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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "SetupRoutine.hpp"
#include <Device/Vertex.hpp>
#include "Constants.hpp"
#include "Device/Polygon.hpp"
#include "Device/Primitive.hpp"
#include "Device/Renderer.hpp"
#include "Reactor/Reactor.hpp"
namespace sw {
SetupRoutine::SetupRoutine(const SetupProcessor::State &state)
: state(state)
{
}
SetupRoutine::~SetupRoutine()
{
}
void SetupRoutine::generate()
{
SetupFunction function;
{
Pointer<Byte> primitive(function.Arg<0>());
Pointer<Byte> tri(function.Arg<1>());
Pointer<Byte> polygon(function.Arg<2>());
Pointer<Byte> data(function.Arg<3>());
Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData, constants));
const bool point = state.isDrawPoint;
const bool line = state.isDrawLine;
const bool triangle = state.isDrawTriangle;
const int V0 = OFFSET(Triangle, v0);
const int V1 = (triangle || line) ? OFFSET(Triangle, v1) : OFFSET(Triangle, v0);
const int V2 = triangle ? OFFSET(Triangle, v2) : (line ? OFFSET(Triangle, v1) : OFFSET(Triangle, v0));
Pointer<Byte> v0 = tri + V0;
Pointer<Byte> v1 = tri + V1;
Pointer<Byte> v2 = tri + V2;
Array<Int> X(16);
Array<Int> Y(16);
X[0] = *Pointer<Int>(v0 + OFFSET(Vertex, projected.x));
X[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x));
X[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x));
Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y));
Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y));
Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y));
Int d = 1; // Winding direction
// Culling
if(triangle)
{
Float x0 = Float(X[0]);
Float x1 = Float(X[1]);
Float x2 = Float(X[2]);
Float y0 = Float(Y[0]);
Float y1 = Float(Y[1]);
Float y2 = Float(Y[2]);
Float A = (y0 - y2) * x1 + (y2 - y1) * x0 + (y1 - y0) * x2; // Area
If(A == 0.0f)
{
Return(0);
}
Int w0w1w2 = *Pointer<Int>(v0 + OFFSET(Vertex, w)) ^
*Pointer<Int>(v1 + OFFSET(Vertex, w)) ^
*Pointer<Int>(v2 + OFFSET(Vertex, w));
A = IfThenElse(w0w1w2 < 0, -A, A);
Bool frontFacing = (state.frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE) ? A > 0.0f : A < 0.0f;
if(state.cullMode & VK_CULL_MODE_FRONT_BIT)
{
If(frontFacing) Return(0);
}
if(state.cullMode & VK_CULL_MODE_BACK_BIT)
{
If(!frontFacing) Return(0);
}
d = IfThenElse(A > 0.0f, d, Int(0));
If(frontFacing)
{
*Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
*Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
}
Else
{
*Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
*Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
}
}
else
{
*Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
*Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
}
Int n = *Pointer<Int>(polygon + OFFSET(Polygon, n));
Int m = *Pointer<Int>(polygon + OFFSET(Polygon, i));
If(m != 0 || Bool(!triangle)) // Clipped triangle; reproject
{
Pointer<Byte> V = polygon + OFFSET(Polygon, P) + m * sizeof(void *) * 16;
Int i = 0;
Do
{
Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void *));
Float4 v = *Pointer<Float4>(p, 16);
Float w = v.w;
Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f));
X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData, X0xF)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData, WxF)));
Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData, Y0xF)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData, HxF)));
i++;
}
Until(i >= n);
}
// Vertical range
Int yMin = Y[0];
Int yMax = Y[0];
Int i = 1;
Do
{
yMin = Min(Y[i], yMin);
yMax = Max(Y[i], yMax);
i++;
}
Until(i >= n);
constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS;
constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK;
constexpr float subPixF = vk::SUBPIXEL_PRECISION_FACTOR;
if(state.enableMultiSampling)
{
yMin = (yMin + Constants::yMinMultiSampleOffset) >> subPixB;
yMax = (yMax + Constants::yMaxMultiSampleOffset) >> subPixB;
}
else
{
yMin = (yMin + subPixM) >> subPixB;
yMax = (yMax + subPixM) >> subPixB;
}
yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData, scissorY0)));
yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData, scissorY1)));
// If yMin and yMax are initially negative, the scissor clamping above will typically result
// in yMin == 0 and yMax unchanged. We bail as we don't need to rasterize this primitive, and
// code below assumes yMin < yMax.
If(yMin >= yMax)
{
Return(0);
}
For(Int q = 0, q < state.multiSampleCount, q++)
{
Array<Int> Xq(16);
Array<Int> Yq(16);
Int i = 0;
Do
{
Xq[i] = X[i];
Yq[i] = Y[i];
if(state.enableMultiSampling)
{
// The subtraction here is because we're not moving the point, we're testing the edge against it
Xq[i] = Xq[i] - *Pointer<Int>(constants + OFFSET(Constants, Xf) + q * sizeof(int));
Yq[i] = Yq[i] - *Pointer<Int>(constants + OFFSET(Constants, Yf) + q * sizeof(int));
}
i++;
}
Until(i >= n);
Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive, outline->left)) + q * sizeof(Primitive);
Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive, outline->right)) + q * sizeof(Primitive);
if(state.enableMultiSampling)
{
Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0));
Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1));
Short x = Short(Clamp((X[0] + subPixM) >> subPixB, xMin, xMax));
For(Int y = yMin - 1, y < yMax + 1, y++)
{
*Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x;
*Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x;
}
}
Xq[n] = Xq[0];
Yq[n] = Yq[0];
// Rasterize
{
Int i = 0;
Do
{
edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q);
i++;
}
Until(i >= n);
}
if(!state.enableMultiSampling)
{
For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++)
{
// Increments yMin
}
For(, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--)
{
// Decrements yMax
}
If(yMin == yMax)
{
Return(0);
}
*Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
*Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
*Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
*Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
}
}
*Pointer<Int>(primitive + OFFSET(Primitive, yMin)) = yMin;
*Pointer<Int>(primitive + OFFSET(Primitive, yMax)) = yMax;
// Sort by minimum y
if(triangle)
{
Float y0 = *Pointer<Float>(v0 + OFFSET(Vertex, y));
Float y1 = *Pointer<Float>(v1 + OFFSET(Vertex, y));
Float y2 = *Pointer<Float>(v2 + OFFSET(Vertex, y));
Float yMin = Min(Min(y0, y1), y2);
conditionalRotate1(yMin == y1, v0, v1, v2);
conditionalRotate2(yMin == y2, v0, v1, v2);
}
// Sort by maximum w
if(triangle)
{
Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w));
Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w));
Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w));
Float wMax = Max(Max(w0, w1), w2);
conditionalRotate1(wMax == w1, v0, v1, v2);
conditionalRotate2(wMax == w2, v0, v1, v2);
}
Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w));
Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w));
Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w));
Float4 w012;
w012.x = w0;
w012.y = w1;
w012.z = w2;
w012.w = 1;
Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex, projected.w));
Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.x));
Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x));
Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x));
Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y));
Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y));
Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y));
if(point)
{
*Pointer<Float>(primitive + OFFSET(Primitive, pointCoordX)) = Float(1.0f / subPixF) * Float(X0);
*Pointer<Float>(primitive + OFFSET(Primitive, pointCoordY)) = Float(1.0f / subPixF) * Float(Y0);
}
if(line)
{
X2 = X1 + Y1 - Y0;
Y2 = Y1 + X0 - X1;
}
Float dx = Float(X0) * (1.0f / subPixF);
Float dy = Float(Y0) * (1.0f / subPixF);
X1 -= X0;
Y1 -= Y0;
X2 -= X0;
Y2 -= Y0;
Float x1 = w1 * (1.0f / subPixF) * Float(X1);
Float y1 = w1 * (1.0f / subPixF) * Float(Y1);
Float x2 = w2 * (1.0f / subPixF) * Float(X2);
Float y2 = w2 * (1.0f / subPixF) * Float(Y2);
Float a = x1 * y2 - x2 * y1;
Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx);
Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy);
*Pointer<Float4>(primitive + OFFSET(Primitive, xQuad), 16) = xQuad;
*Pointer<Float4>(primitive + OFFSET(Primitive, yQuad), 16) = yQuad;
Float4 M[3];
M[0] = Float4(0, 0, 0, 0);
M[1] = Float4(0, 0, 0, 0);
M[2] = Float4(0, 0, 0, 0);
M[0].z = rhw0;
If(a != 0.0f)
{
Float A = 1.0f / a;
Float D = A * rhw0;
M[0].x = (y1 * w2 - y2 * w1) * D;
M[0].y = (x2 * w1 - x1 * w2) * D;
// M[0].z = rhw0;
// M[0].w = 0;
M[1].x = y2 * A;
M[1].y = -x2 * A;
// M[1].z = 0;
// M[1].w = 0;
M[2].x = -y1 * A;
M[2].y = x1 * A;
// M[2].z = 0;
// M[2].w = 0;
}
if(state.interpolateW)
{
Float4 ABC = M[0] + M[1] + M[2];
Float4 A = ABC.x;
Float4 B = ABC.y;
Float4 C = ABC.z;
*Pointer<Float4>(primitive + OFFSET(Primitive, w.A), 16) = A;
*Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16) = B;
*Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) = C;
}
if(state.interpolateZ)
{
Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex, projected.z));
Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex, projected.z));
Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex, projected.z));
z1 -= z0;
z2 -= z0;
Float A;
Float B;
Float C;
if(!point)
{
Float x1 = Float(X1) * (1.0f / subPixF);
Float y1 = Float(Y1) * (1.0f / subPixF);
Float x2 = Float(X2) * (1.0f / subPixF);
Float y2 = Float(Y2) * (1.0f / subPixF);
Float D = *Pointer<Float>(data + OFFSET(DrawData, depthRange)) / (x1 * y2 - x2 * y1);
A = (y2 * z1 - y1 * z2) * D;
B = (x1 * z2 - x2 * z1) * D;
}
else
{
A = 0.0f;
B = 0.0f;
}
C = z0 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear));
*Pointer<Float4>(primitive + OFFSET(Primitive, z.A), 16) = Float4(A);
*Pointer<Float4>(primitive + OFFSET(Primitive, z.B), 16) = Float4(B);
*Pointer<Float4>(primitive + OFFSET(Primitive, z.C), 16) = Float4(C);
Float bias = 0.0f;
if(state.applyConstantDepthBias)
{
Float r; // Minimum resolvable difference
if(state.fixedPointDepthBuffer)
{
// TODO(b/139341727): Pre-multiply the constant depth bias factor by the minimum
// resolvable difference.
// TODO(b/139341727): When there's a fixed-point depth buffer and no depth bias clamp,
// the constant depth bias factor could be added to 'depthNear', eliminating the per-
// polygon addition.
r = *Pointer<Float>(data + OFFSET(DrawData, minimumResolvableDepthDifference));
}
else // Floating-point depth buffer
{
// "For floating-point depth buffers, there is no single minimum resolvable difference.
// In this case, the minimum resolvable difference for a given polygon is dependent on
// the maximum exponent, e, in the range of z values spanned by the primitive. If n is
// the number of bits in the floating-point mantissa, the minimum resolvable difference,
// r, for the given primitive is defined as r = 2^(e-n)."
Float Z0 = C;
Float Z1 = z1 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear));
Float Z2 = z2 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear));
Int e0 = As<Int>(Z0) & 0x7F800000;
Int e1 = As<Int>(Z1) & 0x7F800000;
Int e2 = As<Int>(Z2) & 0x7F800000;
Int e = Max(Max(e0, e1), e2);
r = As<Float>(e) * Float(1.0f / (1 << 23));
}
bias = r * *Pointer<Float>(data + OFFSET(DrawData, constantDepthBias));
}
if(state.applySlopeDepthBias)
{
Float m = Max(Abs(A), Abs(B));
bias += m * *Pointer<Float>(data + OFFSET(DrawData, slopeDepthBias)); // TODO(b/155302798): Optimize 0 += x;
}
if(state.applyConstantDepthBias || state.applySlopeDepthBias)
{
if(state.applyDepthBiasClamp)
{
Float clamp = *Pointer<Float>(data + OFFSET(DrawData, depthBiasClamp));
bias = IfThenElse(clamp > 0.0f, Min(bias, clamp), Max(bias, clamp));
}
*Pointer<Float4>(primitive + OFFSET(Primitive, zBias), 16) = Float4(bias);
}
}
for(int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++)
{
if(state.gradient[interpolant].Type != SpirvShader::ATTRIBTYPE_UNUSED)
{
setupGradient(primitive, tri, w012, M, v0, v1, v2,
OFFSET(Vertex, v[interpolant]),
OFFSET(Primitive, V[interpolant]),
state.gradient[interpolant].Flat,
!state.gradient[interpolant].NoPerspective);
}
}
for(unsigned int i = 0; i < state.numClipDistances; i++)
{
setupGradient(primitive, tri, w012, M, v0, v1, v2,
OFFSET(Vertex, clipDistance[i]),
OFFSET(Primitive, clipDistance[i]),
false, true);
}
for(unsigned int i = 0; i < state.numCullDistances; i++)
{
setupGradient(primitive, tri, w012, M, v0, v1, v2,
OFFSET(Vertex, cullDistance[i]),
OFFSET(Primitive, cullDistance[i]),
false, true);
}
Return(1);
}
routine = function("SetupRoutine");
}
void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool perspective)
{
if(!flat)
{
Float4 i;
i.x = *Pointer<Float>(v0 + attribute);
i.y = *Pointer<Float>(v1 + attribute);
i.z = *Pointer<Float>(v2 + attribute);
i.w = 0;
if(!perspective)
{
i *= w012;
}
Float4 A = i.xxxx * m[0];
Float4 B = i.yyyy * m[1];
Float4 C = i.zzzz * m[2];
C = A + B + C;
A = C.xxxx;
B = C.yyyy;
C = C.zzzz;
*Pointer<Float4>(primitive + planeEquation + 0, 16) = A;
*Pointer<Float4>(primitive + planeEquation + 16, 16) = B;
*Pointer<Float4>(primitive + planeEquation + 32, 16) = C;
}
else
{
int leadingVertex = OFFSET(Triangle, v0);
Float C = *Pointer<Float>(triangle + leadingVertex + attribute);
*Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0);
*Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0);
*Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C);
}
}
void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q)
{
If(Ya != Yb)
{
Bool swap = Yb < Ya;
Int X1 = IfThenElse(swap, Xb, Xa);
Int X2 = IfThenElse(swap, Xa, Xb);
Int Y1 = IfThenElse(swap, Yb, Ya);
Int Y2 = IfThenElse(swap, Ya, Yb);
constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS;
constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK;
Int y1 = Max((Y1 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY0)));
Int y2 = Min((Y2 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY1)));
If(y1 < y2)
{
Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0));
Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1));
Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->left);
Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->right);
Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge);
// Deltas
Int DX12 = X2 - X1;
Int DY12 = Y2 - Y1;
Int FDX12 = DX12 << subPixB;
Int FDY12 = DY12 << subPixB;
Int X = DX12 * ((y1 << subPixB) - Y1) + (X1 & subPixM) * DY12;
Int x = (X1 >> subPixB) + X / FDY12; // Edge
Int d = X % FDY12; // Error-term
Int ceil = -d >> 31; // Ceiling division: remainder <= 0
x -= ceil;
d -= ceil & FDY12;
Int Q = FDX12 / FDY12; // Edge-step
Int R = FDX12 % FDY12; // Error-step
Int floor = R >> 31; // Flooring division: remainder >= 0
Q += floor;
R += floor & FDY12;
Int D = FDY12; // Error-overflow
Int y = y1;
Do
{
*Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax));
x += Q;
d += R;
Int overflow = -d >> 31;
d -= D & overflow;
x -= overflow;
y++;
}
Until(y >= y2);
}
}
}
void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
{
#if 0 // Rely on LLVM optimization
If(condition)
{
Pointer<Byte> vX;
vX = v0;
v0 = v1;
v1 = v2;
v2 = vX;
}
#else
Pointer<Byte> vX = v0;
v0 = IfThenElse(condition, v1, v0);
v1 = IfThenElse(condition, v2, v1);
v2 = IfThenElse(condition, vX, v2);
#endif
}
void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
{
#if 0 // Rely on LLVM optimization
If(condition)
{
Pointer<Byte> vX;
vX = v2;
v2 = v1;
v1 = v0;
v0 = vX;
}
#else
Pointer<Byte> vX = v2;
v2 = IfThenElse(condition, v1, v2);
v1 = IfThenElse(condition, v0, v1);
v0 = IfThenElse(condition, vX, v0);
#endif
}
SetupFunction::RoutineType SetupRoutine::getRoutine()
{
return routine;
}
} // namespace sw