|  | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
|  | // | 
|  | // Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | // you may not use this file except in compliance with the License. | 
|  | // You may obtain a copy of the License at | 
|  | // | 
|  | //    http://www.apache.org/licenses/LICENSE-2.0 | 
|  | // | 
|  | // Unless required by applicable law or agreed to in writing, software | 
|  | // distributed under the License is distributed on an "AS IS" BASIS, | 
|  | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | // See the License for the specific language governing permissions and | 
|  | // limitations under the License. | 
|  |  | 
|  | #include "VertexProgram.hpp" | 
|  |  | 
|  | #include "VertexShader.hpp" | 
|  | #include "SamplerCore.hpp" | 
|  | #include "Renderer/Renderer.hpp" | 
|  | #include "Renderer/Vertex.hpp" | 
|  | #include "Common/Half.hpp" | 
|  | #include "Common/Debug.hpp" | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) | 
|  | : VertexRoutine(state, shader), | 
|  | shader(shader), | 
|  | r(shader->indirectAddressableTemporaries), | 
|  | aL(shader->getLimits().loops), | 
|  | increment(shader->getLimits().loops), | 
|  | iteration(shader->getLimits().loops), | 
|  | callStack(shader->getLimits().stack) | 
|  | { | 
|  | auto limits = shader->getLimits(); | 
|  | ifFalseBlock.resize(limits.ifs); | 
|  | loopRepTestBlock.resize(limits.loops); | 
|  | loopRepEndBlock.resize(limits.loops); | 
|  | labelBlock.resize(limits.maxLabel + 1); | 
|  | isConditionalIf.resize(limits.ifs); | 
|  |  | 
|  | loopDepth = -1; | 
|  | enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  |  | 
|  | if(shader->containsBreakInstruction()) | 
|  | { | 
|  | enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | if(shader->containsContinueInstruction()) | 
|  | { | 
|  | enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | if(shader->isInstanceIdDeclared()) | 
|  | { | 
|  | instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID)); | 
|  | } | 
|  | } | 
|  |  | 
|  | VertexProgram::~VertexProgram() | 
|  | { | 
|  | } | 
|  |  | 
|  | void VertexProgram::pipeline(UInt &index) | 
|  | { | 
|  | if(!state.preTransformed) | 
|  | { | 
|  | program(index); | 
|  | } | 
|  | else | 
|  | { | 
|  | passThrough(); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::program(UInt &index) | 
|  | { | 
|  | //	shader->print("VertexShader-%0.8X.txt", state.shaderID); | 
|  |  | 
|  | unsigned short shaderModel = shader->getShaderModel(); | 
|  |  | 
|  | enableIndex = 0; | 
|  | stackIndex = 0; | 
|  |  | 
|  | if(shader->containsLeaveInstruction()) | 
|  | { | 
|  | enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | if(shader->isVertexIdDeclared()) | 
|  | { | 
|  | if(state.textureSampling) | 
|  | { | 
|  | vertexID = Int4(Int(index)); | 
|  | } | 
|  | else | 
|  | { | 
|  | vertexID = Insert(vertexID, As<Int>(index), 0); | 
|  | vertexID = Insert(vertexID, As<Int>(index + 1), 1); | 
|  | vertexID = Insert(vertexID, As<Int>(index + 2), 2); | 
|  | vertexID = Insert(vertexID, As<Int>(index + 3), 3); | 
|  | } | 
|  | } | 
|  |  | 
|  | // Create all call site return blocks up front | 
|  | for(size_t i = 0; i < shader->getLength(); i++) | 
|  | { | 
|  | const Shader::Instruction *instruction = shader->getInstruction(i); | 
|  | Shader::Opcode opcode = instruction->opcode; | 
|  |  | 
|  | if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ) | 
|  | { | 
|  | const Dst &dst = instruction->dst; | 
|  |  | 
|  | ASSERT(callRetBlock[dst.label].size() == dst.callSite); | 
|  | callRetBlock[dst.label].push_back(Nucleus::createBasicBlock()); | 
|  | } | 
|  | } | 
|  |  | 
|  | for(size_t 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; | 
|  | } | 
|  |  | 
|  | Dst dst = instruction->dst; | 
|  | Src src0 = instruction->src[0]; | 
|  | Src src1 = instruction->src[1]; | 
|  | Src src2 = instruction->src[2]; | 
|  | Src src3 = instruction->src[3]; | 
|  | Src src4 = instruction->src[4]; | 
|  |  | 
|  | bool predicate = instruction->predicate; | 
|  | Control control = instruction->control; | 
|  | bool integer = dst.type == Shader::PARAMETER_ADDR; | 
|  | bool pp = dst.partialPrecision; | 
|  |  | 
|  | Vector4f d; | 
|  | Vector4f s0; | 
|  | Vector4f s1; | 
|  | Vector4f s2; | 
|  | Vector4f s3; | 
|  | Vector4f s4; | 
|  |  | 
|  | if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); | 
|  | if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); | 
|  | if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); | 
|  | if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); | 
|  | if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); | 
|  |  | 
|  | switch(opcode) | 
|  | { | 
|  | case Shader::OPCODE_VS_1_0:                                     break; | 
|  | case Shader::OPCODE_VS_1_1:                                     break; | 
|  | case Shader::OPCODE_VS_2_0:                                     break; | 
|  | case Shader::OPCODE_VS_2_x:                                     break; | 
|  | case Shader::OPCODE_VS_2_sw:                                    break; | 
|  | case Shader::OPCODE_VS_3_0:                                     break; | 
|  | case Shader::OPCODE_VS_3_sw:                                    break; | 
|  | case Shader::OPCODE_DCL:                                        break; | 
|  | case Shader::OPCODE_DEF:                                        break; | 
|  | case Shader::OPCODE_DEFI:                                       break; | 
|  | case Shader::OPCODE_DEFB:                                       break; | 
|  | case Shader::OPCODE_NOP:                                        break; | 
|  | case Shader::OPCODE_ABS:        abs(d, s0);                     break; | 
|  | case Shader::OPCODE_IABS:       iabs(d, s0);                    break; | 
|  | case Shader::OPCODE_ADD:        add(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IADD:       iadd(d, s0, s1);                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_DP1:        dp1(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_DP2:        dp2(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_DET2:       det2(d, s0, s1);                break; | 
|  | case Shader::OPCODE_DET3:       det3(d, s0, s1, s2);            break; | 
|  | case Shader::OPCODE_DET4:       det4(d, s0, s1, s2, s3);        break; | 
|  | case Shader::OPCODE_ATT:        att(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);               break; | 
|  | case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                break; | 
|  | case Shader::OPCODE_EXPP:       expp(d, s0, shaderModel);       break; | 
|  | case Shader::OPCODE_EXP:        exp(d, s0, pp);                 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_ROUND:      round(d, s0);                   break; | 
|  | case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);               break; | 
|  | case Shader::OPCODE_CEIL:       ceil(d, s0);                    break; | 
|  | case Shader::OPCODE_LIT:        lit(d, s0);                     break; | 
|  | case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);               break; | 
|  | case Shader::OPCODE_LOG2:       log2(d, s0, pp);                break; | 
|  | case Shader::OPCODE_LOGP:       logp(d, s0, shaderModel);       break; | 
|  | case Shader::OPCODE_LOG:        log(d, s0, pp);                 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_ISINF:      isinf(d, s0);                   break; | 
|  | case Shader::OPCODE_ISNAN:      isnan(d, s0);                   break; | 
|  | case Shader::OPCODE_FLOATBITSTOINT: | 
|  | case Shader::OPCODE_FLOATBITSTOUINT: | 
|  | case Shader::OPCODE_INTBITSTOFLOAT: | 
|  | case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    break; | 
|  | case Shader::OPCODE_PACKSNORM2x16:   packSnorm2x16(d, s0);      break; | 
|  | case Shader::OPCODE_PACKUNORM2x16:   packUnorm2x16(d, s0);      break; | 
|  | case Shader::OPCODE_PACKHALF2x16:    packHalf2x16(d, s0);       break; | 
|  | case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0);    break; | 
|  | case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0);    break; | 
|  | case Shader::OPCODE_UNPACKHALF2x16:  unpackHalf2x16(d, s0);     break; | 
|  | case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);              break; | 
|  | case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);              break; | 
|  | case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);              break; | 
|  | case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);              break; | 
|  | case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);              break; | 
|  | case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);             break; | 
|  | case Shader::OPCODE_IMAD:       imad(d, s0, s1, s2);            break; | 
|  | case Shader::OPCODE_MAX:        max(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IMAX:       imax(d, s0, s1);                break; | 
|  | case Shader::OPCODE_UMAX:       umax(d, s0, s1);                break; | 
|  | case Shader::OPCODE_MIN:        min(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IMIN:       imin(d, s0, s1);                break; | 
|  | case Shader::OPCODE_UMIN:       umin(d, s0, s1);                break; | 
|  | case Shader::OPCODE_MOV:        mov(d, s0, integer);            break; | 
|  | case Shader::OPCODE_MOVA:       mov(d, s0, true);               break; | 
|  | case Shader::OPCODE_NEG:        neg(d, s0);                     break; | 
|  | case Shader::OPCODE_INEG:       ineg(d, s0);                    break; | 
|  | case Shader::OPCODE_F2B:        f2b(d, s0);                     break; | 
|  | case Shader::OPCODE_B2F:        b2f(d, s0);                     break; | 
|  | case Shader::OPCODE_F2I:        f2i(d, s0);                     break; | 
|  | case Shader::OPCODE_I2F:        i2f(d, s0);                     break; | 
|  | case Shader::OPCODE_F2U:        f2u(d, s0);                     break; | 
|  | case Shader::OPCODE_U2F:        u2f(d, s0);                     break; | 
|  | case Shader::OPCODE_I2B:        i2b(d, s0);                     break; | 
|  | case Shader::OPCODE_B2I:        b2i(d, s0);                     break; | 
|  | case Shader::OPCODE_MUL:        mul(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IMUL:       imul(d, s0, s1);                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_POWX:       powx(d, s0, s1, pp);            break; | 
|  | case Shader::OPCODE_POW:        pow(d, s0, s1, pp);             break; | 
|  | case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                break; | 
|  | case Shader::OPCODE_DIV:        div(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IDIV:       idiv(d, s0, s1);                break; | 
|  | case Shader::OPCODE_UDIV:       udiv(d, s0, s1);                break; | 
|  | case Shader::OPCODE_MOD:        mod(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_IMOD:       imod(d, s0, s1);                break; | 
|  | case Shader::OPCODE_UMOD:       umod(d, s0, s1);                break; | 
|  | case Shader::OPCODE_SHL:        shl(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                break; | 
|  | case Shader::OPCODE_USHR:       ushr(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_SGE:        step(d, s1, s0);                break; | 
|  | case Shader::OPCODE_SGN:        sgn(d, s0);                     break; | 
|  | case Shader::OPCODE_ISGN:       isgn(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);                     break; | 
|  | case Shader::OPCODE_ACOS:       acos(d, s0);                    break; | 
|  | case Shader::OPCODE_ASIN:       asin(d, s0);                    break; | 
|  | case Shader::OPCODE_ATAN:       atan(d, s0);                    break; | 
|  | case Shader::OPCODE_ATAN2:      atan2(d, s0, s1);               break; | 
|  | case Shader::OPCODE_COSH:       cosh(d, s0, pp);                break; | 
|  | case Shader::OPCODE_SINH:       sinh(d, s0, pp);                break; | 
|  | case Shader::OPCODE_TANH:       tanh(d, s0, pp);                break; | 
|  | case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);               break; | 
|  | case Shader::OPCODE_ASINH:      asinh(d, s0, pp);               break; | 
|  | case Shader::OPCODE_ATANH:      atanh(d, s0, pp);               break; | 
|  | case Shader::OPCODE_SLT:        slt(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_SUB:        sub(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_ISUB:       isub(d, s0, s1);                break; | 
|  | case Shader::OPCODE_BREAK:      BREAK();                        break; | 
|  | case Shader::OPCODE_BREAKC:     BREAKC(s0, s1, control);        break; | 
|  | case Shader::OPCODE_BREAKP:     BREAKP(src0);                   break; | 
|  | case Shader::OPCODE_CONTINUE:   CONTINUE();                     break; | 
|  | case Shader::OPCODE_TEST:       TEST();                         break; | 
|  | case Shader::OPCODE_SCALAR:     SCALAR();                       break; | 
|  | case Shader::OPCODE_CALL:       CALL(dst.label, dst.callSite);  break; | 
|  | case Shader::OPCODE_CALLNZ:     CALLNZ(dst.label, dst.callSite, src0); break; | 
|  | case Shader::OPCODE_ELSE:       ELSE();                         break; | 
|  | case Shader::OPCODE_ENDIF:      ENDIF();                        break; | 
|  | case Shader::OPCODE_ENDLOOP:    ENDLOOP();                      break; | 
|  | case Shader::OPCODE_ENDREP:     ENDREP();                       break; | 
|  | case Shader::OPCODE_ENDWHILE:   ENDWHILE();                     break; | 
|  | case Shader::OPCODE_ENDSWITCH:  ENDSWITCH();                    break; | 
|  | case Shader::OPCODE_IF:         IF(src0);                       break; | 
|  | case Shader::OPCODE_IFC:        IFC(s0, s1, control);           break; | 
|  | case Shader::OPCODE_LABEL:      LABEL(dst.index);               break; | 
|  | case Shader::OPCODE_LOOP:       LOOP(src1);                     break; | 
|  | case Shader::OPCODE_REP:        REP(src0);                      break; | 
|  | case Shader::OPCODE_WHILE:      WHILE(src0);                    break; | 
|  | case Shader::OPCODE_SWITCH:     SWITCH();                       break; | 
|  | case Shader::OPCODE_RET:        RET();                          break; | 
|  | case Shader::OPCODE_LEAVE:      LEAVE();                        break; | 
|  | case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);        break; | 
|  | case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);       break; | 
|  | case Shader::OPCODE_UCMP:       ucmp(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_ALL:        all(d.x, s0);                   break; | 
|  | case Shader::OPCODE_ANY:        any(d.x, s0);                   break; | 
|  | case Shader::OPCODE_NOT:        bitwise_not(d, s0);             break; | 
|  | case Shader::OPCODE_OR:         bitwise_or(d, s0, s1);          break; | 
|  | case Shader::OPCODE_XOR:        bitwise_xor(d, s0, s1);         break; | 
|  | case Shader::OPCODE_AND:        bitwise_and(d, s0, s1);         break; | 
|  | case Shader::OPCODE_EQ:         equal(d, s0, s1);               break; | 
|  | case Shader::OPCODE_NE:         notEqual(d, s0, s1);            break; | 
|  | case Shader::OPCODE_TEXLDL:     TEXLOD(d, s0, src1, s0.w);      break; | 
|  | case Shader::OPCODE_TEXLOD:     TEXLOD(d, s0, src1, s2.x);      break; | 
|  | case Shader::OPCODE_TEX:        TEX(d, s0, src1);               break; | 
|  | case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2);     break; | 
|  | case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break; | 
|  | case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x);  break; | 
|  | case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break; | 
|  | case Shader::OPCODE_TEXGRAD:    TEXGRAD(d, s0, src1, s2, s3);   break; | 
|  | case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break; | 
|  | case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);         break; | 
|  | case Shader::OPCODE_END:                                        break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP) | 
|  | { | 
|  | if(dst.saturate) | 
|  | { | 
|  | 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(instruction->isPredicated()) | 
|  | { | 
|  | Vector4f pDst;   // FIXME: Rename | 
|  |  | 
|  | switch(dst.type) | 
|  | { | 
|  | case Shader::PARAMETER_VOID: break; | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | if(dst.x) pDst.x = r[dst.index].x; | 
|  | if(dst.y) pDst.y = r[dst.index].y; | 
|  | if(dst.z) pDst.z = r[dst.index].z; | 
|  | if(dst.w) pDst.w = r[dst.index].w; | 
|  | } | 
|  | else if(!dst.rel.dynamic) | 
|  | { | 
|  | Int a = dst.index + relativeAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) pDst.x = r[a].x; | 
|  | if(dst.y) pDst.y = r[a].y; | 
|  | if(dst.z) pDst.z = r[a].z; | 
|  | if(dst.w) pDst.w = r[a].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 a = dst.index + dynamicAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) pDst.x = r[a].x; | 
|  | if(dst.y) pDst.y = r[a].y; | 
|  | if(dst.z) pDst.z = r[a].z; | 
|  | if(dst.w) pDst.w = r[a].w; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ADDR: pDst = a0; break; | 
|  | case Shader::PARAMETER_RASTOUT: | 
|  | switch(dst.index) | 
|  | { | 
|  | case 0: | 
|  | if(dst.x) pDst.x = o[Pos].x; | 
|  | if(dst.y) pDst.y = o[Pos].y; | 
|  | if(dst.z) pDst.z = o[Pos].z; | 
|  | if(dst.w) pDst.w = o[Pos].w; | 
|  | break; | 
|  | case 1: | 
|  | pDst.x = o[Fog].x; | 
|  | break; | 
|  | case 2: | 
|  | pDst.x = o[Pts].y; | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ATTROUT: | 
|  | if(dst.x) pDst.x = o[C0 + dst.index].x; | 
|  | if(dst.y) pDst.y = o[C0 + dst.index].y; | 
|  | if(dst.z) pDst.z = o[C0 + dst.index].z; | 
|  | if(dst.w) pDst.w = o[C0 + dst.index].w; | 
|  | break; | 
|  | case Shader::PARAMETER_TEXCRDOUT: | 
|  | //	case Shader::PARAMETER_OUTPUT: | 
|  | if(shaderModel < 0x0300) | 
|  | { | 
|  | if(dst.x) pDst.x = o[T0 + dst.index].x; | 
|  | if(dst.y) pDst.y = o[T0 + dst.index].y; | 
|  | if(dst.z) pDst.z = o[T0 + dst.index].z; | 
|  | if(dst.w) pDst.w = o[T0 + dst.index].w; | 
|  | } | 
|  | else if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | if(dst.x) pDst.x = o[dst.index].x; | 
|  | if(dst.y) pDst.y = o[dst.index].y; | 
|  | if(dst.z) pDst.z = o[dst.index].z; | 
|  | if(dst.w) pDst.w = o[dst.index].w; | 
|  | } | 
|  | else if(!dst.rel.dynamic) | 
|  | { | 
|  | Int a = dst.index + relativeAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) pDst.x = o[a].x; | 
|  | if(dst.y) pDst.y = o[a].y; | 
|  | if(dst.z) pDst.z = o[a].z; | 
|  | if(dst.w) pDst.w = o[a].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 a = dst.index + dynamicAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) pDst.x = o[a].x; | 
|  | if(dst.y) pDst.y = o[a].y; | 
|  | if(dst.z) pDst.z = o[a].z; | 
|  | if(dst.w) pDst.w = o[a].w; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_LABEL:                break; | 
|  | case Shader::PARAMETER_PREDICATE: pDst = p0; break; | 
|  | case Shader::PARAMETER_INPUT:                break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | Int4 enable = enableMask(instruction); | 
|  |  | 
|  | Int4 xEnable = enable; | 
|  | Int4 yEnable = enable; | 
|  | Int4 zEnable = enable; | 
|  | Int4 wEnable = enable; | 
|  |  | 
|  | if(predicate) | 
|  | { | 
|  | unsigned char pSwizzle = instruction->predicateSwizzle; | 
|  |  | 
|  | Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03]; | 
|  | Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03]; | 
|  | Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03]; | 
|  | Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03]; | 
|  |  | 
|  | if(!instruction->predicateNot) | 
|  | { | 
|  | if(dst.x) xEnable = xEnable & As<Int4>(xPredicate); | 
|  | if(dst.y) yEnable = yEnable & As<Int4>(yPredicate); | 
|  | if(dst.z) zEnable = zEnable & As<Int4>(zPredicate); | 
|  | if(dst.w) wEnable = wEnable & As<Int4>(wPredicate); | 
|  | } | 
|  | else | 
|  | { | 
|  | if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate); | 
|  | if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate); | 
|  | if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate); | 
|  | if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable); | 
|  | if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable); | 
|  | if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable); | 
|  | if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable); | 
|  |  | 
|  | if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable)); | 
|  | if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable)); | 
|  | if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable)); | 
|  | if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable)); | 
|  | } | 
|  |  | 
|  | switch(dst.type) | 
|  | { | 
|  | case Shader::PARAMETER_VOID: | 
|  | break; | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | if(dst.x) r[dst.index].x = d.x; | 
|  | if(dst.y) r[dst.index].y = d.y; | 
|  | if(dst.z) r[dst.index].z = d.z; | 
|  | if(dst.w) r[dst.index].w = d.w; | 
|  | } | 
|  | else if(!dst.rel.dynamic) | 
|  | { | 
|  | Int a = dst.index + relativeAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) r[a].x = d.x; | 
|  | if(dst.y) r[a].y = d.y; | 
|  | if(dst.z) r[a].z = d.z; | 
|  | if(dst.w) r[a].w = d.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 a = dst.index + dynamicAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) r.scatter_x(a, d.x); | 
|  | if(dst.y) r.scatter_y(a, d.y); | 
|  | if(dst.z) r.scatter_z(a, d.z); | 
|  | if(dst.w) r.scatter_w(a, d.w); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ADDR: | 
|  | if(dst.x) a0.x = d.x; | 
|  | if(dst.y) a0.y = d.y; | 
|  | if(dst.z) a0.z = d.z; | 
|  | if(dst.w) a0.w = d.w; | 
|  | break; | 
|  | case Shader::PARAMETER_RASTOUT: | 
|  | switch(dst.index) | 
|  | { | 
|  | case 0: | 
|  | if(dst.x) o[Pos].x = d.x; | 
|  | if(dst.y) o[Pos].y = d.y; | 
|  | if(dst.z) o[Pos].z = d.z; | 
|  | if(dst.w) o[Pos].w = d.w; | 
|  | break; | 
|  | case 1: | 
|  | o[Fog].x = d.x; | 
|  | break; | 
|  | case 2: | 
|  | o[Pts].y = d.x; | 
|  | break; | 
|  | default:	ASSERT(false); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ATTROUT: | 
|  | if(dst.x) o[C0 + dst.index].x = d.x; | 
|  | if(dst.y) o[C0 + dst.index].y = d.y; | 
|  | if(dst.z) o[C0 + dst.index].z = d.z; | 
|  | if(dst.w) o[C0 + dst.index].w = d.w; | 
|  | break; | 
|  | case Shader::PARAMETER_TEXCRDOUT: | 
|  | //	case Shader::PARAMETER_OUTPUT: | 
|  | if(shaderModel < 0x0300) | 
|  | { | 
|  | if(dst.x) o[T0 + dst.index].x = d.x; | 
|  | if(dst.y) o[T0 + dst.index].y = d.y; | 
|  | if(dst.z) o[T0 + dst.index].z = d.z; | 
|  | if(dst.w) o[T0 + dst.index].w = d.w; | 
|  | } | 
|  | else if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | if(dst.x) o[dst.index].x = d.x; | 
|  | if(dst.y) o[dst.index].y = d.y; | 
|  | if(dst.z) o[dst.index].z = d.z; | 
|  | if(dst.w) o[dst.index].w = d.w; | 
|  | } | 
|  | else if(!dst.rel.dynamic) | 
|  | { | 
|  | Int a = dst.index + relativeAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) o[a].x = d.x; | 
|  | if(dst.y) o[a].y = d.y; | 
|  | if(dst.z) o[a].z = d.z; | 
|  | if(dst.w) o[a].w = d.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 a = dst.index + dynamicAddress(dst.rel); | 
|  |  | 
|  | if(dst.x) o.scatter_x(a, d.x); | 
|  | if(dst.y) o.scatter_y(a, d.y); | 
|  | if(dst.z) o.scatter_z(a, d.z); | 
|  | if(dst.w) o.scatter_w(a, d.w); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_LABEL:             break; | 
|  | case Shader::PARAMETER_PREDICATE: p0 = d; break; | 
|  | case Shader::PARAMETER_INPUT:             break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(currentLabel != -1) | 
|  | { | 
|  | Nucleus::setInsertBlock(returnBlock); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::passThrough() | 
|  | { | 
|  | if(shader) | 
|  | { | 
|  | for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | 
|  | { | 
|  | unsigned char usage = shader->getOutput(i, 0).usage; | 
|  |  | 
|  | switch(usage) | 
|  | { | 
|  | case 0xFF: | 
|  | continue; | 
|  | case Shader::USAGE_PSIZE: | 
|  | o[i].y = v[i].x; | 
|  | break; | 
|  | case Shader::USAGE_TEXCOORD: | 
|  | o[i].x = v[i].x; | 
|  | o[i].y = v[i].y; | 
|  | o[i].z = v[i].z; | 
|  | o[i].w = v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_POSITION: | 
|  | o[i].x = v[i].x; | 
|  | o[i].y = v[i].y; | 
|  | o[i].z = v[i].z; | 
|  | o[i].w = v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_COLOR: | 
|  | o[i].x = v[i].x; | 
|  | o[i].y = v[i].y; | 
|  | o[i].z = v[i].z; | 
|  | o[i].w = v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_FOG: | 
|  | o[i].x = v[i].x; | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | o[Pos].x = v[PositionT].x; | 
|  | o[Pos].y = v[PositionT].y; | 
|  | o[Pos].z = v[PositionT].z; | 
|  | o[Pos].w = v[PositionT].w; | 
|  |  | 
|  | for(int i = 0; i < 2; i++) | 
|  | { | 
|  | o[C0 + i].x = v[Color0 + i].x; | 
|  | o[C0 + i].y = v[Color0 + i].y; | 
|  | o[C0 + i].z = v[Color0 + i].z; | 
|  | o[C0 + i].w = v[Color0 + i].w; | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | o[T0 + i].x = v[TexCoord0 + i].x; | 
|  | o[T0 + i].y = v[TexCoord0 + i].y; | 
|  | o[T0 + i].z = v[TexCoord0 + i].z; | 
|  | o[T0 + i].w = v[TexCoord0 + i].w; | 
|  | } | 
|  |  | 
|  | o[Pts].y = v[PointSize].x; | 
|  | } | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) | 
|  | { | 
|  | Vector4f reg; | 
|  | unsigned int i = src.index + offset; | 
|  |  | 
|  | switch(src.type) | 
|  | { | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = r[i]; | 
|  | } | 
|  | else if(!src.rel.dynamic) | 
|  | { | 
|  | reg = r[i + relativeAddress(src.rel, src.bufferIndex)]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = r[i + dynamicAddress(src.rel)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_CONST: | 
|  | reg = readConstant(src, offset); | 
|  | break; | 
|  | case Shader::PARAMETER_INPUT: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = v[i]; | 
|  | } | 
|  | else if(!src.rel.dynamic) | 
|  | { | 
|  | reg = v[i + relativeAddress(src.rel, src.bufferIndex)]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = v[i + dynamicAddress(src.rel)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_VOID: return r[0];   // Dummy | 
|  | case Shader::PARAMETER_FLOAT4LITERAL: | 
|  | // This is used for all literal types, and since Reactor doesn't guarantee | 
|  | // preserving the bit pattern of float constants, we must construct them | 
|  | // as integer constants and bitcast. | 
|  | reg.x = As<Float4>(Int4(src.integer[0])); | 
|  | reg.y = As<Float4>(Int4(src.integer[1])); | 
|  | reg.z = As<Float4>(Int4(src.integer[2])); | 
|  | reg.w = As<Float4>(Int4(src.integer[3])); | 
|  | break; | 
|  | case Shader::PARAMETER_ADDR:      reg = a0; break; | 
|  | case Shader::PARAMETER_CONSTBOOL: return r[0];   // Dummy | 
|  | case Shader::PARAMETER_CONSTINT:  return r[0];   // Dummy | 
|  | case Shader::PARAMETER_LOOP:      return r[0];   // Dummy | 
|  | case Shader::PARAMETER_PREDICATE: return r[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) + As<Int4>(r[src.rel.index].x)); | 
|  | } | 
|  | return reg; | 
|  | case Shader::PARAMETER_OUTPUT: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = o[i]; | 
|  | } | 
|  | else if(!src.rel.dynamic) | 
|  | { | 
|  | reg = o[i + relativeAddress(src.rel, src.bufferIndex)]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = o[i + dynamicAddress(src.rel)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_MISCTYPE: | 
|  | if(src.index == Shader::InstanceIDIndex) | 
|  | { | 
|  | reg.x = As<Float>(instanceID); | 
|  | } | 
|  | else if(src.index == Shader::VertexIDIndex) | 
|  | { | 
|  | reg.x = As<Float4>(vertexID); | 
|  | } | 
|  | else ASSERT(false); | 
|  | return reg; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | const Float4 &x = reg[(src.swizzle >> 0) & 0x3]; | 
|  | const Float4 &y = reg[(src.swizzle >> 2) & 0x3]; | 
|  | const Float4 &z = reg[(src.swizzle >> 4) & 0x3]; | 
|  | const Float4 &w = reg[(src.swizzle >> 6) & 0x3]; | 
|  |  | 
|  | Vector4f mod; | 
|  |  | 
|  | switch(src.modifier) | 
|  | { | 
|  | case Shader::MODIFIER_NONE: | 
|  | mod.x = x; | 
|  | mod.y = y; | 
|  | mod.z = z; | 
|  | mod.w = w; | 
|  | break; | 
|  | case Shader::MODIFIER_NEGATE: | 
|  | mod.x = -x; | 
|  | mod.y = -y; | 
|  | mod.z = -z; | 
|  | mod.w = -w; | 
|  | break; | 
|  | case Shader::MODIFIER_ABS: | 
|  | mod.x = Abs(x); | 
|  | mod.y = Abs(y); | 
|  | mod.z = Abs(z); | 
|  | mod.w = Abs(w); | 
|  | break; | 
|  | case Shader::MODIFIER_ABS_NEGATE: | 
|  | mod.x = -Abs(x); | 
|  | mod.y = -Abs(y); | 
|  | mod.z = -Abs(z); | 
|  | mod.w = -Abs(w); | 
|  | break; | 
|  | case Shader::MODIFIER_NOT: | 
|  | mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF)); | 
|  | mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF)); | 
|  | mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF)); | 
|  | mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF)); | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | return mod; | 
|  | } | 
|  |  | 
|  | RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index) | 
|  | { | 
|  | if(bufferIndex == -1) | 
|  | { | 
|  | return data + OFFSET(DrawData, vs.c[index]); | 
|  | } | 
|  | else | 
|  | { | 
|  | return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index; | 
|  | } | 
|  | } | 
|  |  | 
|  | RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset) | 
|  | { | 
|  | return uniformAddress(bufferIndex, index) + offset * sizeof(float4); | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset) | 
|  | { | 
|  | Vector4f c; | 
|  | unsigned int i = src.index + offset; | 
|  |  | 
|  | if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i)); | 
|  |  | 
|  | c.x = c.x.xxxx; | 
|  | c.y = c.y.yyyy; | 
|  | c.z = c.z.zzzz; | 
|  | c.w = c.w.wwww; | 
|  |  | 
|  | if(shader->containsDefineInstruction())   // Constant may be known at compile time | 
|  | { | 
|  | for(size_t 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.dynamic || src.rel.type == Shader::PARAMETER_LOOP) | 
|  | { | 
|  | Int a = relativeAddress(src.rel, src.bufferIndex); | 
|  |  | 
|  | c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); | 
|  |  | 
|  | c.x = c.x.xxxx; | 
|  | c.y = c.y.yyyy; | 
|  | c.z = c.z.zzzz; | 
|  | c.w = c.w.wwww; | 
|  | } | 
|  | else | 
|  | { | 
|  | int component = src.rel.swizzle & 0x03; | 
|  | Float4 a; | 
|  |  | 
|  | switch(src.rel.type) | 
|  | { | 
|  | case Shader::PARAMETER_ADDR:     a = a0[component]; break; | 
|  | case Shader::PARAMETER_TEMP:     a = r[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_INPUT:    a = v[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_OUTPUT:   a = o[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_CONST:    a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break; | 
|  | case Shader::PARAMETER_MISCTYPE: | 
|  | switch(src.rel.index) | 
|  | { | 
|  | case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break; | 
|  | case Shader::VertexIDIndex:   a = As<Float4>(vertexID);         break; | 
|  | default: ASSERT(false); | 
|  | } | 
|  | break; | 
|  | default: ASSERT(false); | 
|  | } | 
|  |  | 
|  | Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); | 
|  |  | 
|  | if (src.bufferIndex == -1) | 
|  | { | 
|  | index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} | 
|  | } | 
|  |  | 
|  | Int index0 = Extract(index, 0); | 
|  | Int index1 = Extract(index, 1); | 
|  | Int index2 = Extract(index, 2); | 
|  | Int index3 = Extract(index, 3); | 
|  |  | 
|  | c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); | 
|  | c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); | 
|  | c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); | 
|  | c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); | 
|  |  | 
|  | transpose4x4(c.x, c.y, c.z, c.w); | 
|  | } | 
|  |  | 
|  | return c; | 
|  | } | 
|  |  | 
|  | Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex) | 
|  | { | 
|  | ASSERT(!rel.dynamic); | 
|  |  | 
|  | if(rel.type == Shader::PARAMETER_TEMP) | 
|  | { | 
|  | return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale; | 
|  | } | 
|  | else if(rel.type == Shader::PARAMETER_INPUT) | 
|  | { | 
|  | return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale; | 
|  | } | 
|  | else if(rel.type == Shader::PARAMETER_OUTPUT) | 
|  | { | 
|  | return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale; | 
|  | } | 
|  | else if(rel.type == Shader::PARAMETER_CONST) | 
|  | { | 
|  | return *Pointer<Int>(uniformAddress(bufferIndex, rel.index)) * rel.scale; | 
|  | } | 
|  | else if(rel.type == Shader::PARAMETER_LOOP) | 
|  | { | 
|  | return aL[loopDepth]; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel) | 
|  | { | 
|  | int component = rel.swizzle & 0x03; | 
|  | Float4 a; | 
|  |  | 
|  | switch(rel.type) | 
|  | { | 
|  | case Shader::PARAMETER_ADDR:     a = a0[component]; break; | 
|  | case Shader::PARAMETER_TEMP:     a = r[rel.index][component]; break; | 
|  | case Shader::PARAMETER_INPUT:    a = v[rel.index][component]; break; | 
|  | case Shader::PARAMETER_OUTPUT:   a = o[rel.index][component]; break; | 
|  | case Shader::PARAMETER_MISCTYPE: | 
|  | switch(rel.index) | 
|  | { | 
|  | case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; | 
|  | case Shader::VertexIDIndex:   a = As<Float4>(vertexID);  break; | 
|  | default: ASSERT(false); | 
|  | } | 
|  | break; | 
|  | default: ASSERT(false); | 
|  | } | 
|  |  | 
|  | return As<Int4>(a) * Int4(rel.scale); | 
|  | } | 
|  |  | 
|  | Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) | 
|  | { | 
|  | if(scalar) | 
|  | { | 
|  | return Int4(0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | Int4 enable = instruction->analysisBranch ? Int4(enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]) : Int4(0xFFFFFFFF); | 
|  |  | 
|  | if(shader->containsBreakInstruction() && instruction->analysisBreak) | 
|  | { | 
|  | enable &= enableBreak; | 
|  | } | 
|  |  | 
|  | if(shader->containsContinueInstruction() && instruction->analysisContinue) | 
|  | { | 
|  | enable &= enableContinue; | 
|  | } | 
|  |  | 
|  | if(shader->containsLeaveInstruction() && instruction->analysisLeave) | 
|  | { | 
|  | enable &= enableLeave; | 
|  | } | 
|  |  | 
|  | return enable; | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegister(src1, 0); | 
|  | Vector4f row1 = fetchRegister(src1, 1); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegister(src1, 0); | 
|  | Vector4f row1 = fetchRegister(src1, 1); | 
|  | Vector4f row2 = fetchRegister(src1, 2); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | dst.z = dot3(src0, row2); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegister(src1, 0); | 
|  | Vector4f row1 = fetchRegister(src1, 1); | 
|  | Vector4f row2 = fetchRegister(src1, 2); | 
|  | Vector4f row3 = fetchRegister(src1, 3); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | dst.z = dot3(src0, row2); | 
|  | dst.w = dot3(src0, row3); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegister(src1, 0); | 
|  | Vector4f row1 = fetchRegister(src1, 1); | 
|  | Vector4f row2 = fetchRegister(src1, 2); | 
|  |  | 
|  | dst.x = dot4(src0, row0); | 
|  | dst.y = dot4(src0, row1); | 
|  | dst.z = dot4(src0, row2); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegister(src1, 0); | 
|  | Vector4f row1 = fetchRegister(src1, 1); | 
|  | Vector4f row2 = fetchRegister(src1, 2); | 
|  | Vector4f row3 = fetchRegister(src1, 3); | 
|  |  | 
|  | dst.x = dot4(src0, row0); | 
|  | dst.y = dot4(src0, row1); | 
|  | dst.z = dot4(src0, row2); | 
|  | dst.w = dot4(src0, row3); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAK() | 
|  | { | 
|  | enableBreak = enableBreak & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control) | 
|  | { | 
|  | Int4 condition; | 
|  |  | 
|  | switch(control) | 
|  | { | 
|  | 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); | 
|  | } | 
|  |  | 
|  | BREAK(condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC | 
|  | { | 
|  | Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | BREAK(condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAK(Int4 &condition) | 
|  | { | 
|  | condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  |  | 
|  | enableBreak = enableBreak & ~condition; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CONTINUE() | 
|  | { | 
|  | enableContinue = enableContinue & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEST() | 
|  | { | 
|  | enableContinue = restoreContinue.back(); | 
|  | restoreContinue.pop_back(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::SCALAR() | 
|  | { | 
|  | scalar = true; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALL(int labelIndex, int callSiteIndex) | 
|  | { | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | if(callRetBlock[labelIndex].size() > 1) | 
|  | { | 
|  | callStack[stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | Int4 restoreLeave = enableLeave; | 
|  |  | 
|  | Nucleus::createBr(labelBlock[labelIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src) | 
|  | { | 
|  | if(src.type == Shader::PARAMETER_CONSTBOOL) | 
|  | { | 
|  | CALLNZb(labelIndex, callSiteIndex, src); | 
|  | } | 
|  | else if(src.type == Shader::PARAMETER_PREDICATE) | 
|  | { | 
|  | CALLNZp(labelIndex, callSiteIndex, src); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister) | 
|  | { | 
|  | Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME | 
|  |  | 
|  | if(boolRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = !condition; | 
|  | } | 
|  |  | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | if(callRetBlock[labelIndex].size() > 1) | 
|  | { | 
|  | callStack[stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | Int4 restoreLeave = enableLeave; | 
|  |  | 
|  | branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister) | 
|  | { | 
|  | Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  |  | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | if(callRetBlock[labelIndex].size() > 1) | 
|  | { | 
|  | callStack[stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | enableIndex++; | 
|  | enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
|  | Int4 restoreLeave = enableLeave; | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  | branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | enableIndex--; | 
|  | enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::ELSE() | 
|  | { | 
|  | ifDepth--; | 
|  |  | 
|  | BasicBlock *falseBlock = ifFalseBlock[ifDepth]; | 
|  | BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | if(isConditionalIf[ifDepth]) | 
|  | { | 
|  | Int4 condition = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  |  | 
|  | branch(notAllFalse, falseBlock, endBlock); | 
|  |  | 
|  | enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  | } | 
|  | else | 
|  | { | 
|  | Nucleus::createBr(endBlock); | 
|  | Nucleus::setInsertBlock(falseBlock); | 
|  | } | 
|  |  | 
|  | ifFalseBlock[ifDepth] = endBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDIF() | 
|  | { | 
|  | ifDepth--; | 
|  |  | 
|  | BasicBlock *endBlock = ifFalseBlock[ifDepth]; | 
|  |  | 
|  | Nucleus::createBr(endBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | if(isConditionalIf[ifDepth]) | 
|  | { | 
|  | enableIndex--; | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDLOOP() | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: += | 
|  |  | 
|  | BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | loopDepth--; | 
|  | enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDREP() | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | loopDepth--; | 
|  | enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDWHILE() | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | enableIndex--; | 
|  | scalar = false; | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDSWITCH() | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(endBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  | } | 
|  |  | 
|  | void VertexProgram::IF(const Src &src) | 
|  | { | 
|  | if(src.type == Shader::PARAMETER_CONSTBOOL) | 
|  | { | 
|  | IFb(src); | 
|  | } | 
|  | else if(src.type == Shader::PARAMETER_PREDICATE) | 
|  | { | 
|  | IFp(src); | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 condition = As<Int4>(fetchRegister(src).x); | 
|  | IF(condition); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFb(const Src &boolRegister) | 
|  | { | 
|  | ASSERT(ifDepth < 24 + 4); | 
|  |  | 
|  | Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME | 
|  |  | 
|  | if(boolRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = !condition; | 
|  | } | 
|  |  | 
|  | BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | branch(condition, trueBlock, falseBlock); | 
|  |  | 
|  | isConditionalIf[ifDepth] = false; | 
|  | ifFalseBlock[ifDepth] = falseBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFp(const Src &predicateRegister) | 
|  | { | 
|  | Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | IF(condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control) | 
|  | { | 
|  | Int4 condition; | 
|  |  | 
|  | switch(control) | 
|  | { | 
|  | 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(condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::IF(Int4 &condition) | 
|  | { | 
|  | condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  |  | 
|  | enableIndex++; | 
|  | enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
|  |  | 
|  | BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  |  | 
|  | branch(notAllFalse, trueBlock, falseBlock); | 
|  |  | 
|  | isConditionalIf[ifDepth] = true; | 
|  | ifFalseBlock[ifDepth] = falseBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::LABEL(int labelIndex) | 
|  | { | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | Nucleus::setInsertBlock(labelBlock[labelIndex]); | 
|  | currentLabel = labelIndex; | 
|  | } | 
|  |  | 
|  | void VertexProgram::LOOP(const Src &integerRegister) | 
|  | { | 
|  | loopDepth++; | 
|  |  | 
|  | iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
|  | aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1])); | 
|  | increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2])); | 
|  |  | 
|  | // FIXME: Compiles to two instructions? | 
|  | If(increment[loopDepth] == 0) | 
|  | { | 
|  | increment[loopDepth] = 1; | 
|  | } | 
|  |  | 
|  | BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | // FIXME: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  |  | 
|  | branch(iteration[loopDepth] > 0, loopBlock, endBlock); | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: -- | 
|  |  | 
|  | loopRepDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::REP(const Src &integerRegister) | 
|  | { | 
|  | loopDepth++; | 
|  |  | 
|  | iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
|  | aL[loopDepth] = aL[loopDepth - 1]; | 
|  |  | 
|  | BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | // FIXME: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  |  | 
|  | branch(iteration[loopDepth] > 0, loopBlock, endBlock); | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: -- | 
|  |  | 
|  | loopRepDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::WHILE(const Src &temporaryRegister) | 
|  | { | 
|  | enableIndex++; | 
|  |  | 
|  | BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | Int4 restoreBreak = enableBreak; | 
|  | restoreContinue.push_back(enableContinue); | 
|  |  | 
|  | // TODO: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  |  | 
|  | const Vector4f &src = fetchRegister(temporaryRegister); | 
|  | Int4 condition = As<Int4>(src.x); | 
|  | condition &= enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  | if(shader->containsLeaveInstruction()) condition &= enableLeave; | 
|  | if(shader->containsBreakInstruction()) condition &= enableBreak; | 
|  | enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  | branch(notAllFalse, loopBlock, endBlock); | 
|  |  | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  | enableBreak = restoreBreak; | 
|  |  | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | loopRepDepth++; | 
|  | scalar = false; | 
|  | } | 
|  |  | 
|  | void VertexProgram::SWITCH() | 
|  | { | 
|  | BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = nullptr; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | Int4 restoreBreak = enableBreak; | 
|  |  | 
|  | BasicBlock *currentBlock = Nucleus::getInsertBlock(); | 
|  |  | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  | enableBreak = restoreBreak; | 
|  |  | 
|  | Nucleus::setInsertBlock(currentBlock); | 
|  |  | 
|  | loopRepDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::RET() | 
|  | { | 
|  | if(currentLabel == -1) | 
|  | { | 
|  | returnBlock = Nucleus::createBasicBlock(); | 
|  | Nucleus::createBr(returnBlock); | 
|  | } | 
|  | else | 
|  | { | 
|  | BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack | 
|  | { | 
|  | // FIXME: Encapsulate | 
|  | UInt index = callStack[--stackIndex]; | 
|  |  | 
|  | Value *value = index.loadValue(); | 
|  | SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); | 
|  |  | 
|  | for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) | 
|  | { | 
|  | Nucleus::addSwitchCase(switchCases, 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); | 
|  | Nucleus::createUnreachable(); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::LEAVE() | 
|  | { | 
|  | enableLeave = enableLeave & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
|  |  | 
|  | // FIXME: Return from function if all instances left | 
|  | // FIXME: Use enableLeave in other control-flow constructs | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset}); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset}); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset}); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset) | 
|  | { | 
|  | dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset}); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1) | 
|  | { | 
|  | bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETER_VOID); | 
|  | Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x)) * sizeof(Texture); | 
|  | Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + offset; | 
|  |  | 
|  | dst = SamplerCore::textureSize(texture, lod); | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) | 
|  | { | 
|  | Vector4f tmp; | 
|  |  | 
|  | if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function); | 
|  | } | 
|  | else | 
|  | { | 
|  | Int index = As<Int>(Float(fetchRegister(s).x.x)); | 
|  |  | 
|  | for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | 
|  | { | 
|  | if(shader->usesSampler(i)) | 
|  | { | 
|  | If(index == i) | 
|  | { | 
|  | tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function); | 
|  | // FIXME: When the sampler states are the same, we could use one sampler and just index the texture | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | Vector4f c; | 
|  | c.x = tmp[(s.swizzle >> 0) & 0x3]; | 
|  | c.y = tmp[(s.swizzle >> 2) & 0x3]; | 
|  | c.z = tmp[(s.swizzle >> 4) & 0x3]; | 
|  | c.w = tmp[(s.swizzle >> 6) & 0x3]; | 
|  |  | 
|  | return c; | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) | 
|  | { | 
|  | Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture); | 
|  | return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function); | 
|  | } | 
|  | } |