Derive Rasterizer from Function<>.
Bug 22652760
Change-Id: I1a8ff978fdc7ad795e469218a931523d624e7cde
Reviewed-on: https://swiftshader-review.googlesource.com/4546
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/PixelPipeline.cpp b/src/Shader/PixelPipeline.cpp
index 0879ce9..7669163 100644
--- a/src/Shader/PixelPipeline.cpp
+++ b/src/Shader/PixelPipeline.cpp
@@ -17,24 +17,22 @@
{
extern bool postBlendSRGB;
- void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+ void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
- Registers& r = *static_cast<Registers*>(&rBase);
+ if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1000);
+ if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1000);
+ if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1000);
+ if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1000);
- if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.v[0].x); else r.diffuse.x = Short4(0x1000);
- if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.v[0].y); else r.diffuse.y = Short4(0x1000);
- if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.v[0].z); else r.diffuse.z = Short4(0x1000);
- if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.v[0].w); else r.diffuse.w = Short4(0x1000);
-
- if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.v[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.v[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.v[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.v[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x1) specular.x = convertFixed12(v[1].x); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x2) specular.y = convertFixed12(v[1].y); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x4) specular.z = convertFixed12(v[1].z); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x8) specular.w = convertFixed12(v[1].w); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
- void PixelPipeline::fixedFunction(Registers& r)
+ void PixelPipeline::fixedFunction()
{
- r.current = r.diffuse;
+ current = diffuse;
Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
for(int stage = 0; stage < 8; stage++)
@@ -48,22 +46,20 @@
if(state.textureStage[stage].usesTexture)
{
- sampleTexture(r, texture, stage, stage);
+ sampleTexture(texture, stage, stage);
}
- blendTexture(r, temp, texture, stage);
+ blendTexture(temp, texture, stage);
}
- specularPixel(r.current, r.specular);
+ specularPixel(current, specular);
}
- void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+ void PixelPipeline::applyShader(Int cMask[4])
{
- Registers& r = *static_cast<Registers*>(&rBase);
-
if(!shader)
{
- fixedFunction(r);
+ fixedFunction();
return;
}
@@ -98,14 +94,14 @@
Vector4s s1;
Vector4s s2;
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(src2);
- Float4 u = version < 0x0104 ? r.v[2 + dst.index].x : r.v[2 + src0.index].x;
- Float4 v = version < 0x0104 ? r.v[2 + dst.index].y : r.v[2 + src0.index].y;
- Float4 s = version < 0x0104 ? r.v[2 + dst.index].z : r.v[2 + src0.index].z;
- Float4 t = version < 0x0104 ? r.v[2 + dst.index].w : r.v[2 + src0.index].w;
+ Float4 x = version < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x;
+ Float4 y = version < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y;
+ Float4 z = version < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z;
+ Float4 w = version < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w;
switch(opcode)
{
@@ -129,34 +125,34 @@
case Shader::OPCODE_TEXCOORD:
if(version < 0x0104)
{
- TEXCOORD(d, u, v, s, dst.index);
- }
+ TEXCOORD(d, x, y, z, dst.index);
+ }
else
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
- TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ TEXCRD(d, x, y, z, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
- else // .xyw
+ else // .xwy
{
- TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ TEXCRD(d, x, y, w, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
break;
case Shader::OPCODE_TEXKILL:
if(version < 0x0104)
{
- TEXKILL(cMask, u, v, s);
+ TEXKILL(cMask, x, y, z);
}
else if(version == 0x0104)
{
if(dst.type == Shader::PARAMETER_TEXTURE)
{
- TEXKILL(cMask, u, v, s);
+ TEXKILL(cMask, x, y, z);
}
else
{
- TEXKILL(cMask, r.rs[dst.index]);
+ TEXKILL(cMask, rs[dst.index]);
}
}
else ASSERT(false);
@@ -164,7 +160,7 @@
case Shader::OPCODE_TEX:
if(version < 0x0104)
{
- TEX(r, d, u, v, s, dst.index, false);
+ TEX(d, x, y, z, dst.index, false);
}
else if(version == 0x0104)
{
@@ -172,41 +168,41 @@
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
- TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ TEX(d, x, y, z, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
- TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ TEX(d, x, y, w, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else
{
- TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ TEXLD(d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else ASSERT(false);
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;
+ case Shader::OPCODE_TEXBEM: TEXBEM(d, s0, x, y, z, dst.index); break;
+ case Shader::OPCODE_TEXBEML: TEXBEML(d, s0, x, y, z, dst.index); break;
+ case Shader::OPCODE_TEXREG2AR: TEXREG2AR(d, s0, dst.index); break;
+ case Shader::OPCODE_TEXREG2GB: TEXREG2GB(d, s0, dst.index); break;
+ case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(x, y, z, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(x, y, z, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(d, x, y, z, dst.index, s0, s1); break;
+ case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(d, x, y, z, dst.index, s0); break;
+ case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
+ case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(d, s0, dst.index); break;
+ case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(d, x, y, z, dst.index, s0); break;
+ case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDP3: TEXDP3(d, x, y, z, s0); break;
+ case Shader::OPCODE_TEXM3X3: TEXM3X3(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDEPTH: TEXDEPTH(); break;
+ case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
+ case Shader::OPCODE_BEM: BEM(d, s0, s1, dst.index); break;
+ case Shader::OPCODE_PHASE: break;
+ case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
@@ -248,25 +244,23 @@
{
const Dst &dst = shader->getInstruction(i - 1)->dst;
- writeDestination(r, dPairing, dst);
+ writeDestination(dPairing, dst);
}
if(!pairing)
{
- writeDestination(r, d, dst);
+ writeDestination(d, dst);
}
}
}
}
- Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+ Bool PixelPipeline::alphaTest(Int cMask[4])
{
- Registers& r = *static_cast<Registers*>(&rBase);
-
- r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, 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));
if(!state.alphaTestActive())
{
@@ -277,7 +271,7 @@
if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
{
- PixelRoutine::alphaTest(r, aMask, r.current.w);
+ PixelRoutine::alphaTest(aMask, current.w);
for(unsigned int q = 0; q < state.multiSample; q++)
{
@@ -286,9 +280,9 @@
}
else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
{
- Float4 alpha = Float4(r.current.w) * Float4(1.0f / 0x1000);
+ Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
- alphaToCoverage(r, cMask, alpha);
+ alphaToCoverage(cMask, alpha);
}
else ASSERT(false);
@@ -302,10 +296,8 @@
return pass != 0x0;
}
- void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
- Registers& r = *static_cast<Registers*>(&rBase);
-
if(!state.colorWriteActive(0))
{
return;
@@ -325,53 +317,53 @@
case FORMAT_A16B16G16R16:
if(!postBlendSRGB && state.writeSRGB)
{
- linearToSRGB12_16(r, r.current);
+ linearToSRGB12_16(current);
}
else
{
- r.current.x <<= 4;
- r.current.y <<= 4;
- r.current.z <<= 4;
- r.current.w <<= 4;
+ current.x <<= 4;
+ current.y <<= 4;
+ current.z <<= 4;
+ current.w <<= 4;
}
if(state.targetFormat[0] == FORMAT_R5G6B5)
{
- r.current.x &= Short4(0xF800u);
- r.current.y &= Short4(0xFC00u);
- r.current.z &= Short4(0xF800u);
+ current.x &= Short4(0xF800u);
+ current.y &= Short4(0xFC00u);
+ current.z &= Short4(0xF800u);
}
- fogBlend(r, r.current, fog);
+ fogBlend(current, fog);
for(unsigned int q = 0; q < state.multiSample; q++)
{
- Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
- Vector4s color = r.current;
+ Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
+ Vector4s color = current;
if(state.multiSampleMask & (1 << q))
{
- alphaBlend(r, 0, buffer, color, x);
- logicOperation(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ alphaBlend(0, buffer, color, x);
+ logicOperation(0, buffer, color, x);
+ writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_A32B32G32R32F:
- convertSigned12(oC, r.current);
- PixelRoutine::fogBlend(r, oC, fog);
+ convertSigned12(oC, current);
+ PixelRoutine::fogBlend(oC, fog);
for(unsigned int q = 0; q < state.multiSample; q++)
{
- Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
+ Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0]));
Vector4f color = oC;
if(state.multiSampleMask & (1 << q))
{
- alphaBlend(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ alphaBlend(0, buffer, color, x);
+ writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
@@ -380,7 +372,7 @@
}
}
- void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
+ void PixelPipeline::blendTexture(Vector4s &temp, Vector4s &texture, int stage)
{
Vector4s *arg1;
Vector4s *arg2;
@@ -399,10 +391,10 @@
textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
{
- 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]));
+ constant.x = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
+ constant.y = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
+ constant.z = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
+ constant.w = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
}
if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
@@ -412,10 +404,10 @@
textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
{
- 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]));
+ tfactor.x = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[0]));
+ tfactor.y = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[1]));
+ tfactor.z = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[2]));
+ tfactor.w = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]));
}
// Premodulate
@@ -423,22 +415,22 @@
{
if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
{
- r.current.x = MulHigh(r.current.x, texture.x) << 4;
- r.current.y = MulHigh(r.current.y, texture.y) << 4;
- r.current.z = MulHigh(r.current.z, texture.z) << 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)
{
- r.current.w = MulHigh(r.current.w, texture.w) << 4;
+ current.w = MulHigh(current.w, texture.w) << 4;
}
}
if(luminance)
{
- texture.x = MulHigh(texture.x, r.L) << 4;
- texture.y = MulHigh(texture.y, r.L) << 4;
- texture.z = MulHigh(texture.z, r.L) << 4;
+ texture.x = MulHigh(texture.x, L) << 4;
+ texture.y = MulHigh(texture.y, L) << 4;
+ texture.z = MulHigh(texture.z, L) << 4;
luminance = false;
}
@@ -447,9 +439,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg1 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
@@ -460,9 +452,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg2 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
@@ -473,9 +465,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg3 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
@@ -692,19 +684,19 @@
}
break;
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, current.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, current.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, current.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, 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);
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(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);
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
@@ -751,62 +743,62 @@
break;
case TextureStage::STAGE_BUMPENVMAP:
{
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+ du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
- du2 = r.du;
- dv2 = r.dv;
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
+ du2 = du;
+ dv2 = dv;
+ du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du += dv2;
+ dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv += du2;
perturbate = true;
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
+ res.x = current.x;
+ res.y = current.y;
+ res.z = current.z;
+ res.w = current.w;
}
break;
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
{
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+ du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
- du2 = r.du;
- dv2 = r.dv;
+ du2 = du;
+ dv2 = dv;
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
+ du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du += dv2;
+ dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv += du2;
perturbate = true;
- 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));
+ L = texture.z;
+ L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+ L = L << 4;
+ L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+ L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ L = Min(L, Short4(0x1000));
luminance = true;
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
+ res.x = current.x;
+ res.y = current.y;
+ res.z = current.z;
+ res.w = current.w;
}
break;
default:
@@ -819,9 +811,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg1 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
@@ -832,9 +824,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg2 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
@@ -845,9 +837,9 @@
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
+ case TextureStage::SOURCE_CURRENT: arg3 = ¤t; break;
+ case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
@@ -970,13 +962,13 @@
case TextureStage::STAGE_DOT3:
break; // Already computed in color channel
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, current.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDFACTORALPHA:
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
@@ -1158,10 +1150,10 @@
switch(textureStage.destinationArgument)
{
case TextureStage::DESTINATION_CURRENT:
- r.current.x = res.x;
- r.current.y = res.y;
- r.current.z = res.z;
- r.current.w = res.w;
+ current.x = res.x;
+ current.y = res.y;
+ current.z = res.z;
+ current.w = res.w;
break;
case TextureStage::DESTINATION_TEMP:
temp.x = res.x;
@@ -1174,7 +1166,7 @@
}
}
- void PixelPipeline::fogBlend(Registers &r, Vector4s ¤t, Float4 &f)
+ void PixelPipeline::fogBlend(Vector4s ¤t, Float4 &f)
{
if(!state.fogActive)
{
@@ -1183,7 +1175,7 @@
if(state.pixelFogMode != FOG_NONE)
{
- pixelFog(r, f);
+ pixelFog(f);
}
UShort4 fog = convertFixed16(f, true);
@@ -1194,9 +1186,9 @@
UShort4 invFog = UShort4(0xFFFFu) - fog;
- 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]))));
+ current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[0]))));
+ current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[1]))));
+ current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[2]))));
}
void PixelPipeline::specularPixel(Vector4s ¤t, Vector4s &specular)
@@ -1211,39 +1203,39 @@
current.z = AddSat(current.z, specular.z);
}
- void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
+ void PixelPipeline::sampleTexture(Vector4s &c, int coordinates, int stage, bool project)
{
- Float4 u = r.v[2 + coordinates].x;
- Float4 v = r.v[2 + coordinates].y;
- Float4 w = r.v[2 + coordinates].z;
- Float4 q = r.v[2 + coordinates].w;
+ Float4 x = v[2 + coordinates].x;
+ Float4 y = v[2 + coordinates].y;
+ Float4 z = v[2 + coordinates].z;
+ Float4 w = v[2 + coordinates].w;
if(perturbate)
{
- u += r.du;
- v += r.dv;
+ x += du;
+ y += dv;
perturbate = false;
}
- sampleTexture(r, c, stage, u, v, w, q, project);
+ sampleTexture(c, stage, x, y, z, w, project);
}
- void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
+ void PixelPipeline::sampleTexture(Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
{
Vector4f dsx;
Vector4f dsy;
- sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
+ sampleTexture(c, stage, u, v, w, q, dsx, dsy, project, bias, false);
}
- void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ void PixelPipeline::sampleTexture(Vector4s &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();
#endif
- Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
@@ -1261,7 +1253,7 @@
}
#if PERF_PROFILE
- r.cycles[PERF_TEX] += Ticks() - texTime;
+ cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
@@ -1291,41 +1283,41 @@
cf.w = convertSigned12(cs.w);
}
- void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
+ void PixelPipeline::writeDestination(Vector4s &d, const Dst &dst)
{
switch(dst.type)
{
case Shader::PARAMETER_TEMP:
- if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
+ if(dst.mask & 0x1) rs[dst.index].x = d.x;
+ if(dst.mask & 0x2) rs[dst.index].y = d.y;
+ if(dst.mask & 0x4) rs[dst.index].z = d.z;
+ if(dst.mask & 0x8) rs[dst.index].w = d.w;
break;
case Shader::PARAMETER_INPUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+ if(dst.mask & 0x1) vs[dst.index].x = d.x;
+ if(dst.mask & 0x2) vs[dst.index].y = d.y;
+ if(dst.mask & 0x4) vs[dst.index].z = d.z;
+ if(dst.mask & 0x8) vs[dst.index].w = d.w;
break;
case Shader::PARAMETER_CONST: ASSERT(false); break;
case Shader::PARAMETER_TEXTURE:
- if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
- if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
- if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
- if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
+ if(dst.mask & 0x1) ts[dst.index].x = d.x;
+ if(dst.mask & 0x2) ts[dst.index].y = d.y;
+ if(dst.mask & 0x4) ts[dst.index].z = d.z;
+ if(dst.mask & 0x8) ts[dst.index].w = d.w;
break;
case Shader::PARAMETER_COLOROUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+ if(dst.mask & 0x1) vs[dst.index].x = d.x;
+ if(dst.mask & 0x2) vs[dst.index].y = d.y;
+ if(dst.mask & 0x4) vs[dst.index].z = d.z;
+ if(dst.mask & 0x8) vs[dst.index].w = d.w;
break;
default:
ASSERT(false);
}
}
- Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
+ Vector4s PixelPipeline::fetchRegisterS(const Src &src)
{
Vector4s *reg;
int i = src.index;
@@ -1334,21 +1326,21 @@
if(src.type == Shader::PARAMETER_CONST)
{
- 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]));
+ c.x = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][0]));
+ c.y = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][1]));
+ c.z = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][2]));
+ c.w = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][3]));
}
switch(src.type)
{
- case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
- case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
+ case Shader::PARAMETER_TEMP: reg = &rs[i]; break;
+ case Shader::PARAMETER_INPUT: reg = &vs[i]; break;
case Shader::PARAMETER_CONST: reg = &c; break;
- case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
- case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
- case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
- default: ASSERT(false); return r.rs[0];
+ case Shader::PARAMETER_TEXTURE: reg = &ts[i]; break;
+ case Shader::PARAMETER_VOID: return rs[0]; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL: return rs[0]; // Dummy
+ default: ASSERT(false); return rs[0];
}
const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
@@ -1637,11 +1629,11 @@
}
}
- void PixelPipeline::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
+ void PixelPipeline::TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
{
- TEXM3X3PAD(r, u, v, s, src, 0, false);
+ TEXM3X3PAD(u, v, s, src, 0, false);
- Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
+ Short4 t0 = RoundShort4(u_ * Float4(0x1000));
dst.x = t0;
dst.y = t0;
@@ -1649,14 +1641,14 @@
dst.w = t0;
}
- void PixelPipeline::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+ void PixelPipeline::TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
{
- TEXM3X3PAD(r, u, v, s, src0, 0, false);
+ TEXM3X3PAD(u, v, s, src0, 0, false);
- r.v_ = Float4(0.0f);
- r.w_ = Float4(0.0f);
+ v_ = Float4(0.0f);
+ w_ = Float4(0.0f);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ sampleTexture(dst, stage, u_, v_, w_, w_);
}
void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
@@ -1682,21 +1674,21 @@
}
}
- void PixelPipeline::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
+ void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
{
- sampleTexture(r, dst, sampler, u, v, s, s, project);
+ sampleTexture(dst, sampler, u, v, s, s, project);
}
- void PixelPipeline::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
+ void PixelPipeline::TEXLD(Vector4s &dst, Vector4s &src, int sampler, bool project)
{
Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
- sampleTexture(r, dst, sampler, u, v, s, s, project);
+ sampleTexture(dst, sampler, u, v, s, s, project);
}
- void PixelPipeline::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
@@ -1704,20 +1696,20 @@
Float4 du2 = du;
Float4 dv2 = dv;
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
- sampleTexture(r, dst, stage, u_, v_, s, s);
+ sampleTexture(dst, stage, u_, v_, s, s);
}
- void PixelPipeline::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
@@ -1725,24 +1717,24 @@
Float4 du2 = du;
Float4 dv2 = dv;
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
- sampleTexture(r, dst, stage, u_, v_, s, s);
+ sampleTexture(dst, stage, u_, v_, s, s);
Short4 L;
L = src.z;
- L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+ L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
L = L << 4;
- L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+ L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
L = Min(L, Short4(0x1000));
@@ -1751,94 +1743,94 @@
dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
}
- void PixelPipeline::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ void PixelPipeline::TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
- sampleTexture(r, dst, stage, u, v, s, s);
+ sampleTexture(dst, stage, u, v, s, s);
}
- void PixelPipeline::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ void PixelPipeline::TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
Float4 s = v;
- sampleTexture(r, dst, stage, u, v, s, s);
+ sampleTexture(dst, stage, u, v, s, s);
}
- void PixelPipeline::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ void PixelPipeline::TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
- sampleTexture(r, dst, stage, u, v, s, s);
+ sampleTexture(dst, stage, u, v, s, s);
}
- void PixelPipeline::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
+ void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
{
- TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+ TEXM3X2PAD(u, v, s, src, 1, signedScaling);
// z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+ u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero
- r.oDepth = r.u_;
+ oDepth = u_;
}
- void PixelPipeline::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+ void PixelPipeline::TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
- TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
+ TEXM3X3PAD(u, v, s, src0, component, signedScaling);
}
- void PixelPipeline::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+ void PixelPipeline::TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
- TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+ TEXM3X2PAD(u, v, s, src0, 1, signedScaling);
- r.w_ = Float4(0.0f);
+ w_ = Float4(0.0f);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ sampleTexture(dst, stage, u_, v_, w_, w_);
}
- void PixelPipeline::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
+ void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
{
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+ TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
- dst.x = RoundShort4(r.u_ * Float4(0x1000));
- dst.y = RoundShort4(r.v_ * Float4(0x1000));
- dst.z = RoundShort4(r.w_ * Float4(0x1000));
+ dst.x = RoundShort4(u_ * Float4(0x1000));
+ dst.y = RoundShort4(v_ * Float4(0x1000));
+ dst.z = RoundShort4(w_ * Float4(0x1000));
dst.w = Short4(0x1000);
}
- void PixelPipeline::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+ void PixelPipeline::TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
{
- r.U = Float4(src0.x);
- r.V = Float4(src0.y);
- r.W = Float4(src0.z);
+ U = Float4(src0.x);
+ V = Float4(src0.y);
+ W = Float4(src0.z);
previousScaling = signedScaling;
}
- Float4 x = r.U * u + r.V * v + r.W * s;
+ Float4 x = U * u + V * v + W * s;
x *= Float4(1.0f / 0x1000);
switch(component)
{
- case 0: r.u_ = x; break;
- case 1: r.v_ = x; break;
- case 2: r.w_ = x; break;
+ case 0: u_ = x; break;
+ case 1: v_ = x; break;
+ case 2: w_ = x; break;
default: ASSERT(false);
}
}
- void PixelPipeline::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
+ void PixelPipeline::TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
{
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
+ TEXM3X3PAD(u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
@@ -1852,43 +1844,43 @@
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
+ u__ = u_ * E[0];
+ v__ = v_ * E[1];
+ w__ = w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
+ u__ *= u_;
+ v__ *= v_;
+ w__ *= w_;
+ u_ *= u_;
+ v_ *= v_;
+ w_ *= w_;
+ u_ += v_ + w_;
+ u__ -= E[0] * u_;
+ v__ -= E[1] * u_;
+ w__ -= E[2] * u_;
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
+ sampleTexture(dst, stage, u__, v__, w__, w__);
}
- void PixelPipeline::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+ void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+ TEXM3X3PAD(u, v, s, src0, 2, signedScaling);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ sampleTexture(dst, stage, u_, v_, w_, w_);
}
- void PixelPipeline::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+ void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector4s &src0)
{
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
+ TEXM3X3PAD(x, y, z, src0, 2, false);
Float4 E[3]; // Eye vector
- E[0] = r.v[2 + stage - 2].w;
- E[1] = r.v[2 + stage - 1].w;
- E[2] = r.v[2 + stage - 0].w;
+ E[0] = v[2 + stage - 2].w;
+ E[1] = v[2 + stage - 1].w;
+ E[2] = v[2 + stage - 0].w;
// Reflection
Float4 u__;
@@ -1896,36 +1888,36 @@
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
+ u__ = u_ * E[0];
+ v__ = v_ * E[1];
+ w__ = w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
+ u__ *= u_;
+ v__ *= v_;
+ w__ *= w_;
+ u_ *= u_;
+ v_ *= v_;
+ w_ *= w_;
+ u_ += v_ + w_;
+ u__ -= E[0] * u_;
+ v__ -= E[1] * u_;
+ w__ -= E[2] * u_;
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
+ sampleTexture(dst, stage, u__, v__, w__, w__);
}
- void PixelPipeline::TEXDEPTH(Registers &r)
+ void PixelPipeline::TEXDEPTH()
{
- r.u_ = Float4(r.rs[5].x);
- r.v_ = Float4(r.rs[5].y);
+ u_ = Float4(rs[5].x);
+ v_ = Float4(rs[5].y);
// z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+ u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero
- r.oDepth = r.u_;
+ oDepth = u_;
}
void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
@@ -1944,21 +1936,21 @@
{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 PixelPipeline::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
+ void PixelPipeline::BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
{
Short4 t0;
Short4 t1;
// dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(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 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.x);
dst.x = t0;
// dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(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 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.y);
dst.y = t0;