g));
- color.b = As<Short4>(UnpackHigh(color.b, color.g));
- color.g = color.b;
- color.r = As<Short4>(UnpackLow(color.r, color.b));
- color.g = As<Short4>(UnpackHigh(color.g, color.b));
+ color.y = *Pointer<Short4>(buffer + 4 * x);
+ color.z = color.x;
+ color.x = As<Short4>(UnpackLow(color.x, color.y));
+ color.z = As<Short4>(UnpackHigh(color.z, color.y));
+ color.y = color.z;
+ color.x = As<Short4>(UnpackLow(color.x, color.z));
+ color.y = As<Short4>(UnpackHigh(color.y, color.z));
- pixel.r = convertUnsigned16(As<UShort4>(color.r));
- pixel.g = convertUnsigned16(As<UShort4>(color.g));
- pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
- pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ pixel.x = convertUnsigned16(As<UShort4>(color.x));
+ pixel.y = convertUnsigned16(As<UShort4>(color.y));
+ pixel.z = Float4(1.0f);
+ pixel.w = Float4(1.0f);
break;
case FORMAT_R32F:
buffer = cBuffer;
// FIXME: movlps
- pixel.r.x = *Pointer<Float>(buffer + 4 * x + 0);
- pixel.r.y = *Pointer<Float>(buffer + 4 * x + 4);
+ pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
+ pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
// FIXME: movhps
- pixel.r.z = *Pointer<Float>(buffer + 4 * x + 0);
- pixel.r.w = *Pointer<Float>(buffer + 4 * x + 4);
- pixel.g = Float4(1.0f, 1.0f, 1.0f, 1.0f);
- pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
- pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
+ pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
+ pixel.y = Float4(1.0f);
+ pixel.z = Float4(1.0f);
+ pixel.w = Float4(1.0f);
break;
case FORMAT_G32R32F:
buffer = cBuffer;
- pixel.r = *Pointer<Float4>(buffer + 8 * x, 16);
+ pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.g = *Pointer<Float4>(buffer + 8 * x, 16);
- pixel.b = pixel.r;
- pixel.r = ShuffleLowHigh(pixel.r, pixel.g, 0x88);
- pixel.b = ShuffleLowHigh(pixel.b, pixel.g, 0xDD);
- pixel.g = pixel.b;
- pixel.b = Float4(1.0f, 1.0f, 1.0f, 1.0f);
- pixel.a = Float4(1.0f, 1.0f, 1.0f, 1.0f);
+ pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
+ pixel.z = pixel.x;
+ pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
+ pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
+ pixel.y = pixel.z;
+ pixel.z = Float4(1.0f);
+ pixel.w = Float4(1.0f);
break;
case FORMAT_A32B32G32R32F:
buffer = cBuffer;
- pixel.r = *Pointer<Float4>(buffer + 16 * x, 16);
- pixel.g = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+ pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
+ pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.b = *Pointer<Float4>(buffer + 16 * x, 16);
- pixel.a = *Pointer<Float4>(buffer + 16 * x + 16, 16);
- transpose4x4(pixel.r, pixel.g, pixel.b, pixel.a);
+ pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
+ pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+ transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
break;
default:
ASSERT(false);
@@ -3189,71 +3221,71 @@
if(postBlendSRGB && state.writeSRGB)
{
- sRGBtoLinear(pixel.r);
- sRGBtoLinear(pixel.g);
- sRGBtoLinear(pixel.b);
+ sRGBtoLinear(pixel.x);
+ sRGBtoLinear(pixel.y);
+ sRGBtoLinear(pixel.z);
}
// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
- Color4f sourceFactor;
- Color4f destFactor;
+ Vector4f sourceFactor;
+ Vector4f destFactor;
blendFactor(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactor);
blendFactor(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactor);
if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
{
- oC.r *= sourceFactor.r;
- oC.g *= sourceFactor.g;
- oC.b *= sourceFactor.b;
+ oC.x *= sourceFactor.x;
+ oC.y *= sourceFactor.y;
+ oC.z *= sourceFactor.z;
}
if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
{
- pixel.r *= destFactor.r;
- pixel.g *= destFactor.g;
- pixel.b *= destFactor.b;
+ pixel.x *= destFactor.x;
+ pixel.y *= destFactor.y;
+ pixel.z *= destFactor.z;
}
switch(state.blendOperation)
{
case Context::BLENDOP_ADD:
- oC.r += pixel.r;
- oC.g += pixel.g;
- oC.b += pixel.b;
+ oC.x += pixel.x;
+ oC.y += pixel.y;
+ oC.z += pixel.z;
break;
case Context::BLENDOP_SUB:
- oC.r -= pixel.r;
- oC.g -= pixel.g;
- oC.b -= pixel.b;
+ oC.x -= pixel.x;
+ oC.y -= pixel.y;
+ oC.z -= pixel.z;
break;
case Context::BLENDOP_INVSUB:
- oC.r = pixel.r - oC.r;
- oC.g = pixel.g - oC.g;
- oC.b = pixel.b - oC.b;
+ oC.x = pixel.x - oC.x;
+ oC.y = pixel.y - oC.y;
+ oC.z = pixel.z - oC.z;
break;
case Context::BLENDOP_MIN:
- oC.r = Min(oC.r, pixel.r);
- oC.g = Min(oC.g, pixel.g);
- oC.b = Min(oC.b, pixel.b);
+ oC.x = Min(oC.x, pixel.x);
+ oC.y = Min(oC.y, pixel.y);
+ oC.z = Min(oC.z, pixel.z);
break;
case Context::BLENDOP_MAX:
- oC.r = Max(oC.r, pixel.r);
- oC.g = Max(oC.g, pixel.g);
- oC.b = Max(oC.b, pixel.b);
+ oC.x = Max(oC.x, pixel.x);
+ oC.y = Max(oC.y, pixel.y);
+ oC.z = Max(oC.z, pixel.z);
break;
case Context::BLENDOP_SOURCE:
// No operation
break;
case Context::BLENDOP_DEST:
- oC.r = pixel.r;
- oC.g = pixel.g;
- oC.b = pixel.b;
+ oC.x = pixel.x;
+ oC.y = pixel.y;
+ oC.z = pixel.z;
break;
case Context::BLENDOP_NULL:
- oC.r = Float4(0.0f, 0.0f, 0.0f, 0.0f);
- oC.g = Float4(0.0f, 0.0f, 0.0f, 0.0f);
- oC.b = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ oC.x = Float4(0.0f);
+ oC.y = Float4(0.0f);
+ oC.z = Float4(0.0f);
break;
default:
ASSERT(false);
@@ -3264,54 +3296,54 @@
if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
{
- oC.a *= sourceFactor.a;
+ oC.w *= sourceFactor.w;
}
if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
{
- pixel.a *= destFactor.a;
+ pixel.w *= destFactor.w;
}
switch(state.blendOperationAlpha)
{
case Context::BLENDOP_ADD:
- oC.a += pixel.a;
+ oC.w += pixel.w;
break;
case Context::BLENDOP_SUB:
- oC.a -= pixel.a;
+ oC.w -= pixel.w;
break;
case Context::BLENDOP_INVSUB:
- pixel.a -= oC.a;
- oC.a = pixel.a;
+ pixel.w -= oC.w;
+ oC.w = pixel.w;
break;
case Context::BLENDOP_MIN:
- oC.a = Min(oC.a, pixel.a);
+ oC.w = Min(oC.w, pixel.w);
break;
case Context::BLENDOP_MAX:
- oC.a = Max(oC.a, pixel.a);
+ oC.w = Max(oC.w, pixel.w);
break;
case Context::BLENDOP_SOURCE:
// No operation
break;
case Context::BLENDOP_DEST:
- oC.a = pixel.a;
+ oC.w = pixel.w;
break;
case Context::BLENDOP_NULL:
- oC.a = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ oC.w = Float4(0.0f);
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Color4f &oC, Int &sMask, Int &zMask, Int &cMask)
+ void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
{
if(!state.colorWriteActive(index))
{
return;
}
- Color4i color;
+ Vector4i color;
switch(state.targetFormat[index])
{
@@ -3325,13 +3357,13 @@
case FORMAT_R32F:
break;
case FORMAT_G32R32F:
- oC.b = oC.r;
- oC.r = UnpackLow(oC.r, oC.g);
- oC.b = UnpackHigh(oC.b, oC.g);
- oC.g = oC.b;
+ oC.z = oC.x;
+ oC.x = UnpackLow(oC.x, oC.y);
+ oC.z = UnpackHigh(oC.z, oC.y);
+ oC.y = oC.z;
break;
case FORMAT_A32B32G32R32F:
- transpose4x4(oC.r, oC.g, oC.b, oC.a);
+ transpose4x4(oC.x, oC.y, oC.z, oC.w);
break;
default:
ASSERT(false);
@@ -3375,19 +3407,19 @@
value.z = *Pointer<Float>(buffer + 0);
value.w = *Pointer<Float>(buffer + 4);
- oC.r = As<Float4>(As<Int4>(oC.r) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
- oC.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
// FIXME: movhps
- *Pointer<Float>(buffer + 0) = oC.r.z;
- *Pointer<Float>(buffer + 4) = oC.r.w;
+ *Pointer<Float>(buffer + 0) = oC.x.z;
+ *Pointer<Float>(buffer + 4) = oC.x.w;
buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
// FIXME: movlps
- *Pointer<Float>(buffer + 0) = oC.r.x;
- *Pointer<Float>(buffer + 4) = oC.r.y;
+ *Pointer<Float>(buffer + 0) = oC.x.x;
+ *Pointer<Float>(buffer + 4) = oC.x.y;
}
break;
case FORMAT_G32R32F:
@@ -3398,15 +3430,15 @@
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Float4 masked = value;
- oC.r = As<Float4>(As<Int4>(oC.r) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
- oC.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(masked));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
}
- oC.r = As<Float4>(As<Int4>(oC.r) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
- oC.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
- *Pointer<Float4>(buffer) = oC.r;
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+ *Pointer<Float4>(buffer) = oC.x;
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
@@ -3417,15 +3449,15 @@
Float4 masked;
masked = value;
- oC.g = As<Float4>(As<Int4>(oC.g) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
- oC.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(masked));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
}
- oC.g = As<Float4>(As<Int4>(oC.g) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
- oC.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(value));
- *Pointer<Float4>(buffer) = oC.g;
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+ *Pointer<Float4>(buffer) = oC.y;
break;
case FORMAT_A32B32G32R32F:
buffer = cBuffer + 16 * x;
@@ -3436,15 +3468,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
- oC.r = As<Float4>(As<Int4>(oC.r) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(masked));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
}
- oC.r = As<Float4>(As<Int4>(oC.r) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
- oC.r = As<Float4>(As<Int4>(oC.r) | As<Int4>(value));
- *Pointer<Float4>(buffer, 16) = oC.r;
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+ *Pointer<Float4>(buffer, 16) = oC.x;
}
{
@@ -3453,15 +3485,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
- oC.g = As<Float4>(As<Int4>(oC.g) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(masked));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
}
- oC.g = As<Float4>(As<Int4>(oC.g) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
- oC.g = As<Float4>(As<Int4>(oC.g) | As<Int4>(value));
- *Pointer<Float4>(buffer + 16, 16) = oC.g;
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+ *Pointer<Float4>(buffer + 16, 16) = oC.y;
}
buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
@@ -3472,15 +3504,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
- oC.b = As<Float4>(As<Int4>(oC.b) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.b = As<Float4>(As<Int4>(oC.b) | As<Int4>(masked));
+ oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
}
- oC.b = As<Float4>(As<Int4>(oC.b) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
+ oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
- oC.b = As<Float4>(As<Int4>(oC.b) | As<Int4>(value));
- *Pointer<Float4>(buffer, 16) = oC.b;
+ oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
+ *Pointer<Float4>(buffer, 16) = oC.z;
}
{
@@ -3489,15 +3521,15 @@
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
- oC.a = As<Float4>(As<Int4>(oC.a) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.a = As<Float4>(As<Int4>(oC.a) | As<Int4>(masked));
+ oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
}
- oC.a = As<Float4>(As<Int4>(oC.a) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
+ oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
- oC.a = As<Float4>(As<Int4>(oC.a) | As<Int4>(value));
- *Pointer<Float4>(buffer + 16, 16) = oC.a;
+ oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
+ *Pointer<Float4>(buffer + 16, 16) = oC.w;
}
break;
default:
@@ -3508,88 +3540,91 @@
void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
{
int pad = 0; // Count number of texm3x3pad instructions
- Color4i dPairing; // Destination for first pairing instruction
+ Vector4i dPairing; // Destination for first pairing instruction
- for(int i = 0; i < pixelShader->getLength(); i++)
+ for(int i = 0; i < shader->getLength(); i++)
{
- const ShaderInstruction *instruction = pixelShader->getInstruction(i);
- Op::Opcode opcode = instruction->getOpcode();
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
// #ifndef NDEBUG // FIXME: Centralize debug output control
- // pixelShader->printInstruction(i, "debug.txt");
+ // shader->printInstruction(i, "debug.txt");
// #endif
- if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+ if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
{
continue;
}
- const Dst &dst = instruction->getDestinationParameter();
- const Src &src0 = instruction->getSourceParameter(0);
- const Src &src1 = instruction->getSourceParameter(1);
- const Src &src2 = instruction->getSourceParameter(2);
- const Src &src3 = instruction->getSourceParameter(3);
+ const Dst &dst = instruction->dst;
+ const Src &src0 = instruction->src[0];
+ const Src &src1 = instruction->src[1];
+ const Src &src2 = instruction->src[2];
- bool pairing = i + 1 < pixelShader->getLength() && pixelShader->getInstruction(i + 1)->isCoissue(); // First instruction of pair
- bool coissue = instruction->isCoissue(); // Second instruction of pair
+ 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
- Color4i d;
- Color4i s0;
- Color4i s1;
- Color4i s2;
- Color4i s3;
+ Vector4i d;
+ Vector4i s0;
+ Vector4i s1;
+ Vector4i s2;
- if(src0.type != Src::PARAMETER_VOID) s0 = regi(r, src0);
- if(src1.type != Src::PARAMETER_VOID) s1 = regi(r, src1);
- if(src2.type != Src::PARAMETER_VOID) s2 = regi(r, src2);
- if(src3.type != Src::PARAMETER_VOID) s3 = regi(r, src3);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = regi(r, src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = regi(r, src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = regi(r, src2);
+
+ Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
+ Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
+ Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
+ Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
switch(opcode)
{
- case Op::OPCODE_PS_1_0: break;
- case Op::OPCODE_PS_1_1: break;
- case Op::OPCODE_PS_1_2: break;
- case Op::OPCODE_PS_1_3: break;
- case Op::OPCODE_PS_1_4: break;
+ 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 Op::OPCODE_DEF: break;
+ case Shader::OPCODE_DEF: break;
- case Op::OPCODE_NOP: break;
- case Op::OPCODE_MOV: MOV(d, s0); break;
- case Op::OPCODE_ADD: ADD(d, s0, s1); break;
- case Op::OPCODE_SUB: SUB(d, s0, s1); break;
- case Op::OPCODE_MAD: MAD(d, s0, s1, s2); break;
- case Op::OPCODE_MUL: MUL(d, s0, s1); break;
- case Op::OPCODE_DP3: DP3(d, s0, s1); break;
- case Op::OPCODE_DP4: DP4(d, s0, s1); break;
- case Op::OPCODE_LRP: LRP(d, s0, s1, s2); break;
- case Op::OPCODE_TEXCOORD:
- if(pixelShader->getVersion() < 0x0104)
+ 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, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index);
+ TEXCOORD(d, u, v, s, dst.index);
}
else
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
- TEXCRD(d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vz[2 + src0.index]), src0.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+ TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
- TEXCRD(d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vw[2 + src0.index]), src0.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+ TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
break;
- case Op::OPCODE_TEXKILL:
- if(pixelShader->getVersion() < 0x0104)
+ case Shader::OPCODE_TEXKILL:
+ if(version < 0x0104)
{
- TEXKILL(cMask, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]));
+ TEXKILL(cMask, u, v, s);
}
- else if(pixelShader->getVersion() == 0x0104)
+ else if(version == 0x0104)
{
- if(dst.type == Dst::PARAMETER_TEXTURE)
+ if(dst.type == Shader::PARAMETER_TEXTURE)
{
- TEXKILL(cMask, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]));
+ TEXKILL(cMask, u, v, s);
}
else
{
@@ -3598,92 +3633,92 @@
}
else ASSERT(false);
break;
- case Op::OPCODE_TEX:
- if(pixelShader->getVersion() < 0x0104)
+ case Shader::OPCODE_TEX:
+ if(version < 0x0104)
{
- TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, false);
+ TEX(r, d, u, v, s, dst.index, false);
}
- else if(pixelShader->getVersion() == 0x0104)
+ else if(version == 0x0104)
{
- if(src0.type == Src::PARAMETER_TEXTURE)
+ if(src0.type == Shader::PARAMETER_TEXTURE)
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
- TEX(r, d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vz[2 + src0.index]), dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+ TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
- TEX(r, d, Float4(r.vx[2 + src0.index]), Float4(r.vy[2 + src0.index]), Float4(r.vw[2 + src0.index]), dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+ TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else
{
- TEXLD(r, d, s0, dst.index, src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DZ || src0.modifier == ShaderInstruction::SourceParameter::MODIFIER_DW);
+ TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else ASSERT(false);
break;
- case Op::OPCODE_TEXBEM: TEXBEM(r, d, s0, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index); break;
- case Op::OPCODE_TEXBEML: TEXBEML(r, d, s0, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index); break;
- case Op::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
- case Op::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
- case Op::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, 0, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, pad++ % 2, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0, s1); break;
- case Op::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0); break;
- case Op::OPCODE_CND: CND(d, s0, s1, s2); break;
- case Op::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
- case Op::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), dst.index, s0); break;
- case Op::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXDP3: TEXDP3(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0); break;
- case Op::OPCODE_TEXM3X3: TEXM3X3(r, d, Float4(r.vx[2 + dst.index]), Float4(r.vy[2 + dst.index]), Float4(r.vz[2 + dst.index]), s0, src0.modifier == Src::MODIFIER_SIGN); break;
- case Op::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
- case Op::OPCODE_CMP: CMP(d, s0, s1, s2); break;
- case Op::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
- case Op::OPCODE_PHASE: break;
- case Op::OPCODE_END: break;
+ case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
+ case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
+ case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
+ case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
+ case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
+ case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
+ case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
+ case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
+ case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
+ case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
+ case Shader::OPCODE_PHASE: break;
+ case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
- if(dst.type != Dst::PARAMETER_VOID && opcode != Op::OPCODE_TEXKILL)
+ if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
{
if(dst.shift > 0)
{
- if(dst.mask & 0x1) {d.r = AddSat(d.r, d.r); if(dst.shift > 1) d.r = AddSat(d.r, d.r); if(dst.shift > 2) d.r = AddSat(d.r, d.r);}
- if(dst.mask & 0x2) {d.g = AddSat(d.g, d.g); if(dst.shift > 1) d.g = AddSat(d.g, d.g); if(dst.shift > 2) d.g = AddSat(d.g, d.g);}
- if(dst.mask & 0x4) {d.b = AddSat(d.b, d.b); if(dst.shift > 1) d.b = AddSat(d.b, d.b); if(dst.shift > 2) d.b = AddSat(d.b, d.b);}
- if(dst.mask & 0x8) {d.a = AddSat(d.a, d.a); if(dst.shift > 1) d.a = AddSat(d.a, d.a); if(dst.shift > 2) d.a = AddSat(d.a, d.a);}
+ 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.r = d.r >> -dst.shift;
- if(dst.mask & 0x2) d.g = d.g >> -dst.shift;
- if(dst.mask & 0x4) d.b = d.b >> -dst.shift;
- if(dst.mask & 0x8) d.a = d.a >> -dst.shift;
+ 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.r = Min(d.r, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.r = Max(d.r, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x2) {d.g = Min(d.g, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.g = Max(d.g, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x4) {d.b = Min(d.b, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.b = Max(d.b, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x8) {d.a = Min(d.a, Short4(0x1000, 0x1000, 0x1000, 0x1000)); d.a = Max(d.a, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+ if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+ if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+ if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
+ if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
}
if(pairing)
{
- if(dst.mask & 0x1) dPairing.r = d.r;
- if(dst.mask & 0x2) dPairing.g = d.g;
- if(dst.mask & 0x4) dPairing.b = d.b;
- if(dst.mask & 0x8) dPairing.a = d.a;
+ 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 = pixelShader->getInstruction(i - 1)->getDestinationParameter();
+ const Dst &dst = shader->getInstruction(i - 1)->dst;
writeDestination(r, dPairing, dst);
}
@@ -3700,47 +3735,60 @@
{
r.enableIndex = 0;
r.stackIndex = 0;
-
- for(int i = 0; i < pixelShader->getLength(); i++)
+
+ bool out[4][4] = {false};
+
+ // Create all call site return blocks up front
+ for(int i = 0; i < shader->getLength(); i++)
{
- const ShaderInstruction *instruction = pixelShader->getInstruction(i);
- Op::Opcode opcode = instruction->getOpcode();
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
- // #ifndef NDEBUG // FIXME: Centralize debug output control
- // pixelShader->printInstruction(i, "debug.txt");
- // #endif
+ if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
+ {
+ const Dst &dst = instruction->dst;
- if(opcode == Op::OPCODE_DCL || opcode == Op::OPCODE_DEF || opcode == Op::OPCODE_DEFI || opcode == Op::OPCODE_DEFB)
+ ASSERT(callRetBlock[dst.label].size() == dst.callSite);
+ callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
+ }
+ }
+
+ for(int i = 0; i < shader->getLength(); i++)
+ {
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
+
+ if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
{
continue;
}
- const Dst &dst = instruction->getDestinationParameter();
- const Src &src0 = instruction->getSourceParameter(0);
- const Src &src1 = instruction->getSourceParameter(1);
- const Src &src2 = instruction->getSourceParameter(2);
- const Src &src3 = instruction->getSourceParameter(3);
+ const Dst &dst = instruction->dst;
+ const Src &src0 = instruction->src[0];
+ const Src &src1 = instruction->src[1];
+ const Src &src2 = instruction->src[2];
+ const Src &src3 = instruction->src[3];
- bool predicate = instruction->isPredicate();
- Control control = instruction->getControl();
+ bool predicate = instruction->predicate;
+ Control control = instruction->control;
bool pp = dst.partialPrecision;
- bool project = instruction->isProject();
- bool bias = instruction->isBias();
+ bool project = instruction->project;
+ bool bias = instruction->bias;
- Color4f d;
- Color4f s0;
- Color4f s1;
- Color4f s2;
- Color4f s3;
+ Vector4f d;
+ Vector4f s0;
+ Vector4f s1;
+ Vector4f s2;
+ Vector4f s3;
- if(opcode == Op::OPCODE_TEXKILL)
+ if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
{
- if(dst.type == Dst::PARAMETER_TEXTURE)
+ if(dst.type == Shader::PARAMETER_TEXTURE)
{
- d.x = r.vx[2 + dst.index];
- d.y = r.vy[2 + dst.index];
- d.z = r.vz[2 + dst.index];
- d.w = r.vw[2 + dst.index];
+ d.x = r.vf[2 + dst.index].x;
+ d.y = r.vf[2 + dst.index].y;
+ d.z = r.vf[2 + dst.index].z;
+ d.w = r.vf[2 + dst.index].w;
}
else
{
@@ -3748,120 +3796,212 @@
}
}
- if(src0.type != Src::PARAMETER_VOID) s0 = reg(r, src0);
- if(src1.type != Src::PARAMETER_VOID) s1 = reg(r, src1);
- if(src2.type != Src::PARAMETER_VOID) s2 = reg(r, src2);
- if(src3.type != Src::PARAMETER_VOID) s3 = reg(r, src3);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
+ if(src3.type != Shader::PARAMETER_VOID) s3 = reg(r, src3);
switch(opcode)
{
- case Op::OPCODE_PS_2_0: break;
- case Op::OPCODE_PS_2_x: break;
- case Op::OPCODE_PS_3_0: break;
- case Op::OPCODE_DEF: break;
- case Op::OPCODE_DCL: break;
- case Op::OPCODE_NOP: break;
- case Op::OPCODE_MOV: mov(d, s0); break;
- case Op::OPCODE_ADD: add(d, s0, s1); break;
- case Op::OPCODE_SUB: sub(d, s0, s1); break;
- case Op::OPCODE_MUL: mul(d, s0, s1); break;
- case Op::OPCODE_MAD: mad(d, s0, s1, s2); break;
- case Op::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
- case Op::OPCODE_DP3: dp3(d, s0, s1); break;
- case Op::OPCODE_DP4: dp4(d, s0, s1); break;
- case Op::OPCODE_CMP: cmp(d, s0, s1, s2); break;
- case Op::OPCODE_FRC: frc(d, s0); break;
- case Op::OPCODE_EXP: exp(d, s0, pp); break;
- case Op::OPCODE_LOG: log(d, s0, pp); break;
- case Op::OPCODE_RCP: rcp(d, s0, pp); break;
- case Op::OPCODE_RSQ: rsq(d, s0, pp); break;
- case Op::OPCODE_MIN: min(d, s0, s1); break;
- case Op::OPCODE_MAX: max(d, s0, s1); break;
- case Op::OPCODE_LRP: lrp(d, s0, s1, s2); break;
- case Op::OPCODE_POW: pow(d, s0, s1, pp); break;
- case Op::OPCODE_CRS: crs(d, s0, s1); break;
- case Op::OPCODE_NRM: nrm(d, s0, pp); break;
- case Op::OPCODE_ABS: abs(d, s0); break;
- case Op::OPCODE_SINCOS: sincos(d, s0, pp); break;
- case Op::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
- case Op::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
- case Op::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
- case Op::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
- case Op::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
- case Op::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
- case Op::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
- case Op::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
- case Op::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
- case Op::OPCODE_DSX: DSX(d, s0); break;
- case Op::OPCODE_DSY: DSY(d, s0); break;
- case Op::OPCODE_BREAK: BREAK(r); break;
- case Op::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
- case Op::OPCODE_BREAKP: BREAKP(r, src0); break;
- case Op::OPCODE_CALL: CALL(r, dst.index); break;
- case Op::OPCODE_CALLNZ: CALLNZ(r, dst.index, src0); break;
- case Op::OPCODE_ELSE: ELSE(r); break;
- case Op::OPCODE_ENDIF: ENDIF(r); break;
- case Op::OPCODE_ENDLOOP: ENDLOOP(r); break;
- case Op::OPCODE_ENDREP: ENDREP(r); break;
- case Op::OPCODE_IF: IF(r, src0); break;
- case Op::OPCODE_IFC: IFC(r, s0, s1, control); break;
- case Op::OPCODE_LABEL: LABEL(dst.index); break;
- case Op::OPCODE_LOOP: LOOP(r, src1); break;
- case Op::OPCODE_REP: REP(r, src0); break;
- case Op::OPCODE_RET: RET(r); break;
- case Op::OPCODE_SETP: setp(d, s0, s1, control); break;
- case Op::OPCODE_END: break;
+ case Shader::OPCODE_PS_2_0: break;
+ case Shader::OPCODE_PS_2_x: break;
+ case Shader::OPCODE_PS_3_0: break;
+ case Shader::OPCODE_DEF: break;
+ case Shader::OPCODE_DCL: break;
+ case Shader::OPCODE_NOP: break;
+ case Shader::OPCODE_MOV: mov(d, s0); break;
+ case Shader::OPCODE_F2B: f2b(d, s0); break;
+ case Shader::OPCODE_B2F: b2f(d, s0); break;
+ case Shader::OPCODE_ADD: add(d, s0, s1); break;
+ case Shader::OPCODE_SUB: sub(d, s0, s1); break;
+ case Shader::OPCODE_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
+ case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
+ case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
+ case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
+ case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
+ case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
+ case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
+ case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
+ case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
+ case Shader::OPCODE_FRC: frc(d, s0); break;
+ case Shader::OPCODE_TRUNC: trunc(d, s0); break;
+ case Shader::OPCODE_FLOOR: floor(d, s0); break;
+ case Shader::OPCODE_CEIL: ceil(d, s0); break;
+ case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
+ case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
+ case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
+ case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
+ case Shader::OPCODE_EXP: exp(d, s0, pp); break;
+ case Shader::OPCODE_LOG: log(d, s0, pp); break;
+ case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
+ case Shader::OPCODE_DIV: div(d, s0, s1); break;
+ case Shader::OPCODE_MOD: mod(d, s0, s1); break;
+ case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
+ case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
+ case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
+ case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
+ case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
+ case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
+ case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
+ case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
+ case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
+ case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
+ case Shader::OPCODE_MIN: min(d, s0, s1); break;
+ case Shader::OPCODE_MAX: max(d, s0, s1); break;
+ case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
+ case Shader::OPCODE_STEP: step(d, s0, s1); break;
+ case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
+ case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
+ case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
+ case Shader::OPCODE_SGN: sgn(d, s0); break;
+ case Shader::OPCODE_CRS: crs(d, s0, s1); break;
+ case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
+ case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
+ case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
+ case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
+ case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
+ case Shader::OPCODE_ABS: abs(d, s0); break;
+ case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
+ case Shader::OPCODE_COS: cos(d, s0, pp); break;
+ case Shader::OPCODE_SIN: sin(d, s0, pp); break;
+ case Shader::OPCODE_TAN: tan(d, s0, pp); break;
+ case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
+ case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
+ case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
+ case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
+ case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
+ case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
+ case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
+ case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
+ case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
+ case Shader::OPCODE_DFDX: DFDX(d, s0); break;
+ case Shader::OPCODE_DFDY: DFDY(d, s0); break;
+ case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
+ case Shader::OPCODE_BREAK: BREAK(r); break;
+ case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
+ case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
+ case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
+ case Shader::OPCODE_TEST: TEST(); break;
+ case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
+ case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
+ case Shader::OPCODE_ELSE: ELSE(r); break;
+ case Shader::OPCODE_ENDIF: ENDIF(r); break;
+ case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
+ case Shader::OPCODE_ENDREP: ENDREP(r); break;
+ case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
+ case Shader::OPCODE_IF: IF(r, src0); break;
+ case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
+ case Shader::OPCODE_LABEL: LABEL(dst.index); break;
+ case Shader::OPCODE_LOOP: LOOP(r, src1); break;
+ case Shader::OPCODE_REP: REP(r, src0); break;
+ case Shader::OPCODE_WHILE: WHILE(r, src0); break;
+ case Shader::OPCODE_RET: RET(r); break;
+ case Shader::OPCODE_LEAVE: LEAVE(r); break;
+ case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
+ case Shader::OPCODE_ALL: all(d.x, s0); break;
+ case Shader::OPCODE_ANY: any(d.x, s0); break;
+ case Shader::OPCODE_NOT: not(d, s0); break;
+ case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
+ case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
+ case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
+ case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
- if(dst.type != Dst::PARAMETER_VOID && dst.type != Dst::PARAMETER_LABEL && opcode != Op::OPCODE_TEXKILL)
+ if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
{
- if(dst.saturate)
+ if(dst.integer)
{
- if(dst.x) d.r = Max(d.r, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- if(dst.y) d.g = Max(d.g, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- if(dst.z) d.b = Max(d.b, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- if(dst.w) d.a = Max(d.a, Float4(0.0f, 0.0f, 0.0f, 0.0f));
-
- if(dst.x) d.r = Min(d.r, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- if(dst.y) d.g = Min(d.g, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- if(dst.z) d.b = Min(d.b, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- if(dst.w) d.a = Min(d.a, Float4(1.0f, 1.0f, 1.0f, 1.0f));
+ switch(opcode)
+ {
+ case Shader::OPCODE_DIV:
+ if(dst.x) d.x = Trunc(d.x);
+ if(dst.y) d.y = Trunc(d.y);
+ if(dst.z) d.z = Trunc(d.z);
+ if(dst.w) d.w = Trunc(d.w);
+ break;
+ default:
+ break; // No truncation to integer required when arguments are integer
+ }
}
- if(pixelShader->containsDynamicBranching())
+ if(dst.saturate)
{
- Color4f pDst; // FIXME: Rename
+ if(dst.x) d.x = Max(d.x, Float4(0.0f));
+ if(dst.y) d.y = Max(d.y, Float4(0.0f));
+ if(dst.z) d.z = Max(d.z, Float4(0.0f));
+ if(dst.w) d.w = Max(d.w, Float4(0.0f));
+
+ if(dst.x) d.x = Min(d.x, Float4(1.0f));
+ if(dst.y) d.y = Min(d.y, Float4(1.0f));
+ if(dst.z) d.z = Min(d.z, Float4(1.0f));
+ if(dst.w) d.w = Min(d.w, Float4(1.0f));
+ }
+
+ if(shader->containsDynamicBranching())
+ {
+ Vector4f pDst; // FIXME: Rename
switch(dst.type)
{
- case Dst::PARAMETER_TEMP:
- if(dst.x) pDst.x = r.rf[dst.index].x;
- if(dst.y) pDst.y = r.rf[dst.index].y;
- if(dst.z) pDst.z = r.rf[dst.index].z;
- if(dst.w) pDst.w = r.rf[dst.index].w;
+ case Shader::PARAMETER_TEMP:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) pDst.x = r.rf[dst.index].x;
+ if(dst.y) pDst.y = r.rf[dst.index].y;
+ if(dst.z) pDst.z = r.rf[dst.index].z;
+ if(dst.w) pDst.w = r.rf[dst.index].w;
+ }
+ else
+ {
+ Int a = relativeAddress(r, dst);
+
+ if(dst.x) pDst.x = r.rf[dst.index + a].x;
+ if(dst.y) pDst.y = r.rf[dst.index + a].y;
+ if(dst.z) pDst.z = r.rf[dst.index + a].z;
+ if(dst.w) pDst.w = r.rf[dst.index + a].w;
+ }
break;
- case Dst::PARAMETER_COLOROUT:
+ case Shader::PARAMETER_COLOROUT:
+ ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
if(dst.x) pDst.x = r.oC[dst.index].x;
if(dst.y) pDst.y = r.oC[dst.index].y;
if(dst.z) pDst.z = r.oC[dst.index].z;
if(dst.w) pDst.w = r.oC[dst.index].w;
break;
- case Dst::PARAMETER_PREDICATE:
+ case Shader::PARAMETER_PREDICATE:
if(dst.x) pDst.x = r.p0.x;
if(dst.y) pDst.y = r.p0.y;
if(dst.z) pDst.z = r.p0.z;
if(dst.w) pDst.w = r.p0.w;
break;
- case Dst::PARAMETER_DEPTHOUT:
+ case Shader::PARAMETER_DEPTHOUT:
pDst.x = r.oDepth;
break;
default:
ASSERT(false);
}
- Int4 enable = r.enableStack[r.enableIndex] & r.enableBreak;
+ Int4 enable = enableMask(r, instruction);
Int4 xEnable = enable;
Int4 yEnable = enable;
@@ -3870,14 +4010,14 @@
if(predicate)
{
- unsigned char pSwizzle = instruction->getPredicateSwizzle();
+ unsigned char pSwizzle = instruction->predicateSwizzle;
Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
- if(!instruction->isPredicateNot())
+ if(!instruction->predicateNot)
{
if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
@@ -3906,25 +4046,38 @@
switch(dst.type)
{
- case Dst::PARAMETER_TEMP:
- if(dst.x) r.rf[dst.index].x = d.x;
- if(dst.y) r.rf[dst.index].y = d.y;
- if(dst.z) r.rf[dst.index].z = d.z;
- if(dst.w) r.rf[dst.index].w = d.w;
+ case Shader::PARAMETER_TEMP:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) r.rf[dst.index].x = d.x;
+ if(dst.y) r.rf[dst.index].y = d.y;
+ if(dst.z) r.rf[dst.index].z = d.z;
+ if(dst.w) r.rf[dst.index].w = d.w;
+ }
+ else
+ {
+ Int a = relativeAddress(r, dst);
+
+ if(dst.x) r.rf[dst.index + a].x = d.x;
+ if(dst.y) r.rf[dst.index + a].y = d.y;
+ if(dst.z) r.rf[dst.index + a].z = d.z;
+ if(dst.w) r.rf[dst.index + a].w = d.w;
+ }
break;
- case Dst::PARAMETER_COLOROUT:
- if(dst.x) r.oC[dst.index].x = d.x;
- if(dst.y) r.oC[dst.index].y = d.y;
- if(dst.z) r.oC[dst.index].z = d.z;
- if(dst.w) r.oC[dst.index].w = d.w;
+ case Shader::PARAMETER_COLOROUT:
+ ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
+ if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
+ if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
+ if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
+ if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
break;
- case Dst::PARAMETER_PREDICATE:
+ case Shader::PARAMETER_PREDICATE:
if(dst.x) r.p0.x = d.x;
if(dst.y) r.p0.y = d.y;
if(dst.z) r.p0.z = d.z;
if(dst.w) r.p0.w = d.w;
break;
- case Dst::PARAMETER_DEPTHOUT:
+ case Shader::PARAMETER_DEPTHOUT:
r.oDepth = d.x;
break;
default:
@@ -3933,36 +4086,47 @@
}
}
- if(returns)
+ if(currentLabel != -1)
{
Nucleus::setInsertBlock(returnBlock);
}
+
+ for(int i = 0; i < 4; i++)
+ {
+ if((Format)state.targetFormat[i] != FORMAT_NULL)
+ {
+ if(!out[i][0]) r.oC[i].x = Float4(0.0f);
+ if(!out[i][1]) r.oC[i].y = Float4(0.0f);
+ if(!out[i][2]) r.oC[i].z = Float4(0.0f);
+ if(!out[i][3]) r.oC[i].w = Float4(0.0f);
+ }
+ }
}
- Short4 PixelRoutine::convertFixed12(Float4 &cf)
+ Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
{
- return RoundShort4(cf * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+ return RoundShort4(cf * Float4(0x1000));
}
- void PixelRoutine::convertFixed12(Color4i &ci, Color4f &cf)
+ void PixelRoutine::convertFixed12(Vector4i &ci, Vector4f &cf)
{
- ci.r = convertFixed12(cf.r);
- ci.g = convertFixed12(cf.g);
- ci.b = convertFixed12(cf.b);
- ci.a = convertFixed12(cf.a);
+ ci.x = convertFixed12(cf.x);
+ ci.y = convertFixed12(cf.y);
+ ci.z = convertFixed12(cf.z);
+ ci.w = convertFixed12(cf.w);
}
UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
{
- return UShort4(cf * Float4(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF), saturate);
+ return UShort4(cf * Float4(0xFFFF), saturate);
}
- void PixelRoutine::convertFixed16(Color4i &ci, Color4f &cf, bool saturate)
+ void PixelRoutine::convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate)
{
- ci.r = convertFixed16(cf.r, saturate);
- ci.g = convertFixed16(cf.g, saturate);
- ci.b = convertFixed16(cf.b, saturate);
- ci.a = convertFixed16(cf.a, saturate);
+ ci.x = convertFixed16(cf.x, saturate);
+ ci.y = convertFixed16(cf.y, saturate);
+ ci.z = convertFixed16(cf.z, saturate);
+ ci.w = convertFixed16(cf.w, saturate);
}
Float4 PixelRoutine::convertSigned12(Short4 &ci)
@@ -3970,75 +4134,75 @@
return Float4(ci) * Float4(1.0f / 0x0FFE);
}
- void PixelRoutine::convertSigned12(Color4f &cf, Color4i &ci)
+ void PixelRoutine::convertSigned12(Vector4f &cf, Vector4i &ci)
{
- cf.r = convertSigned12(ci.r);
- cf.g = convertSigned12(ci.g);
- cf.b = convertSigned12(ci.b);
- cf.a = convertSigned12(ci.a);
+ cf.x = convertSigned12(ci.x);
+ cf.y = convertSigned12(ci.y);
+ cf.z = convertSigned12(ci.z);
+ cf.w = convertSigned12(ci.w);
}
Float4 PixelRoutine::convertUnsigned16(UShort4 ci)
{
- return Float4(ci) * Float4(1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF, 1.0f / 0xFFFF);
+ return Float4(ci) * Float4(1.0f / 0xFFFF);
}
- void PixelRoutine::sRGBtoLinear16_16(Registers &r, Color4i &c)
+ void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4i &c)
{
- c.r = As<UShort4>(c.r) >> 4;
- c.g = As<UShort4>(c.g) >> 4;
- c.b = As<UShort4>(c.b) >> 4;
+ c.x = As<UShort4>(c.x) >> 4;
+ c.y = As<UShort4>(c.y) >> 4;
+ c.z = As<UShort4>(c.z) >> 4;
sRGBtoLinear12_16(r, c);
}
- void PixelRoutine::sRGBtoLinear12_16(Registers &r, Color4i &c)
+ void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4i &c)
{
Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 0))), 0);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 1))), 1);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 2))), 2);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 3))), 3);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 0))), 0);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 1))), 1);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 2))), 2);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 3))), 3);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 0))), 0);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 1))), 1);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 2))), 2);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 3))), 3);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
- void PixelRoutine::linearToSRGB16_16(Registers &r, Color4i &c)
+ void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4i &c)
{
- c.r = As<UShort4>(c.r) >> 4;
- c.g = As<UShort4>(c.g) >> 4;
- c.b = As<UShort4>(c.b) >> 4;
+ c.x = As<UShort4>(c.x) >> 4;
+ c.y = As<UShort4>(c.y) >> 4;
+ c.z = As<UShort4>(c.z) >> 4;
linearToSRGB12_16(r, c);
}
- void PixelRoutine::linearToSRGB12_16(Registers &r, Color4i &c)
+ void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4i &c)
{
Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 0))), 0);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 1))), 1);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 2))), 2);
- c.r = Insert(c.r, *Pointer<Short>(LUT + 2 * Int(Extract(c.r, 3))), 3);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 0))), 0);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 1))), 1);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 2))), 2);
- c.g = Insert(c.g, *Pointer<Short>(LUT + 2 * Int(Extract(c.g, 3))), 3);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 0))), 0);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 1))), 1);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 2))), 2);
- c.b = Insert(c.b, *Pointer<Short>(LUT + 2 * Int(Extract(c.b, 3))), 3);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
@@ -4057,31 +4221,31 @@
return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
}
- void PixelRoutine::MOV(Color4i &dst, Color4i &src0)
+ void PixelRoutine::MOV(Vector4i &dst, Vector4i &src0)
{
- dst.r = src0.x;
- dst.g = src0.y;
- dst.b = src0.z;
- dst.a = src0.w;
+ dst.x = src0.x;
+ dst.y = src0.y;
+ dst.z = src0.z;
+ dst.w = src0.w;
}
- void PixelRoutine::ADD(Color4i &dst, Color4i &src0, Color4i &src1)
+ void PixelRoutine::ADD(Vector4i &dst, Vector4i &src0, Vector4i &src1)
{
- dst.r = AddSat(src0.x, src1.x);
- dst.g = AddSat(src0.y, src1.y);
- dst.b = AddSat(src0.z, src1.z);
- dst.a = AddSat(src0.w, src1.w);
+ 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 PixelRoutine::SUB(Color4i &dst, Color4i &src0, Color4i &src1)
+ void PixelRoutine::SUB(Vector4i &dst, Vector4i &src0, Vector4i &src1)
{
- dst.r = SubSat(src0.x, src1.x);
- dst.g = SubSat(src0.y, src1.y);
- dst.b = SubSat(src0.z, src1.z);
- dst.a = SubSat(src0.w, src1.w);
+ 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 PixelRoutine::MAD(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+ void PixelRoutine::MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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);}
@@ -4090,7 +4254,7 @@
{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 PixelRoutine::MUL(Color4i &dst, Color4i &src0, Color4i &src1)
+ void PixelRoutine::MUL(Vector4i &dst, Vector4i &src0, Vector4i &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);}
@@ -4099,7 +4263,7 @@
{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 PixelRoutine::DP3(Color4i &dst, Color4i &src0, Color4i &src1)
+ void PixelRoutine::DP3(Vector4i &dst, Vector4i &src0, Vector4i &src1)
{
Short4 t0;
Short4 t1;
@@ -4111,13 +4275,13 @@
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.r = t0;
- dst.g = t0;
- dst.b = t0;
- dst.a = t0;
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
}
- void PixelRoutine::DP4(Color4i &dst, Color4i &src0, Color4i &src1)
+ void PixelRoutine::DP4(Vector4i &dst, Vector4i &src0, Vector4i &src1)
{
Short4 t0;
Short4 t1;
@@ -4131,13 +4295,13 @@
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.r = t0;
- dst.g = t0;
- dst.b = t0;
- dst.a = t0;
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
}
- void PixelRoutine::LRP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+ void PixelRoutine::LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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);}
@@ -4146,7 +4310,7 @@
{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 PixelRoutine::TEXCOORD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
+ void PixelRoutine::TEXCOORD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
{
Float4 uw;
Float4 vw;
@@ -4154,41 +4318,41 @@
if(state.interpolant[2 + coordinate].component & 0x01)
{
- uw = Max(u, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- uw = Min(uw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- dst.r = convertFixed12(uw);
+ uw = Max(u, Float4(0.0f));
+ uw = Min(uw, Float4(1.0f));
+ dst.x = convertFixed12(uw);
}
else
{
- dst.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
- vw = Max(v, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- vw = Min(vw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- dst.g = convertFixed12(vw);
+ vw = Max(v, Float4(0.0f));
+ vw = Min(vw, Float4(1.0f));
+ dst.y = convertFixed12(vw);
}
else
{
- dst.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
- sw = Max(s, Float4(0.0f, 0.0f, 0.0f, 0.0f));
- sw = Min(sw, Float4(1.0f, 1.0f, 1.0f, 1.0f));
- dst.b = convertFixed12(sw);
+ sw = Max(s, Float4(0.0f));
+ sw = Min(sw, Float4(1.0f));
+ dst.z = convertFixed12(sw);
}
else
{
- dst.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
- dst.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ dst.w = Short4(0x1000);
}
- void PixelRoutine::TEXCRD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
+ void PixelRoutine::TEXCRD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
{
Float4 uw = u;
Float4 vw = v;
@@ -4202,68 +4366,68 @@
if(state.interpolant[2 + coordinate].component & 0x01)
{
- uw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
- uw = Max(uw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
- uw = Min(uw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
- dst.r = RoundShort4(uw);
+ uw *= Float4(0x1000);
+ uw = Max(uw, Float4(-0x8000));
+ uw = Min(uw, Float4(0x7FFF));
+ dst.x = RoundShort4(uw);
}
else
{
- dst.r = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.x = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
- vw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
- vw = Max(vw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
- vw = Min(vw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
- dst.g = RoundShort4(vw);
+ vw *= Float4(0x1000);
+ vw = Max(vw, Float4(-0x8000));
+ vw = Min(vw, Float4(0x7FFF));
+ dst.y = RoundShort4(vw);
}
else
{
- dst.g = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
- sw *= Float4(0x1000, 0x1000, 0x1000, 0x1000);
- sw = Max(sw, Float4(-0x8000, -0x8000, -0x8000, -0x8000));
- sw = Min(sw, Float4(0x7FFF, 0x7FFF, 0x7FFF, 0x7FFF));
- dst.b = RoundShort4(sw);
+ sw *= Float4(0x1000);
+ sw = Max(sw, Float4(-0x8000));
+ sw = Min(sw, Float4(0x7FFF));
+ dst.z = RoundShort4(sw);
}
else
{
- dst.b = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
}
- void PixelRoutine::TEXDP3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src)
+ void PixelRoutine::TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src)
{
TEXM3X3PAD(r, u, v, s, src, 0, false);
- Short4 t0 = RoundShort4(r.u_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
+ Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
- dst.r = t0;
- dst.g = t0;
- dst.b = t0;
- dst.a = t0;
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
}
- void PixelRoutine::TEXDP3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0)
+ void PixelRoutine::TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
{
TEXM3X3PAD(r, u, v, s, src0, 0, false);
- r.v_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
- r.w_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ r.v_ = Float4(0.0f);
+ r.w_ = Float4(0.0f);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
{
- Int kill = SignMask(CmpNLT(u, Float4(0, 0, 0, 0))) &
- SignMask(CmpNLT(v, Float4(0, 0, 0, 0))) &
- SignMask(CmpNLT(s, Float4(0, 0, 0, 0)));
+ 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++)
{
@@ -4271,9 +4435,9 @@
}
}
- void PixelRoutine::TEXKILL(Int cMask[4], Color4i &src)
+ void PixelRoutine::TEXKILL(Int cMask[4], Vector4i &src)
{
- Short4 test = src.r | src.g | src.b;
+ Short4 test = src.x | src.y | src.z;
Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
for(unsigned int q = 0; q < state.multiSample; q++)
@@ -4282,24 +4446,24 @@
}
}
- void PixelRoutine::TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
+ void PixelRoutine::TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
{
sampleTexture(r, dst, sampler, u, v, s, s, project);
}
- void PixelRoutine::TEXLD(Registers &r, Color4i &dst, Color4i &src, int sampler, bool project)
+ void PixelRoutine::TEXLD(Registers &r, Vector4i &dst, Vector4i &src, int sampler, bool project)
{
- Float4 u = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 v = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 s = Float4(src.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ 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(r, dst, sampler, u, v, s, s, project);
}
- void PixelRoutine::TEXBEM(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ void PixelRoutine::TEXBEM(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
- Float4 du = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 dv = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
+ Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
@@ -4317,10 +4481,10 @@
sampleTexture(r, dst, stage, u_, v_, s, s);
}
- void PixelRoutine::TEXBEML(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ void PixelRoutine::TEXBEML(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
- Float4 du = Float4(src.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 dv = Float4(src.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
+ Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
@@ -4339,46 +4503,46 @@
Short4 L;
- L = src.b;
+ L = src.z;
L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
L = L << 4;
L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- L = Min(L, Short4(0x1000, 0x1000, 0x1000, 0x1000));
+ L = Min(L, Short4(0x1000));
- dst.r = MulHigh(dst.r, L); dst.r = dst.r << 4;
- dst.g = MulHigh(dst.g, L); dst.g = dst.g << 4;
- dst.b = MulHigh(dst.b, L); dst.b = dst.b << 4;
+ 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 PixelRoutine::TEXREG2AR(Registers &r, Color4i &dst, Color4i &src0, int stage)
+ void PixelRoutine::TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
{
- Float4 u = Float4(src0.a) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 v = Float4(src0.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 s = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ 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(r, dst, stage, u, v, s, s);
}
- void PixelRoutine::TEXREG2GB(Registers &r, Color4i &dst, Color4i &src0, int stage)
+ void PixelRoutine::TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
{
- Float4 u = Float4(src0.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 v = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
+ Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
Float4 s = v;
sampleTexture(r, dst, stage, u, v, s, s);
}
- void PixelRoutine::TEXREG2RGB(Registers &r, Color4i &dst, Color4i &src0, int stage)
+ void PixelRoutine::TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
{
- Float4 u = Float4(src0.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 v = Float4(src0.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- Float4 s = Float4(src0.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ 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(r, dst, stage, u, v, s, s);
}
- void PixelRoutine::TEXM3X2DEPTH(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src, bool signedScaling)
+ void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src, bool signedScaling)
{
TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
@@ -4388,44 +4552,44 @@
r.oDepth = r.u_;
}
- void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling)
+ void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
}
- void PixelRoutine::TEXM3X2TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling)
+ void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
{
TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
- r.w_ = Float4(0.0f, 0.0f, 0.0f, 0.0f);
+ r.w_ = Float4(0.0f);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
- void PixelRoutine::TEXM3X3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, bool signedScaling)
+ void PixelRoutine::TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
- dst.r = RoundShort4(r.u_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
- dst.g = RoundShort4(r.v_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
- dst.b = RoundShort4(r.w_ * Float4(0x1000, 0x1000, 0x1000, 0x1000));
- dst.a = Short4(0x1000, 0x1000, 0x1000, 0x1000);
+ dst.x = RoundShort4(r.u_ * Float4(0x1000));
+ dst.y = RoundShort4(r.v_ * Float4(0x1000));
+ dst.z = RoundShort4(r.w_ * Float4(0x1000));
+ dst.w = Short4(0x1000);
}
- void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling)
+ void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
{
if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
{
- r.U = Float4(src0.r);
- r.V = Float4(src0.g);
- r.W = Float4(src0.b);
+ r.U = Float4(src0.x);
+ r.V = Float4(src0.y);
+ r.W = Float4(src0.z);
previousScaling = signedScaling;
}
Float4 x = r.U * u + r.V * v + r.W * s;
- x *= Float4(1.0f / 0x1000, 1.0f / 0x1000, 1.0f / 0x1000, 1.0f / 0x1000);
+ x *= Float4(1.0f / 0x1000);
switch(component)
{
@@ -4436,15 +4600,15 @@
}
}
- void PixelRoutine::TEXM3X3SPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, Color4i &src1)
+ void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &src1)
{
TEXM3X3PAD(r, u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
- E[0] = Float4(src1.r) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- E[1] = Float4(src1.g) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
- E[2] = Float4(src1.b) * Float4(1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE, 1.0f / 0x0FFE);
+ 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__;
@@ -4473,22 +4637,22 @@
sampleTexture(r, dst, stage, u__, v__, w__, w__);
}
- void PixelRoutine::TEXM3X3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling)
+ void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
- void PixelRoutine::TEXM3X3VSPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0)
+ void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
{
TEXM3X3PAD(r, u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
- E[0] = r.vw[2 + stage - 2];
- E[1] = r.vw[2 + stage - 1];
- E[2] = r.vw[2 + stage - 0];
+ E[0] = r.vf[2 + stage - 2].w;
+ E[1] = r.vf[2 + stage - 1].w;
+ E[2] = r.vf[2 + stage - 0].w;
// Reflection
Float4 u__;
@@ -4519,8 +4683,8 @@
void PixelRoutine::TEXDEPTH(Registers &r)
{
- r.u_ = Float4(r.ri[5].r);
- r.v_ = Float4(r.ri[5].g);
+ r.u_ = Float4(r.ri[5].x);
+ r.v_ = Float4(r.ri[5].y);
// z / w
r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
@@ -4528,68 +4692,68 @@
r.oDepth = r.u_;
}
- void PixelRoutine::CND(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+ void PixelRoutine::CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
{
- {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.r = t0;};
- {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.g = t0;};
- {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.b = t0;};
- {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.a = t0;};
+ {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 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, 0x0800, 0x0800, 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, 0x0800, 0x0800, 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, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;};
}
- void PixelRoutine::CMP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2)
+ void PixelRoutine::CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
{
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.r = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.g = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.b = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.a = t0;};
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;};
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;};
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;};
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;};
}
- void PixelRoutine::BEM(Registers &r, Color4i &dst, Color4i &src0, Color4i &src1, int stage)
+ void PixelRoutine::BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &src1, int stage)
{
Short4 t0;
Short4 t1;
- // dst.r = src0.r + BUMPENVMAT00(stage) * src1.r + BUMPENVMAT10(stage) * src1.g
+ // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(r.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.r = t0;
+ dst.x = t0;
- // dst.g = src0.g + BUMPENVMAT01(stage) * src1.r + BUMPENVMAT11(stage) * src1.g
+ // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(r.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.g = t0;
+ dst.y = t0;
}
- void PixelRoutine::M3X2(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+ void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Color4f row0 = reg(r, src1, 0);
- Color4f row1 = reg(r, src1, 1);
+ Vector4f row0 = reg(r, src1, 0);
+ Vector4f row1 = reg(r, src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
}
- void PixelRoutine::M3X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+ void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Color4f row0 = reg(r, src1, 0);
- Color4f row1 = reg(r, src1, 1);
- Color4f row2 = reg(r, src1, 2);
+ Vector4f row0 = reg(r, src1, 0);
+ Vector4f row1 = reg(r, src1, 1);
+ Vector4f row2 = reg(r, src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.z = dot3(src0, row2);
}
- void PixelRoutine::M3X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+ void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Color4f row0 = reg(r, src1, 0);
- Color4f row1 = reg(r, src1, 1);
- Color4f row2 = reg(r, src1, 2);
- Color4f row3 = reg(r, src1, 3);
+ Vector4f row0 = reg(r, src1, 0);
+ Vector4f row1 = reg(r, src1, 1);
+ Vector4f row2 = reg(r, src1, 2);
+ Vector4f row3 = reg(r, src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -4597,23 +4761,23 @@
dst.w = dot3(src0, row3);
}
- void PixelRoutine::M4X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+ void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Color4f row0 = reg(r, src1, 0);
- Color4f row1 = reg(r, src1, 1);
- Color4f row2 = reg(r, src1, 2);
+ Vector4f row0 = reg(r, src1, 0);
+ Vector4f row1 = reg(r, src1, 1);
+ Vector4f row2 = reg(r, src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.z = dot4(src0, row2);
}
- void PixelRoutine::M4X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1)
+ void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Color4f row0 = reg(r, src1, 0);
- Color4f row1 = reg(r, src1, 1);
- Color4f row2 = reg(r, src1, 2);
- Color4f row3 = reg(r, src1, 3);
+ Vector4f row0 = reg(r, src1, 0);
+ Vector4f row1 = reg(r, src1, 1);
+ Vector4f row2 = reg(r, src1, 2);
+ Vector4f row3 = reg(r, src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -4621,11 +4785,10 @@
dst.w = dot4(src0, row3);
}
- void PixelRoutine::TEXLD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias)
+ void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
- Color4f tmp;
-
- sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src0, src0, project, bias);
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -4633,11 +4796,10 @@
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
- void PixelRoutine::TEXLDD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, Color4f &src2, Color4f &src3, bool project, bool bias)
+ void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
{
- Color4f tmp;
-
- sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src2, src3, project, bias, true);
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -4645,11 +4807,10 @@
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
- void PixelRoutine::TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias)
+ void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
- Color4f tmp;
-
- sampleTexture(r, tmp, src1.index, src0.u, src0.v, src0.s, src0.t, src0, src0, project, bias, false, true);
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -4657,35 +4818,69 @@
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
- void PixelRoutine::TEXKILL(Int cMask[4], Color4f &src, unsigned char mask)
+ void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
{
Int kill = -1;
- if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0, 0, 0, 0)));
- if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0, 0, 0, 0)));
- if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0, 0, 0, 0)));
- if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0, 0, 0, 0)));
+ if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
+ if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
+ if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
+ if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
+
+ // FIXME: Dynamic branching affects TEXKILL?
+ // if(shader->containsDynamicBranching())
+ // {
+ // kill = ~SignMask(enableMask(r));
+ // }
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
+
+ // FIXME: Branch to end of shader if all killed?
}
- void PixelRoutine::DSX(Color4f &dst, Color4f &src)
+ void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
{
- dst.x = src.x.yyyy - src.x.xxxx;
- dst.y = src.y.yyyy - src.y.xxxx;
- dst.z = src.z.yyyy - src.z.xxxx;
- dst.w = src.w.yyyy - src.w.xxxx;
+ Int kill = 0;
+
+ if(shader->containsDynamicBranching())
+ {
+ kill = ~SignMask(enableMask(r, instruction));
+ }
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+
+ // FIXME: Branch to end of shader if all killed?
}
- void PixelRoutine::DSY(Color4f &dst, Color4f &src)
+ void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
{
- dst.x = src.x.zzzz - src.x.xxxx;
- dst.y = src.y.zzzz - src.y.xxxx;
- dst.z = src.z.zzzz - src.z.xxxx;
- dst.w = src.w.zzzz - src.w.xxxx;
+ dst.x = src.x.yyww - src.x.xxzz;
+ dst.y = src.y.yyww - src.y.xxzz;
+ dst.z = src.z.yyww - src.z.xxzz;
+ dst.w = src.w.yyww - src.w.xxzz;
+ }
+
+ void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
+ {
+ dst.x = src.x.zwzw - src.x.xyxy;
+ dst.y = src.y.zwzw - src.y.xyxy;
+ dst.z = src.z.zwzw - src.z.xyxy;
+ dst.w = src.w.zwzw - src.w.xyxy;
+ }
+
+ void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
+ {
+ // abs(dFdx(src)) + abs(dFdy(src));
+ dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
+ dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
+ dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
+ dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
}
void PixelRoutine::BREAK(Registers &r)
@@ -4695,6 +4890,7 @@
if(breakDepth == 0)
{
+ r.enableIndex = r.enableIndex - breakDepth;
Nucleus::createBr(endBlock);
}
else
@@ -4702,49 +4898,47 @@
r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
Bool allBreak = SignMask(r.enableBreak) == 0x0;
+ r.enableIndex = r.enableIndex - breakDepth;
branch(allBreak, endBlock, deadBlock);
}
Nucleus::setInsertBlock(deadBlock);
+ r.enableIndex = r.enableIndex + breakDepth;
}
- void PixelRoutine::BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+ void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
switch(control)
{
- case Op::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Op::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
+ case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+ case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+ case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
+ case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
default:
ASSERT(false);
}
- condition &= r.enableStack[r.enableIndex];
-
- llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
- r.enableBreak = r.enableBreak & ~condition;
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
- branch(allBreak, endBlock, continueBlock);
- Nucleus::setInsertBlock(continueBlock);
+ BREAK(r, condition);
}
void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
- if(predicateRegister.modifier == Src::MODIFIER_NOT)
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
+ BREAK(r, condition);
+ }
+
+ void PixelRoutine::BREAK(Registers &r, Int4 &condition)
+ {
condition &= r.enableStack[r.enableIndex];
llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
@@ -4753,44 +4947,61 @@
r.enableBreak = r.enableBreak & ~condition;
Bool allBreak = SignMask(r.enableBreak) == 0x0;
+ r.enableIndex = r.enableIndex - breakDepth;
branch(allBreak, endBlock, continueBlock);
+
Nucleus::setInsertBlock(continueBlock);
+ r.enableIndex = r.enableIndex + breakDepth;
}
- void PixelRoutine::CALL(Registers &r, int labelIndex)
+ void PixelRoutine::CONTINUE(Registers &r)
+ {
+ r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+ }
+
+ void PixelRoutine::TEST()
+ {
+ whileTest = true;
+ }
+
+ void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
{
if(!labelBlock[labelIndex])
{
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
- llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
- callRetBlock.push_back(retBlock);
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
- r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1); // FIXME
+ Int4 restoreLeave = r.enableLeave;
Nucleus::createBr(labelBlock[labelIndex]);
- Nucleus::setInsertBlock(retBlock);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ r.enableLeave = restoreLeave;
}
- void PixelRoutine::CALLNZ(Registers &r, int labelIndex, const Src &src)
+ void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
{
- if(src.type == Src::PARAMETER_CONSTBOOL)
+ if(src.type == Shader::PARAMETER_CONSTBOOL)
{
- CALLNZb(r, labelIndex, src);
+ CALLNZb(r, labelIndex, callSiteIndex, src);
}
- else if(src.type == Src::PARAMETER_PREDICATE)
+ else if(src.type == Shader::PARAMETER_PREDICATE)
{
- CALLNZp(r, labelIndex, src);
+ CALLNZp(r, labelIndex, callSiteIndex, src);
}
else ASSERT(false);
}
- void PixelRoutine::CALLNZb(Registers &r, int labelIndex, const Src &boolRegister)
+ void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
{
Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
- if(boolRegister.modifier == Src::MODIFIER_NOT)
+ if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
condition = !condition;
}
@@ -4800,20 +5011,24 @@
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
- llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
- callRetBlock.push_back(retBlock);
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
- r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1); // FIXME
+ Int4 restoreLeave = r.enableLeave;
- branch(condition, labelBlock[labelIndex], retBlock);
- Nucleus::setInsertBlock(retBlock);
+ branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ r.enableLeave = restoreLeave;
}
- void PixelRoutine::CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister)
+ void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
- if(predicateRegister.modifier == Src::MODIFIER_NOT)
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
@@ -4825,20 +5040,21 @@
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
- llvm::BasicBlock *retBlock = Nucleus::createBasicBlock();
- callRetBlock.push_back(retBlock);
-
- r.callStack[r.stackIndex++] = UInt((int)callRetBlock.size() - 1); // FIXME
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
r.enableIndex++;
r.enableStack[r.enableIndex] = condition;
+ Int4 restoreLeave = r.enableLeave;
- Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
-
- branch(notAllFalse, labelBlock[labelIndex], retBlock);
- Nucleus::setInsertBlock(retBlock);
+ Bool notAllFalse = SignMask(condition) != 0;
+ branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
r.enableIndex--;
+ r.enableLeave = restoreLeave;
}
void PixelRoutine::ELSE(Registers &r)
@@ -4851,7 +5067,7 @@
if(isConditionalIf[ifDepth])
{
Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
- Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+ Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, falseBlock, endBlock);
@@ -4884,20 +5100,6 @@
}
}
- void PixelRoutine::ENDREP(Registers &r)
- {
- loopRepDepth--;
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
void PixelRoutine::ENDLOOP(Registers &r)
{
loopRepDepth--;
@@ -4914,26 +5116,61 @@
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
+ void PixelRoutine::ENDREP(Registers &r)
+ {
+ loopRepDepth--;
+
+ llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ r.loopDepth--;
+ r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ void PixelRoutine::ENDWHILE(Registers &r)
+ {
+ loopRepDepth--;
+
+ llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ r.enableIndex--;
+ r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ whileTest = false;
+ }
+
void PixelRoutine::IF(Registers &r, const Src &src)
{
- if(src.type == Src::PARAMETER_CONSTBOOL)
+ if(src.type == Shader::PARAMETER_CONSTBOOL)
{
IFb(r, src);
}
- else if(src.type == Src::PARAMETER_PREDICATE)
+ else if(src.type == Shader::PARAMETER_PREDICATE)
{
IFp(r, src);
}
- else ASSERT(false);
+ else
+ {
+ Int4 condition = As<Int4>(reg(r, src).x);
+ IF(r, condition);
+ }
}
void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
{
+ ASSERT(ifDepth < 24 + 4);
+
Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
- if(boolRegister.modifier == Src::MODIFIER_NOT)
+ if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
- condition = !condition;
+ condition = !condition;
}
llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
@@ -4947,50 +5184,39 @@
ifDepth++;
}
- void PixelRoutine::IFp(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with IFC
+ void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
- if(predicateRegister.modifier == Src::MODIFIER_NOT)
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
- condition &= r.enableStack[r.enableIndex];
-
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
-
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
- Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
-
- branch(notAllFalse, trueBlock, falseBlock);
-
- isConditionalIf[ifDepth] = true;
- ifFalseBlock[ifDepth] = falseBlock;
-
- ifDepth++;
- breakDepth++;
+ IF(r, condition);
}
- void PixelRoutine::IFC(Registers &r, Color4f &src0, Color4f &src1, Control control)
+ void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
switch(control)
{
- case Op::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Op::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Op::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Op::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Op::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Op::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
+ case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+ case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+ case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
+ case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
default:
ASSERT(false);
}
+ IF(r, condition);
+ }
+
+ void PixelRoutine::IF(Registers &r, Int4 &condition)
+ {
condition &= r.enableStack[r.enableIndex];
r.enableIndex++;
@@ -4999,7 +5225,7 @@
llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
- Bool notAllFalse = SignMask(condition & r.enableBreak) != 0;
+ Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, trueBlock, falseBlock);
@@ -5012,7 +5238,13 @@
void PixelRoutine::LABEL(int labelIndex)
{
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
Nucleus::setInsertBlock(labelBlock[labelIndex]);
+ currentLabel = labelIndex;
}
void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
@@ -5075,27 +5307,73 @@
breakDepth = 0;
}
+ void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
+ {
+ r.enableIndex++;
+
+ llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ loopRepTestBlock[loopRepDepth] = testBlock;
+ loopRepEndBlock[loopRepDepth] = endBlock;
+
+ Int4 restoreBreak = r.enableBreak;
+ Int4 restoreContinue = r.enableContinue;
+
+ // FIXME: jump(testBlock)
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(testBlock);
+ r.enableContinue = restoreContinue;
+
+ Vector4f &src = reg(r, temporaryRegister);
+ Int4 condition = As<Int4>(src.x);
+ condition &= r.enableStack[r.enableIndex - 1];
+ r.enableStack[r.enableIndex] = condition;
+
+ Bool notAllFalse = SignMask(condition) != 0;
+ branch(notAllFalse, loopBlock, endBlock);
+
+ Nucleus::setInsertBlock(endBlock);
+ r.enableBreak = restoreBreak;
+
+ Nucleus::setInsertBlock(loopBlock);
+
+ loopRepDepth++;
+ breakDepth = 0;
+ }
+
void PixelRoutine::RET(Registers &r)
{
- if(!returns)
+ if(currentLabel == -1)
{
returnBlock = Nucleus::createBasicBlock();
Nucleus::createBr(returnBlock);
-
- returns = true;
}
else
{
- // FIXME: Encapsulate
- UInt index = r.callStack[--r.stackIndex];
-
llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
- llvm::Value *value = Nucleus::createLoad(index.address);
- llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock.size());
- for(unsigned int i = 0; i < callRetBlock.size(); i++)
+ if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
{
- Nucleus::addSwitchCase(switchInst, i, callRetBlock[i]);
+ // FIXME: Encapsulate
+ UInt index = r.callStack[--r.stackIndex];
+
+ llvm::Value *value = Nucleus::createLoad(index.address);
+ llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+
+ for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+ {
+ Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+ }
+ }
+ else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
+ {
+ Nucleus::createBr(callRetBlock[currentLabel][0]);
+ }
+ else // Function isn't called
+ {
+ Nucleus::createBr(unreachableBlock);
}
Nucleus::setInsertBlock(unreachableBlock);
@@ -5103,30 +5381,38 @@
}
}
- void PixelRoutine::writeDestination(Registers &r, Color4i &d, const Dst &dst)
+ void PixelRoutine::LEAVE(Registers &r)
+ {
+ r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+
+ // FIXME: Return from function if all instances left
+ // FIXME: Use enableLeave in other control-flow constructs
+ }
+
+ void PixelRoutine::writeDestination(Registers &r, Vector4i &d, const Dst &dst)
{
switch(dst.type)
{
- case Dst::PARAMETER_TEMP:
+ case Shader::PARAMETER_TEMP:
if(dst.mask & 0x1) r.ri[dst.index].x = d.x;
if(dst.mask & 0x2) r.ri[dst.index].y = d.y;
if(dst.mask & 0x4) r.ri[dst.index].z = d.z;
if(dst.mask & 0x8) r.ri[dst.index].w = d.w;
break;
- case Dst::PARAMETER_INPUT:
+ case Shader::PARAMETER_INPUT:
if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
break;
- case Dst::PARAMETER_CONST: ASSERT(false); break;
- case Dst::PARAMETER_TEXTURE:
+ case Shader::PARAMETER_CONST: ASSERT(false); break;
+ case Shader::PARAMETER_TEXTURE:
if(dst.mask & 0x1) r.ti[dst.index].x = d.x;
if(dst.mask & 0x2) r.ti[dst.index].y = d.y;
if(dst.mask & 0x4) r.ti[dst.index].z = d.z;
if(dst.mask & 0x8) r.ti[dst.index].w = d.w;
break;
- case Dst::PARAMETER_COLOROUT:
+ case Shader::PARAMETER_COLOROUT:
if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
@@ -5137,29 +5423,29 @@
}
}
- Color4i PixelRoutine::regi(Registers &r, const Src &src)
+ Vector4i PixelRoutine::regi(Registers &r, const Src &src)
{
- Color4i *reg;
+ Vector4i *reg;
int i = src.index;
- Color4i c;
+ Vector4i c;
- if(src.type == ShaderParameter::PARAMETER_CONST)
+ if(src.type == Shader::PARAMETER_CONST)
{
- c.r = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
- c.g = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
- c.b = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
- c.a = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
+ c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
+ c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
+ c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
+ c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
}
switch(src.type)
{
- case Src::PARAMETER_TEMP: reg = &r.ri[i]; break;
- case Src::PARAMETER_INPUT: reg = &r.vi[i]; break;
- case Src::PARAMETER_CONST: reg = &c; break;
- case Src::PARAMETER_TEXTURE: reg = &r.ti[i]; break;
- case Src::PARAMETER_VOID: return r.ri[0]; // Dummy
- case Src::PARAMETER_FLOATLITERAL: return r.ri[0]; // Dummy
+ case Shader::PARAMETER_TEMP: reg = &r.ri[i]; break;
+ case Shader::PARAMETER_INPUT: reg = &r.vi[i]; break;
+ case Shader::PARAMETER_CONST: reg = &c; break;
+ case Shader::PARAMETER_TEXTURE: reg = &r.ti[i]; break;
+ case Shader::PARAMETER_VOID: return r.ri[0]; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL: return r.ri[0]; // Dummy
default:
ASSERT(false);
}
@@ -5169,180 +5455,177 @@
Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
- Color4i mod;
+ Vector4i mod;
switch(src.modifier)
{
- case Src::MODIFIER_NONE:
- mod.r = x;
- mod.g = y;
- mod.b = z;
- mod.a = w;
+ case Shader::MODIFIER_NONE:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
break;
- case Src::MODIFIER_BIAS:
- mod.r = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.g = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.b = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.a = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ case Shader::MODIFIER_BIAS:
+ mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
break;
- case Src::MODIFIER_BIAS_NEGATE:
- mod.r = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.g = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.b = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.a = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
+ case Shader::MODIFIER_BIAS_NEGATE:
+ mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+ mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+ mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+ mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
break;
- case Src::MODIFIER_COMPLEMENT:
- mod.r = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), x);
- mod.g = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), y);
- mod.b = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), z);
- mod.a = SubSat(Short4(0x1000, 0x1000, 0x1000, 0x1000), w);
+ 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 Src::MODIFIER_NEGATE:
- mod.r = -x;
- mod.g = -y;
- mod.b = -z;
- mod.a = -w;
+ case Shader::MODIFIER_NEGATE:
+ mod.x = -x;
+ mod.y = -y;
+ mod.z = -z;
+ mod.w = -w;
break;
- case Src::MODIFIER_X2:
- mod.r = AddSat(x, x);
- mod.g = AddSat(y, y);
- mod.b = AddSat(z, z);
- mod.a = AddSat(w, w);
+ 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 Src::MODIFIER_X2_NEGATE:
- mod.r = -AddSat(x, x);
- mod.g = -AddSat(y, y);
- mod.b = -AddSat(z, z);
- mod.a = -AddSat(w, w);
+ 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 Src::MODIFIER_SIGN:
- mod.r = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.g = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.b = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.a = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.r = AddSat(mod.r, mod.r);
- mod.g = AddSat(mod.g, mod.g);
- mod.b = AddSat(mod.b, mod.b);
- mod.a = AddSat(mod.a, mod.a);
+ case Shader::MODIFIER_SIGN:
+ mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 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 Src::MODIFIER_SIGN_NEGATE:
- mod.r = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.g = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.b = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.a = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
- mod.r = AddSat(mod.r, mod.r);
- mod.g = AddSat(mod.g, mod.g);
- mod.b = AddSat(mod.b, mod.b);
- mod.a = AddSat(mod.a, mod.a);
+ case Shader::MODIFIER_SIGN_NEGATE:
+ mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+ mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+ mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+ mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 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 Src::MODIFIER_DZ:
- mod.r = x;
- mod.g = y;
- mod.b = z;
- mod.a = w;
+ case Shader::MODIFIER_DZ:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
// Projection performed by texture sampler
break;
- case Src::MODIFIER_DW:
- mod.r = x;
- mod.g = y;
- mod.b = z;
- mod.a = w;
+ 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 == ShaderParameter::PARAMETER_CONST && (src.modifier == Src::MODIFIER_X2 || src.modifier == Src::MODIFIER_X2_NEGATE))
+ if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
{
- mod.r = Min(mod.r, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.r = Max(mod.r, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.g = Min(mod.g, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.g = Max(mod.g, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.b = Min(mod.b, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.b = Max(mod.b, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.a = Min(mod.a, Short4(0x1000, 0x1000, 0x1000, 0x1000)); mod.a = Max(mod.a, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
}
return mod;
}
- Color4f PixelRoutine::reg(Registers &r, const Src &src, int offset)
+ Vector4f PixelRoutine::reg(Registers &r, const Src &src, int offset)
{
- Color4f reg;
+ Vector4f reg;
int i = src.index + offset;
switch(src.type)
{
- case Src::PARAMETER_TEMP: reg = r.rf[i]; break;
- case Src::PARAMETER_INPUT:
+ case Shader::PARAMETER_TEMP:
+ if(src.rel.type == Shader::PARAMETER_VOID)
{
- if(!src.relative)
+ reg = r.rf[i];
+ }
+ else
+ {
+ Int a = relativeAddress(r, src);
+
+ reg = r.rf[i + a];
+ }
+ break;
+ case Shader::PARAMETER_INPUT:
+ {
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
{
- reg.x = r.vx[i];
- reg.y = r.vy[i];
- reg.z = r.vz[i];
- reg.w = r.vw[i];
+ reg = r.vf[i];
}
- else if(src.relativeType == Src::PARAMETER_LOOP)
+ else if(src.rel.type == Shader::PARAMETER_LOOP)
{
Int aL = r.aL[r.loopDepth];
- reg.x = r.vx[i + aL];
- reg.y = r.vy[i + aL];
- reg.z = r.vz[i + aL];
- reg.w = r.vw[i + aL];
+ reg = r.vf[i + aL];
}
- else ASSERT(false);
- }
- break;
- case Src::PARAMETER_CONST:
- {
- reg.r = reg.g = reg.b = reg.a = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
-
- reg.r = reg.r.xxxx;
- reg.g = reg.g.yyyy;
- reg.b = reg.b.zzzz;
- reg.a = reg.a.wwww;
-
- if(localShaderConstants) // Constant may be known at compile time
+ else
{
- for(int j = 0; j < pixelShader->getLength(); j++)
- {
- const ShaderInstruction &instruction = *pixelShader->getInstruction(j);
-
- if(instruction.getOpcode() == ShaderOperation::OPCODE_DEF)
- {
- if(instruction.getDestinationParameter().index == i)
- {
- reg.r = Float4(instruction.getSourceParameter(0).value);
- reg.g = Float4(instruction.getSourceParameter(1).value);
- reg.b = Float4(instruction.getSourceParameter(2).value);
- reg.a = Float4(instruction.getSourceParameter(3).value);
-
- break;
- }
- }
- }
+ Int a = relativeAddress(r, src);
+
+ reg = r.vf[i + a];
}
}
break;
- case Src::PARAMETER_TEXTURE:
- {
- reg.x = r.vx[2 + i];
- reg.y = r.vy[2 + i];
- reg.z = r.vz[2 + i];
- reg.w = r.vw[2 + i];
- }
+ case Shader::PARAMETER_CONST:
+ reg = readConstant(r, src, offset);
break;
- case Src::PARAMETER_MISCTYPE:
+ case Shader::PARAMETER_TEXTURE:
+ reg = r.vf[2 + i];
+ break;
+ case Shader::PARAMETER_MISCTYPE:
if(src.index == 0) reg = r.vPos;
if(src.index == 1) reg = r.vFace;
break;
- case Src::PARAMETER_SAMPLER: return r.rf[0]; // Dummy
- case Src::PARAMETER_PREDICATE: return r.rf[0]; // Dummy
- case Src::PARAMETER_VOID: return r.rf[0]; // Dummy
- case Src::PARAMETER_FLOATLITERAL: return r.rf[0]; // Dummy
- case Src::PARAMETER_CONSTINT: return r.rf[0]; // Dummy
- case Src::PARAMETER_CONSTBOOL: return r.rf[0]; // Dummy
- case Src::PARAMETER_LOOP: return r.rf[0]; // Dummy
+ case Shader::PARAMETER_SAMPLER:
+ if(src.rel.type == Shader::PARAMETER_VOID)
+ {
+ reg.x = As<Float4>(Int4(i));
+ }
+ else if(src.rel.type == Shader::PARAMETER_TEMP)
+ {
+ reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
+ }
+ return reg;
+ case Shader::PARAMETER_PREDICATE: return reg; // Dummy
+ case Shader::PARAMETER_VOID: return reg; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL:
+ reg.x = Float4(src.value[0]);
+ reg.y = Float4(src.value[1]);
+ reg.z = Float4(src.value[2]);
+ reg.w = Float4(src.value[3]);
+ break;
+ case Shader::PARAMETER_CONSTINT: return reg; // Dummy
+ case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
+ case Shader::PARAMETER_LOOP: return reg; // Dummy
+ case Shader::PARAMETER_COLOROUT:
+ reg = r.oC[i];
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ reg.x = r.oDepth;
+ break;
default:
ASSERT(false);
}
@@ -5352,29 +5635,29 @@
Float4 &z = reg[(src.swizzle >> 4) & 0x3];
Float4 &w = reg[(src.swizzle >> 6) & 0x3];
- Color4f mod;
+ Vector4f mod;
switch(src.modifier)
{
- case Src::MODIFIER_NONE:
+ case Shader::MODIFIER_NONE:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
break;
- case Src::MODIFIER_NEGATE:
+ case Shader::MODIFIER_NEGATE:
mod.x = -x;
mod.y = -y;
mod.z = -z;
mod.w = -w;
break;
- case Src::MODIFIER_ABS:
+ case Shader::MODIFIER_ABS:
mod.x = Abs(x);
mod.y = Abs(y);
mod.z = Abs(z);
mod.w = Abs(w);
break;
- case Src::MODIFIER_ABS_NEGATE:
+ case Shader::MODIFIER_ABS_NEGATE:
mod.x = -Abs(x);
mod.y = -Abs(y);
mod.z = -Abs(z);
@@ -5387,13 +5670,134 @@
return mod;
}
- bool PixelRoutine::colorUsed()
+ Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
{
- return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsTexkill;
+ Vector4f c;
+
+ int i = src.index + offset;
+
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ {
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+
+ if(localShaderConstants) // Constant may be known at compile time
+ {
+ for(int j = 0; j < shader->getLength(); j++)
+ {
+ const Shader::Instruction &instruction = *shader->getInstruction(j);
+
+ if(instruction.opcode == Shader::OPCODE_DEF)
+ {
+ if(instruction.dst.index == i)
+ {
+ c.x = Float4(instruction.src[0].value[0]);
+ c.y = Float4(instruction.src[0].value[1]);
+ c.z = Float4(instruction.src[0].value[2]);
+ c.w = Float4(instruction.src[0].value[3]);
+
+ break;
+ }
+ }
+ }
+ }
+ }
+ else if(src.rel.type == Shader::PARAMETER_LOOP)
+ {
+ Int loopCounter = r.aL[r.loopDepth];
+
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+ }
+ else
+ {
+ Int a = relativeAddress(r, src);
+
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+ }
+
+ return c;
}
- unsigned short PixelRoutine::pixelShaderVersion() const
+ Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
{
- return pixelShader ? pixelShader->getVersion() : 0x0000;
+ ASSERT(var.rel.deterministic);
+
+ if(var.rel.type == Shader::PARAMETER_TEMP)
+ {
+ return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_INPUT)
+ {
+ return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_OUTPUT)
+ {
+ return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_CONST)
+ {
+ RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[var.rel.index]));
+
+ return RoundInt(Extract(c, 0)) * var.rel.scale;
+ }
+ else ASSERT(false);
+
+ return 0;
+ }
+
+ Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
+ {
+ Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
+
+ if(shader->containsBreakInstruction() && !whileTest && instruction->analysisBreak)
+ {
+ enable &= r.enableBreak;
+ }
+
+ if(shader->containsContinueInstruction() && !whileTest && instruction->analysisContinue)
+ {
+ enable &= r.enableContinue;
+ }
+
+ if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+ {
+ enable &= r.enableLeave;
+ }
+
+ return enable;
+ }
+
+ bool PixelRoutine::colorUsed()
+ {
+ return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
+ }
+
+ unsigned short PixelRoutine::shaderVersion() const
+ {
+ return shader ? shader->getVersion() : 0x0000;
+ }
+
+ bool PixelRoutine::interpolateZ() const
+ {
+ return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+ }
+
+ bool PixelRoutine::interpolateW() const
+ {
+ return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
}
}