| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2013 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| #include "PixelRoutine.hpp" | |
| #include "Renderer.hpp" | |
| #include "QuadRasterizer.hpp" | |
| #include "Surface.hpp" | |
| #include "Primitive.hpp" | |
| #include "CPUID.hpp" | |
| #include "SamplerCore.hpp" | |
| #include "Constants.hpp" | |
| #include "Debug.hpp" | |
| namespace sw | |
| { | |
| extern bool complementaryDepthBuffer; | |
| extern bool postBlendSRGB; | |
| extern bool exactColorRounding; | |
| extern bool booleanFaceRegister; | |
| extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates | |
| extern bool fullPixelPositionRegister; | |
| PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader) | |
| { | |
| perturbate = false; | |
| luminance = false; | |
| previousScaling = false; | |
| ifDepth = 0; | |
| loopRepDepth = 0; | |
| breakDepth = 0; | |
| currentLabel = -1; | |
| whileTest = false; | |
| for(int i = 0; i < 2048; i++) | |
| { | |
| labelBlock[i] = 0; | |
| } | |
| } | |
| PixelRoutine::~PixelRoutine() | |
| { | |
| for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| delete sampler[i]; | |
| } | |
| } | |
| void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) | |
| { | |
| #if PERF_PROFILE | |
| Long pipeTime = Ticks(); | |
| #endif | |
| for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| sampler[i] = new SamplerCore(r.constants, state.sampler[i]); | |
| } | |
| const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive(); | |
| const bool integerPipeline = shaderVersion() <= 0x0104; | |
| Int zMask[4]; // Depth mask | |
| Int sMask[4]; // Stencil mask | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| zMask[q] = cMask[q]; | |
| sMask[q] = cMask[q]; | |
| } | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]); | |
| } | |
| Float4 f; | |
| Float4 (&z)[4] = r.z; | |
| Float4 &w = r.w; | |
| Float4 &rhw = r.rhw; | |
| Float4 rhwCentroid; | |
| Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16); | |
| if(interpolateZ()) | |
| { | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| Float4 x = xxxx; | |
| if(state.multiSample > 1) | |
| { | |
| x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4)); | |
| } | |
| z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false); | |
| } | |
| } | |
| Bool depthPass = false; | |
| if(earlyDepthTest) | |
| { | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| If(depthPass || Bool(!earlyDepthTest)) | |
| { | |
| #if PERF_PROFILE | |
| Long interpTime = Ticks(); | |
| #endif | |
| Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16); | |
| // Centroid locations | |
| Float4 XXXX = Float4(0.0f); | |
| Float4 YYYY = Float4(0.0f); | |
| if(state.centroid) | |
| { | |
| Float4 WWWW(1.0e-9f); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]); | |
| YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]); | |
| WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]); | |
| } | |
| WWWW = Rcp_pp(WWWW); | |
| XXXX *= WWWW; | |
| YYYY *= WWWW; | |
| XXXX += xxxx; | |
| YYYY += yyyy; | |
| } | |
| if(interpolateW()) | |
| { | |
| w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false); | |
| rhw = reciprocal(w); | |
| if(state.centroid) | |
| { | |
| rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false)); | |
| } | |
| } | |
| for(int interpolant = 0; interpolant < 10; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| if(state.interpolant[interpolant].component & (1 << component)) | |
| { | |
| if(!state.interpolant[interpolant].centroid) | |
| { | |
| r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); | |
| } | |
| else | |
| { | |
| r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); | |
| } | |
| } | |
| } | |
| Float4 rcp; | |
| switch(state.interpolant[interpolant].project) | |
| { | |
| case 0: | |
| break; | |
| case 1: | |
| rcp = reciprocal(r.vf[interpolant].y); | |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; | |
| break; | |
| case 2: | |
| rcp = reciprocal(r.vf[interpolant].z); | |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; | |
| r.vf[interpolant].y = r.vf[interpolant].y * rcp; | |
| break; | |
| case 3: | |
| rcp = reciprocal(r.vf[interpolant].w); | |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; | |
| r.vf[interpolant].y = r.vf[interpolant].y * rcp; | |
| r.vf[interpolant].z = r.vf[interpolant].z * rcp; | |
| break; | |
| } | |
| } | |
| if(state.fog.component) | |
| { | |
| f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective); | |
| } | |
| if(integerPipeline) | |
| { | |
| if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000); | |
| if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000); | |
| if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000); | |
| if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000); | |
| if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| else if(shaderVersion() >= 0x0300) | |
| { | |
| if(shader->vPosDeclared) | |
| { | |
| if(!halfIntegerCoordinates) | |
| { | |
| r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1); | |
| r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1); | |
| } | |
| else | |
| { | |
| r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f); | |
| r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f); | |
| } | |
| if(fullPixelPositionRegister) | |
| { | |
| r.vPos.z = z[0]; // FIXME: Centroid? | |
| r.vPos.w = w; // FIXME: Centroid? | |
| } | |
| } | |
| if(shader->vFaceDeclared) | |
| { | |
| Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area)); | |
| Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area; | |
| r.vFace.x = face; | |
| r.vFace.y = face; | |
| r.vFace.z = face; | |
| r.vFace.w = face; | |
| } | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_INTERP] += Ticks() - interpTime; | |
| #endif | |
| Bool alphaPass = true; | |
| if(colorUsed()) | |
| { | |
| #if PERF_PROFILE | |
| Long shaderTime = Ticks(); | |
| #endif | |
| if(shader) | |
| { | |
| // shader->print("PixelShader-%0.8X.txt", state.shaderID); | |
| if(shader->getVersion() <= 0x0104) | |
| { | |
| ps_1_x(r, cMask); | |
| } | |
| else | |
| { | |
| ps_2_x(r, cMask); | |
| } | |
| } | |
| else | |
| { | |
| r.current = r.diffuse; | |
| Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000); | |
| for(int stage = 0; stage < 8; stage++) | |
| { | |
| if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE) | |
| { | |
| break; | |
| } | |
| Vector4s texture; | |
| if(state.textureStage[stage].usesTexture) | |
| { | |
| sampleTexture(r, texture, stage, stage); | |
| } | |
| blendTexture(r, temp, texture, stage); | |
| } | |
| specularPixel(r.current, r.specular); | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_SHADER] += Ticks() - shaderTime; | |
| #endif | |
| if(integerPipeline) | |
| { | |
| 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)); | |
| alphaPass = alphaTest(r, cMask, r.current); | |
| } | |
| else | |
| { | |
| clampColor(r.oC); | |
| alphaPass = alphaTest(r, cMask, r.oC[0]); | |
| } | |
| if((shader && shader->containsKill()) || state.alphaTestActive()) | |
| { | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| zMask[q] &= cMask[q]; | |
| sMask[q] &= cMask[q]; | |
| } | |
| } | |
| } | |
| If(alphaPass) | |
| { | |
| if(!earlyDepthTest) | |
| { | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| #if PERF_PROFILE | |
| Long ropTime = Ticks(); | |
| #endif | |
| If(depthPass || Bool(earlyDepthTest)) | |
| { | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| if(state.multiSampleMask & (1 << q)) | |
| { | |
| writeDepth(r, zBuffer, q, x, z[q], zMask[q]); | |
| if(state.occlusionEnabled) | |
| { | |
| r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q])); | |
| } | |
| } | |
| } | |
| if(colorUsed()) | |
| { | |
| #if PERF_PROFILE | |
| AddAtomic(Pointer<Long>(&profiler.ropOperations), 4); | |
| #endif | |
| if(integerPipeline) | |
| { | |
| rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask); | |
| } | |
| else | |
| { | |
| rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask); | |
| } | |
| } | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_ROP] += Ticks() - ropTime; | |
| #endif | |
| } | |
| } | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| if(state.multiSampleMask & (1 << q)) | |
| { | |
| writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_PIPE] += Ticks() - pipeTime; | |
| #endif | |
| } | |
| Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective) | |
| { | |
| Float4 interpolant = D; | |
| if(!flat) | |
| { | |
| interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16); | |
| if(perspective) | |
| { | |
| interpolant *= rhw; | |
| } | |
| } | |
| return interpolant; | |
| } | |
| Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective) | |
| { | |
| Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16); | |
| if(!flat) | |
| { | |
| interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) + | |
| y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16); | |
| if(perspective) | |
| { | |
| interpolant *= rhw; | |
| } | |
| } | |
| return interpolant; | |
| } | |
| void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask) | |
| { | |
| if(!state.stencilActive) | |
| { | |
| return; | |
| } | |
| // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask) | |
| Pointer<Byte> buffer = sBuffer + 2 * x; | |
| if(q > 0) | |
| { | |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB)); | |
| } | |
| Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer))); | |
| Byte8 valueCCW = value; | |
| if(!state.noStencilMask) | |
| { | |
| value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ)); | |
| } | |
| stencilTest(r, value, state.stencilCompareMode, false); | |
| if(state.twoSidedStencil) | |
| { | |
| if(!state.noStencilMaskCCW) | |
| { | |
| valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ)); | |
| } | |
| stencilTest(r, valueCCW, state.stencilCompareModeCCW, true); | |
| value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask)); | |
| valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask)); | |
| value |= valueCCW; | |
| } | |
| sMask = SignMask(value) & cMask; | |
| } | |
| void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW) | |
| { | |
| Byte8 equal; | |
| switch(stencilCompareMode) | |
| { | |
| case STENCIL_ALWAYS: | |
| value = Byte8(0xFFFFFFFFFFFFFFFF); | |
| break; | |
| case STENCIL_NEVER: | |
| value = Byte8(0x0000000000000000); | |
| break; | |
| case STENCIL_LESS: // a < b ~ b > a | |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); | |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); | |
| break; | |
| case STENCIL_EQUAL: | |
| value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); | |
| break; | |
| case STENCIL_NOTEQUAL: // a != b ~ !(a == b) | |
| value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); | |
| value ^= Byte8(0xFFFFFFFFFFFFFFFF); | |
| break; | |
| case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b) | |
| equal = value; | |
| equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); | |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); | |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); | |
| value |= equal; | |
| break; | |
| case STENCIL_GREATER: // a > b | |
| equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)); | |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); | |
| equal = CmpGT(As<SByte8>(equal), As<SByte8>(value)); | |
| value = equal; | |
| break; | |
| case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a) | |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); | |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); | |
| value ^= Byte8(0xFFFFFFFFFFFFFFFF); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask) | |
| { | |
| if(!state.depthTestActive) | |
| { | |
| return true; | |
| } | |
| Float4 Z = z; | |
| if(shader && shader->depthOverride()) | |
| { | |
| if(complementaryDepthBuffer) | |
| { | |
| Z = Float4(1.0f) - r.oDepth; | |
| } | |
| else | |
| { | |
| Z = r.oDepth; | |
| } | |
| } | |
| Pointer<Byte> buffer; | |
| Int pitch; | |
| if(!state.quadLayoutDepthBuffer) | |
| { | |
| buffer = zBuffer + 4 * x; | |
| pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB)); | |
| } | |
| else | |
| { | |
| buffer = zBuffer + 8 * x; | |
| } | |
| if(q > 0) | |
| { | |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB)); | |
| } | |
| Float4 zValue; | |
| if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable)) | |
| { | |
| if(!state.quadLayoutDepthBuffer) | |
| { | |
| // FIXME: Properly optimizes? | |
| zValue.xy = *Pointer<Float4>(buffer); | |
| zValue.zw = *Pointer<Float4>(buffer + pitch - 8); | |
| } | |
| else | |
| { | |
| zValue = *Pointer<Float4>(buffer, 16); | |
| } | |
| } | |
| Int4 zTest; | |
| switch(state.depthCompareMode) | |
| { | |
| case DEPTH_ALWAYS: | |
| // Optimized | |
| break; | |
| case DEPTH_NEVER: | |
| // Optimized | |
| break; | |
| case DEPTH_EQUAL: | |
| zTest = CmpEQ(zValue, Z); | |
| break; | |
| case DEPTH_NOTEQUAL: | |
| zTest = CmpNEQ(zValue, Z); | |
| break; | |
| case DEPTH_LESS: | |
| if(complementaryDepthBuffer) | |
| { | |
| zTest = CmpLT(zValue, Z); | |
| } | |
| else | |
| { | |
| zTest = CmpNLE(zValue, Z); | |
| } | |
| break; | |
| case DEPTH_GREATEREQUAL: | |
| if(complementaryDepthBuffer) | |
| { | |
| zTest = CmpNLT(zValue, Z); | |
| } | |
| else | |
| { | |
| zTest = CmpLE(zValue, Z); | |
| } | |
| break; | |
| case DEPTH_LESSEQUAL: | |
| if(complementaryDepthBuffer) | |
| { | |
| zTest = CmpLE(zValue, Z); | |
| } | |
| else | |
| { | |
| zTest = CmpNLT(zValue, Z); | |
| } | |
| break; | |
| case DEPTH_GREATER: | |
| if(complementaryDepthBuffer) | |
| { | |
| zTest = CmpNLE(zValue, Z); | |
| } | |
| else | |
| { | |
| zTest = CmpLT(zValue, Z); | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(state.depthCompareMode) | |
| { | |
| case DEPTH_ALWAYS: | |
| zMask = cMask; | |
| break; | |
| case DEPTH_NEVER: | |
| zMask = 0x0; | |
| break; | |
| default: | |
| zMask = SignMask(zTest) & cMask; | |
| break; | |
| } | |
| if(state.stencilActive) | |
| { | |
| zMask &= sMask; | |
| } | |
| return zMask != 0; | |
| } | |
| void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage) | |
| { | |
| Vector4s *arg1; | |
| Vector4s *arg2; | |
| Vector4s *arg3; | |
| Vector4s res; | |
| Vector4s constant; | |
| Vector4s tfactor; | |
| const TextureStage::State &textureStage = state.textureStage[stage]; | |
| if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT || | |
| textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT || | |
| textureStage.secondArgument == TextureStage::SOURCE_CONSTANT || | |
| textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT || | |
| textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT || | |
| textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT) | |
| { | |
| constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0])); | |
| constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1])); | |
| constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2])); | |
| constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3])); | |
| } | |
| if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR || | |
| textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR || | |
| textureStage.secondArgument == TextureStage::SOURCE_TFACTOR || | |
| textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR || | |
| textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR || | |
| textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR) | |
| { | |
| tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0])); | |
| tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1])); | |
| tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2])); | |
| tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3])); | |
| } | |
| // Premodulate | |
| if(stage > 0 && textureStage.usesTexture) | |
| { | |
| 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; | |
| } | |
| if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE) | |
| { | |
| r.current.w = MulHigh(r.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; | |
| luminance = false; | |
| } | |
| switch(textureStage.firstArgument) | |
| { | |
| 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_TEMP: arg1 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.secondArgument) | |
| { | |
| case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break; | |
| case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break; | |
| case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break; | |
| case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break; | |
| case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break; | |
| case TextureStage::SOURCE_TEMP: arg2 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.thirdArgument) | |
| { | |
| case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break; | |
| case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break; | |
| case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break; | |
| case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break; | |
| case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break; | |
| case TextureStage::SOURCE_TEMP: arg3 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| Vector4s mod1; | |
| Vector4s mod2; | |
| Vector4s mod3; | |
| switch(textureStage.firstModifier) | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod1.x = SubSat(Short4(0x1000), arg1->x); | |
| mod1.y = SubSat(Short4(0x1000), arg1->y); | |
| mod1.z = SubSat(Short4(0x1000), arg1->z); | |
| mod1.w = SubSat(Short4(0x1000), arg1->w); | |
| arg1 = &mod1; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| mod1.x = arg1->w; | |
| mod1.y = arg1->w; | |
| mod1.z = arg1->w; | |
| mod1.w = arg1->w; | |
| arg1 = &mod1; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod1.x = SubSat(Short4(0x1000), arg1->w); | |
| mod1.y = SubSat(Short4(0x1000), arg1->w); | |
| mod1.z = SubSat(Short4(0x1000), arg1->w); | |
| mod1.w = SubSat(Short4(0x1000), arg1->w); | |
| arg1 = &mod1; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.secondModifier) | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod2.x = SubSat(Short4(0x1000), arg2->x); | |
| mod2.y = SubSat(Short4(0x1000), arg2->y); | |
| mod2.z = SubSat(Short4(0x1000), arg2->z); | |
| mod2.w = SubSat(Short4(0x1000), arg2->w); | |
| arg2 = &mod2; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| mod2.x = arg2->w; | |
| mod2.y = arg2->w; | |
| mod2.z = arg2->w; | |
| mod2.w = arg2->w; | |
| arg2 = &mod2; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod2.x = SubSat(Short4(0x1000), arg2->w); | |
| mod2.y = SubSat(Short4(0x1000), arg2->w); | |
| mod2.z = SubSat(Short4(0x1000), arg2->w); | |
| mod2.w = SubSat(Short4(0x1000), arg2->w); | |
| arg2 = &mod2; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.thirdModifier) | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod3.x = SubSat(Short4(0x1000), arg3->x); | |
| mod3.y = SubSat(Short4(0x1000), arg3->y); | |
| mod3.z = SubSat(Short4(0x1000), arg3->z); | |
| mod3.w = SubSat(Short4(0x1000), arg3->w); | |
| arg3 = &mod3; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| mod3.x = arg3->w; | |
| mod3.y = arg3->w; | |
| mod3.z = arg3->w; | |
| mod3.w = arg3->w; | |
| arg3 = &mod3; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod3.x = SubSat(Short4(0x1000), arg3->w); | |
| mod3.y = SubSat(Short4(0x1000), arg3->w); | |
| mod3.z = SubSat(Short4(0x1000), arg3->w); | |
| mod3.w = SubSat(Short4(0x1000), arg3->w); | |
| arg3 = &mod3; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.stageOperation) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| break; | |
| case TextureStage::STAGE_SELECTARG1: // Arg1 | |
| { | |
| res.x = arg1->x; | |
| res.y = arg1->y; | |
| res.z = arg1->z; | |
| } | |
| break; | |
| case TextureStage::STAGE_SELECTARG2: // Arg2 | |
| { | |
| res.x = arg2->x; | |
| res.y = arg2->y; | |
| res.z = arg2->z; | |
| } | |
| break; | |
| case TextureStage::STAGE_SELECTARG3: // Arg3 | |
| { | |
| res.x = arg3->x; | |
| res.y = arg3->y; | |
| res.z = arg3->z; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE: // Arg1 * Arg2 | |
| { | |
| res.x = MulHigh(arg1->x, arg2->x) << 4; | |
| res.y = MulHigh(arg1->y, arg2->y) << 4; | |
| res.z = MulHigh(arg1->z, arg2->z) << 4; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2 | |
| { | |
| res.x = MulHigh(arg1->x, arg2->x) << 5; | |
| res.y = MulHigh(arg1->y, arg2->y) << 5; | |
| res.z = MulHigh(arg1->z, arg2->z) << 5; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4 | |
| { | |
| res.x = MulHigh(arg1->x, arg2->x) << 6; | |
| res.y = MulHigh(arg1->y, arg2->y) << 6; | |
| res.z = MulHigh(arg1->z, arg2->z) << 6; | |
| } | |
| break; | |
| case TextureStage::STAGE_ADD: // Arg1 + Arg2 | |
| { | |
| res.x = AddSat(arg1->x, arg2->x); | |
| res.y = AddSat(arg1->y, arg2->y); | |
| res.z = AddSat(arg1->z, arg2->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5 | |
| { | |
| res.x = AddSat(arg1->x, arg2->x); | |
| res.y = AddSat(arg1->y, arg2->y); | |
| res.z = AddSat(arg1->z, arg2->z); | |
| res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1 | |
| { | |
| res.x = AddSat(arg1->x, arg2->x); | |
| res.y = AddSat(arg1->y, arg2->y); | |
| res.z = AddSat(arg1->z, arg2->z); | |
| res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.x = AddSat(res.x, res.x); | |
| res.y = AddSat(res.y, res.y); | |
| res.z = AddSat(res.z, res.z); | |
| } | |
| break; | |
| case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2 | |
| { | |
| res.x = SubSat(arg1->x, arg2->x); | |
| res.y = SubSat(arg1->y, arg2->y); | |
| res.z = SubSat(arg1->z, arg2->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2 | |
| { | |
| Short4 tmp; | |
| tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp); | |
| tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp); | |
| tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp); | |
| } | |
| break; | |
| case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2 | |
| { | |
| res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x); | |
| res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y); | |
| res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2 | |
| { | |
| res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x); | |
| res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y); | |
| res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5) | |
| { | |
| Short4 tmp; | |
| res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp); | |
| res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp); | |
| res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp); | |
| res.x = res.x << 6; | |
| res.y = res.y << 6; | |
| res.z = res.z << 6; | |
| res.x = AddSat(res.x, res.y); | |
| res.x = AddSat(res.x, res.z); | |
| // Clamp to [0, 1] | |
| res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| res.x = Min(res.x, Short4(0x1000)); | |
| res.y = res.x; | |
| res.z = res.x; | |
| res.w = res.x; | |
| } | |
| break; | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2 | |
| { | |
| res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, 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); | |
| } | |
| 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); | |
| } | |
| 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); | |
| } | |
| break; | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2 | |
| { | |
| res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x); | |
| res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y); | |
| res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha) | |
| { | |
| res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x); | |
| res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y); | |
| res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_PREMODULATE: | |
| { | |
| res.x = arg1->x; | |
| res.y = arg1->y; | |
| res.z = arg1->z; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2 | |
| { | |
| res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x); | |
| res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y); | |
| res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z); | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w | |
| { | |
| res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w); | |
| res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w); | |
| res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1 | |
| { | |
| Short4 tmp; | |
| res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp); | |
| res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp); | |
| res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp); | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w | |
| { | |
| Short4 tmp; | |
| res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp); | |
| res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp); | |
| res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp); | |
| } | |
| break; | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| { | |
| r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0); | |
| r.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; | |
| perturbate = true; | |
| res.x = r.current.x; | |
| res.y = r.current.y; | |
| res.z = r.current.z; | |
| res.w = r.current.w; | |
| } | |
| break; | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| { | |
| r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0); | |
| r.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; | |
| 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)); | |
| luminance = true; | |
| res.x = r.current.x; | |
| res.y = r.current.y; | |
| res.z = r.current.z; | |
| res.w = r.current.w; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(textureStage.stageOperation != TextureStage::STAGE_DOT3) | |
| { | |
| switch(textureStage.firstArgumentAlpha) | |
| { | |
| case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break; | |
| case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break; | |
| case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break; | |
| case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break; | |
| case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break; | |
| case TextureStage::SOURCE_TEMP: arg1 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.secondArgumentAlpha) | |
| { | |
| case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break; | |
| case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break; | |
| case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break; | |
| case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break; | |
| case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break; | |
| case TextureStage::SOURCE_TEMP: arg2 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.thirdArgumentAlpha) | |
| { | |
| case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break; | |
| case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break; | |
| case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break; | |
| case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break; | |
| case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break; | |
| case TextureStage::SOURCE_TEMP: arg3 = &temp; break; | |
| case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod1.w = SubSat(Short4(0x1000), arg1->w); | |
| arg1 = &mod1; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| // Redudant | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod1.w = SubSat(Short4(0x1000), arg1->w); | |
| arg1 = &mod1; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod2.w = SubSat(Short4(0x1000), arg2->w); | |
| arg2 = &mod2; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| // Redudant | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod2.w = SubSat(Short4(0x1000), arg2->w); | |
| arg2 = &mod2; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used | |
| { | |
| case TextureStage::MODIFIER_COLOR: | |
| break; | |
| case TextureStage::MODIFIER_INVCOLOR: | |
| { | |
| mod3.w = SubSat(Short4(0x1000), arg3->w); | |
| arg3 = &mod3; | |
| } | |
| break; | |
| case TextureStage::MODIFIER_ALPHA: | |
| { | |
| // Redudant | |
| } | |
| break; | |
| case TextureStage::MODIFIER_INVALPHA: | |
| { | |
| mod3.w = SubSat(Short4(0x1000), arg3->w); | |
| arg3 = &mod3; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.stageOperationAlpha) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| break; | |
| case TextureStage::STAGE_SELECTARG1: // Arg1 | |
| { | |
| res.w = arg1->w; | |
| } | |
| break; | |
| case TextureStage::STAGE_SELECTARG2: // Arg2 | |
| { | |
| res.w = arg2->w; | |
| } | |
| break; | |
| case TextureStage::STAGE_SELECTARG3: // Arg3 | |
| { | |
| res.w = arg3->w; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE: // Arg1 * Arg2 | |
| { | |
| res.w = MulHigh(arg1->w, arg2->w) << 4; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2 | |
| { | |
| res.w = MulHigh(arg1->w, arg2->w) << 5; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4 | |
| { | |
| res.w = MulHigh(arg1->w, arg2->w) << 6; | |
| } | |
| break; | |
| case TextureStage::STAGE_ADD: // Arg1 + Arg2 | |
| { | |
| res.w = AddSat(arg1->w, arg2->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5 | |
| { | |
| res.w = AddSat(arg1->w, arg2->w); | |
| res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1 | |
| { | |
| res.w = AddSat(arg1->w, arg2->w); | |
| res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| res.w = AddSat(res.w, res.w); | |
| } | |
| break; | |
| case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2 | |
| { | |
| res.w = SubSat(arg1->w, arg2->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2 | |
| { | |
| Short4 tmp; | |
| tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp); | |
| } | |
| break; | |
| case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2 | |
| { | |
| res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2 | |
| { | |
| res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_DOT3: | |
| break; // Already computed in color channel | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2 | |
| { | |
| res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.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); | |
| } | |
| 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); | |
| } | |
| break; | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha) | |
| { | |
| res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha) | |
| { | |
| res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w); | |
| } | |
| break; | |
| case TextureStage::STAGE_PREMODULATE: | |
| { | |
| res.w = arg1->w; | |
| } | |
| break; | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| break; // Invalid alpha operations | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| // Clamp result to [0, 1] | |
| switch(textureStage.stageOperation) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| case TextureStage::STAGE_SELECTARG1: | |
| case TextureStage::STAGE_SELECTARG2: | |
| case TextureStage::STAGE_SELECTARG3: | |
| case TextureStage::STAGE_MODULATE: | |
| case TextureStage::STAGE_MODULATE2X: | |
| case TextureStage::STAGE_MODULATE4X: | |
| case TextureStage::STAGE_ADD: | |
| case TextureStage::STAGE_MULTIPLYADD: | |
| case TextureStage::STAGE_LERP: | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: | |
| case TextureStage::STAGE_BLENDDIFFUSEALPHA: | |
| case TextureStage::STAGE_BLENDFACTORALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: | |
| case TextureStage::STAGE_DOT3: // Already clamped | |
| case TextureStage::STAGE_PREMODULATE: | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| if(state.textureStage[stage].cantUnderflow) | |
| { | |
| break; // Can't go below zero | |
| } | |
| case TextureStage::STAGE_ADDSIGNED: | |
| case TextureStage::STAGE_ADDSIGNED2X: | |
| case TextureStage::STAGE_SUBTRACT: | |
| case TextureStage::STAGE_ADDSMOOTH: | |
| res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.stageOperationAlpha) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| case TextureStage::STAGE_SELECTARG1: | |
| case TextureStage::STAGE_SELECTARG2: | |
| case TextureStage::STAGE_SELECTARG3: | |
| case TextureStage::STAGE_MODULATE: | |
| case TextureStage::STAGE_MODULATE2X: | |
| case TextureStage::STAGE_MODULATE4X: | |
| case TextureStage::STAGE_ADD: | |
| case TextureStage::STAGE_MULTIPLYADD: | |
| case TextureStage::STAGE_LERP: | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: | |
| case TextureStage::STAGE_BLENDDIFFUSEALPHA: | |
| case TextureStage::STAGE_BLENDFACTORALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: | |
| case TextureStage::STAGE_DOT3: // Already clamped | |
| case TextureStage::STAGE_PREMODULATE: | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| if(state.textureStage[stage].cantUnderflow) | |
| { | |
| break; // Can't go below zero | |
| } | |
| case TextureStage::STAGE_ADDSIGNED: | |
| case TextureStage::STAGE_ADDSIGNED2X: | |
| case TextureStage::STAGE_SUBTRACT: | |
| case TextureStage::STAGE_ADDSMOOTH: | |
| res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.stageOperation) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| case TextureStage::STAGE_SELECTARG1: | |
| case TextureStage::STAGE_SELECTARG2: | |
| case TextureStage::STAGE_SELECTARG3: | |
| case TextureStage::STAGE_MODULATE: | |
| case TextureStage::STAGE_SUBTRACT: | |
| case TextureStage::STAGE_ADDSMOOTH: | |
| case TextureStage::STAGE_LERP: | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: | |
| case TextureStage::STAGE_BLENDDIFFUSEALPHA: | |
| case TextureStage::STAGE_BLENDFACTORALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: | |
| case TextureStage::STAGE_DOT3: // Already clamped | |
| case TextureStage::STAGE_PREMODULATE: | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| break; // Can't go above one | |
| case TextureStage::STAGE_MODULATE2X: | |
| case TextureStage::STAGE_MODULATE4X: | |
| case TextureStage::STAGE_ADD: | |
| case TextureStage::STAGE_ADDSIGNED: | |
| case TextureStage::STAGE_ADDSIGNED2X: | |
| case TextureStage::STAGE_MULTIPLYADD: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: | |
| res.x = Min(res.x, Short4(0x1000)); | |
| res.y = Min(res.y, Short4(0x1000)); | |
| res.z = Min(res.z, Short4(0x1000)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.stageOperationAlpha) | |
| { | |
| case TextureStage::STAGE_DISABLE: | |
| case TextureStage::STAGE_SELECTARG1: | |
| case TextureStage::STAGE_SELECTARG2: | |
| case TextureStage::STAGE_SELECTARG3: | |
| case TextureStage::STAGE_MODULATE: | |
| case TextureStage::STAGE_SUBTRACT: | |
| case TextureStage::STAGE_ADDSMOOTH: | |
| case TextureStage::STAGE_LERP: | |
| case TextureStage::STAGE_BLENDCURRENTALPHA: | |
| case TextureStage::STAGE_BLENDDIFFUSEALPHA: | |
| case TextureStage::STAGE_BLENDFACTORALPHA: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHA: | |
| case TextureStage::STAGE_DOT3: // Already clamped | |
| case TextureStage::STAGE_PREMODULATE: | |
| case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: | |
| case TextureStage::STAGE_BUMPENVMAP: | |
| case TextureStage::STAGE_BUMPENVMAPLUMINANCE: | |
| break; // Can't go above one | |
| case TextureStage::STAGE_MODULATE2X: | |
| case TextureStage::STAGE_MODULATE4X: | |
| case TextureStage::STAGE_ADD: | |
| case TextureStage::STAGE_ADDSIGNED: | |
| case TextureStage::STAGE_ADDSIGNED2X: | |
| case TextureStage::STAGE_MULTIPLYADD: | |
| case TextureStage::STAGE_BLENDTEXTUREALPHAPM: | |
| case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: | |
| case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: | |
| res.w = Min(res.w, Short4(0x1000)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| switch(textureStage.destinationArgument) | |
| { | |
| case TextureStage::DESTINATION_CURRENT: | |
| r.current.x = res.x; | |
| r.current.y = res.y; | |
| r.current.z = res.z; | |
| r.current.w = res.w; | |
| break; | |
| case TextureStage::DESTINATION_TEMP: | |
| temp.x = res.x; | |
| temp.y = res.y; | |
| temp.z = res.z; | |
| temp.w = res.w; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha) | |
| { | |
| Short4 cmp; | |
| Short4 equal; | |
| switch(state.alphaCompareMode) | |
| { | |
| case ALPHA_ALWAYS: | |
| aMask = 0xF; | |
| break; | |
| case ALPHA_NEVER: | |
| aMask = 0x0; | |
| break; | |
| case ALPHA_EQUAL: | |
| cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| case ALPHA_NOTEQUAL: // a != b ~ !(a == b) | |
| cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| case ALPHA_LESS: // a < b ~ b > a | |
| cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha); | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate | |
| equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); | |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); | |
| cmp |= equal; | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| case ALPHA_LESSEQUAL: // a <= b ~ !(a > b) | |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| case ALPHA_GREATER: // a > b | |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); | |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha) | |
| { | |
| Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0))); | |
| Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1))); | |
| Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2))); | |
| Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3))); | |
| Int aMask0 = SignMask(coverage0); | |
| Int aMask1 = SignMask(coverage1); | |
| Int aMask2 = SignMask(coverage2); | |
| Int aMask3 = SignMask(coverage3); | |
| cMask[0] &= aMask0; | |
| cMask[1] &= aMask1; | |
| cMask[2] &= aMask2; | |
| cMask[3] &= aMask3; | |
| } | |
| Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s ¤t) | |
| { | |
| if(!state.alphaTestActive()) | |
| { | |
| return true; | |
| } | |
| Int aMask; | |
| if(state.transparencyAntialiasing == TRANSPARENCY_NONE) | |
| { | |
| alphaTest(r, aMask, current.w); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= aMask; | |
| } | |
| } | |
| else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE) | |
| { | |
| Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000); | |
| alphaToCoverage(r, cMask, alpha); | |
| } | |
| else ASSERT(false); | |
| Int pass = cMask[0]; | |
| for(unsigned int q = 1; q < state.multiSample; q++) | |
| { | |
| pass = pass | cMask[q]; | |
| } | |
| return pass != 0x0; | |
| } | |
| Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0) | |
| { | |
| if(!state.alphaTestActive()) | |
| { | |
| return true; | |
| } | |
| Int aMask; | |
| if(state.transparencyAntialiasing == TRANSPARENCY_NONE) | |
| { | |
| Short4 alpha = RoundShort4(c0.w * Float4(0x1000)); | |
| alphaTest(r, aMask, alpha); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= aMask; | |
| } | |
| } | |
| else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE) | |
| { | |
| alphaToCoverage(r, cMask, c0.w); | |
| } | |
| else ASSERT(false); | |
| Int pass = cMask[0]; | |
| for(unsigned int q = 1; q < state.multiSample; q++) | |
| { | |
| pass = pass | cMask[q]; | |
| } | |
| return pass != 0x0; | |
| } | |
| void PixelRoutine::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw) | |
| { | |
| if(!state.fogActive) | |
| { | |
| return; | |
| } | |
| if(state.pixelFogMode != FOG_NONE) | |
| { | |
| pixelFog(r, f, z, rhw); | |
| } | |
| UShort4 fog = convertFixed16(f, true); | |
| current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog)); | |
| current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog)); | |
| current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog)); | |
| UShort4 invFog = UShort4(0xFFFFu) - fog; | |
| current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0])))); | |
| current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1])))); | |
| current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2])))); | |
| } | |
| void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw) | |
| { | |
| if(!state.fogActive) | |
| { | |
| return; | |
| } | |
| if(state.pixelFogMode != FOG_NONE) | |
| { | |
| pixelFog(r, fog, z, rhw); | |
| fog = Min(fog, Float4(1.0f)); | |
| fog = Max(fog, Float4(0.0f)); | |
| } | |
| c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0])); | |
| c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1])); | |
| c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2])); | |
| c0.x *= fog; | |
| c0.y *= fog; | |
| c0.z *= fog; | |
| c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0])); | |
| c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1])); | |
| c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2])); | |
| } | |
| void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw) | |
| { | |
| Float4 &zw = visibility; | |
| if(state.pixelFogMode != FOG_NONE) | |
| { | |
| if(state.wBasedFog) | |
| { | |
| zw = rhw; | |
| } | |
| else | |
| { | |
| if(complementaryDepthBuffer) | |
| { | |
| zw = Float4(1.0f) - z; | |
| } | |
| else | |
| { | |
| zw = z; | |
| } | |
| } | |
| } | |
| switch(state.pixelFogMode) | |
| { | |
| case FOG_NONE: | |
| break; | |
| case FOG_LINEAR: | |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale)); | |
| zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset)); | |
| break; | |
| case FOG_EXP: | |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE)); | |
| zw = exponential2(zw, true); | |
| break; | |
| case FOG_EXP2: | |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2)); | |
| zw *= zw; | |
| zw = exponential2(zw, true); | |
| zw = Rcp_pp(zw); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::specularPixel(Vector4s ¤t, Vector4s &specular) | |
| { | |
| if(!state.specularAdd) | |
| { | |
| return; | |
| } | |
| current.x = AddSat(current.x, specular.x); | |
| current.y = AddSat(current.y, specular.y); | |
| current.z = AddSat(current.z, specular.z); | |
| } | |
| void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask) | |
| { | |
| if(!state.depthWriteEnable) | |
| { | |
| return; | |
| } | |
| Float4 Z = z; | |
| if(shader && shader->depthOverride()) | |
| { | |
| if(complementaryDepthBuffer) | |
| { | |
| Z = Float4(1.0f) - r.oDepth; | |
| } | |
| else | |
| { | |
| Z = r.oDepth; | |
| } | |
| } | |
| Pointer<Byte> buffer; | |
| Int pitch; | |
| if(!state.quadLayoutDepthBuffer) | |
| { | |
| buffer = zBuffer + 4 * x; | |
| pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB)); | |
| } | |
| else | |
| { | |
| buffer = zBuffer + 8 * x; | |
| } | |
| if(q > 0) | |
| { | |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB)); | |
| } | |
| Float4 zValue; | |
| if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable)) | |
| { | |
| if(!state.quadLayoutDepthBuffer) | |
| { | |
| // FIXME: Properly optimizes? | |
| zValue.xy = *Pointer<Float4>(buffer); | |
| zValue.zw = *Pointer<Float4>(buffer + pitch - 8); | |
| } | |
| else | |
| { | |
| zValue = *Pointer<Float4>(buffer, 16); | |
| } | |
| } | |
| Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16)); | |
| zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16)); | |
| Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue)); | |
| if(!state.quadLayoutDepthBuffer) | |
| { | |
| // FIXME: Properly optimizes? | |
| *Pointer<Float2>(buffer) = Float2(Z.xy); | |
| *Pointer<Float2>(buffer + pitch) = Float2(Z.zw); | |
| } | |
| else | |
| { | |
| *Pointer<Float4>(buffer, 16) = Z; | |
| } | |
| } | |
| void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask) | |
| { | |
| if(!state.stencilActive) | |
| { | |
| return; | |
| } | |
| if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP) | |
| { | |
| if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP)) | |
| { | |
| return; | |
| } | |
| } | |
| if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW)) | |
| { | |
| return; | |
| } | |
| Pointer<Byte> buffer = sBuffer + 2 * x; | |
| if(q > 0) | |
| { | |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB)); | |
| } | |
| Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer))); | |
| Byte8 newValue; | |
| stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask); | |
| if(!state.noStencilWriteMask) | |
| { | |
| Byte8 maskedValue = bufferValue; | |
| newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ)); | |
| maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ)); | |
| newValue |= maskedValue; | |
| } | |
| if(state.twoSidedStencil) | |
| { | |
| Byte8 newValueCCW; | |
| stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask); | |
| if(!state.noStencilWriteMaskCCW) | |
| { | |
| Byte8 maskedValue = bufferValue; | |
| newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ)); | |
| maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ)); | |
| newValueCCW |= maskedValue; | |
| } | |
| newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask)); | |
| newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask)); | |
| newValue |= newValueCCW; | |
| } | |
| newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask); | |
| bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask); | |
| newValue |= bufferValue; | |
| *Pointer<UInt>(buffer) = UInt(As<Long>(newValue)); | |
| } | |
| void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask) | |
| { | |
| Byte8 &pass = newValue; | |
| Byte8 fail; | |
| Byte8 zFail; | |
| stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW); | |
| if(stencilZFailOperation != stencilPassOperation) | |
| { | |
| stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW); | |
| } | |
| if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) | |
| { | |
| stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW); | |
| } | |
| if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) | |
| { | |
| if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same | |
| { | |
| pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask); | |
| zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask); | |
| pass |= zFail; | |
| } | |
| pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask); | |
| fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask); | |
| pass |= fail; | |
| } | |
| } | |
| void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW) | |
| { | |
| switch(operation) | |
| { | |
| case OPERATION_KEEP: | |
| output = bufferValue; | |
| break; | |
| case OPERATION_ZERO: | |
| output = Byte8(0x0000000000000000); | |
| break; | |
| case OPERATION_REPLACE: | |
| output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ)); | |
| break; | |
| case OPERATION_INCRSAT: | |
| output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); | |
| break; | |
| case OPERATION_DECRSAT: | |
| output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); | |
| break; | |
| case OPERATION_INVERT: | |
| output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF); | |
| break; | |
| case OPERATION_INCR: | |
| output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1); | |
| break; | |
| case OPERATION_DECR: | |
| output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project) | |
| { | |
| Float4 u = r.vf[2 + coordinates].x; | |
| Float4 v = r.vf[2 + coordinates].y; | |
| Float4 w = r.vf[2 + coordinates].z; | |
| Float4 q = r.vf[2 + coordinates].w; | |
| if(perturbate) | |
| { | |
| u += r.du; | |
| v += r.dv; | |
| perturbate = false; | |
| } | |
| sampleTexture(r, c, stage, u, v, w, q, project); | |
| } | |
| void PixelRoutine::sampleTexture(Registers &r, 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); | |
| } | |
| void PixelRoutine::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) | |
| { | |
| #if PERF_PROFILE | |
| Long texTime = Ticks(); | |
| #endif | |
| Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture); | |
| if(!project) | |
| { | |
| sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| else | |
| { | |
| Float4 rq = reciprocal(q); | |
| Float4 u_q = u * rq; | |
| Float4 v_q = v * rq; | |
| Float4 w_q = w * rq; | |
| sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_TEX] += Ticks() - texTime; | |
| #endif | |
| } | |
| void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided) | |
| { | |
| if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided); | |
| } | |
| else | |
| { | |
| Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x)); | |
| for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| if(shader->usesSampler(i)) | |
| { | |
| If(index == i) | |
| { | |
| sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided); | |
| // FIXME: When the sampler states are the same, we could use one sampler and just index the texture | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided) | |
| { | |
| #if PERF_PROFILE | |
| Long texTime = Ticks(); | |
| #endif | |
| Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture); | |
| if(!project) | |
| { | |
| sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| else | |
| { | |
| Float4 rq = reciprocal(q); | |
| Float4 u_q = u * rq; | |
| Float4 v_q = v * rq; | |
| Float4 w_q = w * rq; | |
| sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided); | |
| } | |
| #if PERF_PROFILE | |
| r.cycles[PERF_TEX] += Ticks() - texTime; | |
| #endif | |
| } | |
| void PixelRoutine::clampColor(Vector4f oC[4]) | |
| { | |
| for(int index = 0; index < 4; index++) | |
| { | |
| if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive())) | |
| { | |
| continue; | |
| } | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_NULL: | |
| break; | |
| case FORMAT_A16B16G16R16: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8: | |
| case FORMAT_G16R16: | |
| oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f)); | |
| oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f)); | |
| oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f)); | |
| oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f)); | |
| break; | |
| case FORMAT_R32F: | |
| case FORMAT_G32R32F: | |
| case FORMAT_A32B32G32R32F: | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| void PixelRoutine::rasterOperation(Vector4s ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) | |
| { | |
| if(!state.colorWriteActive(0)) | |
| { | |
| return; | |
| } | |
| Vector4f oC; | |
| switch(state.targetFormat[0]) | |
| { | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_A8: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| if(!postBlendSRGB && state.writeSRGB) | |
| { | |
| linearToSRGB12_16(r, current); | |
| } | |
| else | |
| { | |
| current.x <<= 4; | |
| current.y <<= 4; | |
| current.z <<= 4; | |
| current.w <<= 4; | |
| } | |
| fogBlend(r, current, fog, r.z[0], r.rhw); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0])); | |
| Vector4s color = current; | |
| if(state.multiSampleMask & (1 << q)) | |
| { | |
| alphaBlend(r, 0, buffer, color, x); | |
| writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| break; | |
| case FORMAT_R32F: | |
| case FORMAT_G32R32F: | |
| case FORMAT_A32B32G32R32F: | |
| convertSigned12(oC, current); | |
| fogBlend(r, oC, fog, r.z[0], r.rhw); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.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]); | |
| } | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) | |
| { | |
| for(int index = 0; index < 4; index++) | |
| { | |
| if(!state.colorWriteActive(index)) | |
| { | |
| continue; | |
| } | |
| if(!postBlendSRGB && state.writeSRGB) | |
| { | |
| oC[index].x = linearToSRGB(oC[index].x); | |
| oC[index].y = linearToSRGB(oC[index].y); | |
| oC[index].z = linearToSRGB(oC[index].z); | |
| } | |
| if(index == 0) | |
| { | |
| fogBlend(r, oC[index], fog, r.z[0], r.rhw); | |
| } | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_A8: | |
| case FORMAT_G16R16: | |
| case FORMAT_A16B16G16R16: | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index])); | |
| Vector4s color; | |
| color.x = convertFixed16(oC[index].x, false); | |
| color.y = convertFixed16(oC[index].y, false); | |
| color.z = convertFixed16(oC[index].z, false); | |
| color.w = convertFixed16(oC[index].w, false); | |
| if(state.multiSampleMask & (1 << q)) | |
| { | |
| alphaBlend(r, index, buffer, color, x); | |
| writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| break; | |
| case FORMAT_R32F: | |
| case FORMAT_G32R32F: | |
| case FORMAT_A32B32G32R32F: | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index])); | |
| Vector4f color = oC[index]; | |
| if(state.multiSampleMask & (1 << q)) | |
| { | |
| alphaBlend(r, index, buffer, color, x); | |
| writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]); | |
| } | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive) | |
| { | |
| switch(blendFactorActive) | |
| { | |
| case BLEND_ZERO: | |
| // Optimized | |
| break; | |
| case BLEND_ONE: | |
| // Optimized | |
| break; | |
| case BLEND_SOURCE: | |
| blendFactor.x = current.x; | |
| blendFactor.y = current.y; | |
| blendFactor.z = current.z; | |
| break; | |
| case BLEND_INVSOURCE: | |
| blendFactor.x = Short4(0xFFFFu) - current.x; | |
| blendFactor.y = Short4(0xFFFFu) - current.y; | |
| blendFactor.z = Short4(0xFFFFu) - current.z; | |
| break; | |
| case BLEND_DEST: | |
| blendFactor.x = pixel.x; | |
| blendFactor.y = pixel.y; | |
| blendFactor.z = pixel.z; | |
| break; | |
| case BLEND_INVDEST: | |
| blendFactor.x = Short4(0xFFFFu) - pixel.x; | |
| blendFactor.y = Short4(0xFFFFu) - pixel.y; | |
| blendFactor.z = Short4(0xFFFFu) - pixel.z; | |
| break; | |
| case BLEND_SOURCEALPHA: | |
| blendFactor.x = current.w; | |
| blendFactor.y = current.w; | |
| blendFactor.z = current.w; | |
| break; | |
| case BLEND_INVSOURCEALPHA: | |
| blendFactor.x = Short4(0xFFFFu) - current.w; | |
| blendFactor.y = Short4(0xFFFFu) - current.w; | |
| blendFactor.z = Short4(0xFFFFu) - current.w; | |
| break; | |
| case BLEND_DESTALPHA: | |
| blendFactor.x = pixel.w; | |
| blendFactor.y = pixel.w; | |
| blendFactor.z = pixel.w; | |
| break; | |
| case BLEND_INVDESTALPHA: | |
| blendFactor.x = Short4(0xFFFFu) - pixel.w; | |
| blendFactor.y = Short4(0xFFFFu) - pixel.w; | |
| blendFactor.z = Short4(0xFFFFu) - pixel.w; | |
| break; | |
| case BLEND_SRCALPHASAT: | |
| blendFactor.x = Short4(0xFFFFu) - pixel.w; | |
| blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w)); | |
| blendFactor.y = blendFactor.x; | |
| blendFactor.z = blendFactor.x; | |
| break; | |
| case BLEND_CONSTANT: | |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0])); | |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1])); | |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2])); | |
| break; | |
| case BLEND_INVCONSTANT: | |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0])); | |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1])); | |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2])); | |
| break; | |
| case BLEND_CONSTANTALPHA: | |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); | |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); | |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); | |
| break; | |
| case BLEND_INVCONSTANTALPHA: | |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); | |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); | |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive) | |
| { | |
| switch(blendFactorAlphaActive) | |
| { | |
| case BLEND_ZERO: | |
| // Optimized | |
| break; | |
| case BLEND_ONE: | |
| // Optimized | |
| break; | |
| case BLEND_SOURCE: | |
| blendFactor.w = current.w; | |
| break; | |
| case BLEND_INVSOURCE: | |
| blendFactor.w = Short4(0xFFFFu) - current.w; | |
| break; | |
| case BLEND_DEST: | |
| blendFactor.w = pixel.w; | |
| break; | |
| case BLEND_INVDEST: | |
| blendFactor.w = Short4(0xFFFFu) - pixel.w; | |
| break; | |
| case BLEND_SOURCEALPHA: | |
| blendFactor.w = current.w; | |
| break; | |
| case BLEND_INVSOURCEALPHA: | |
| blendFactor.w = Short4(0xFFFFu) - current.w; | |
| break; | |
| case BLEND_DESTALPHA: | |
| blendFactor.w = pixel.w; | |
| break; | |
| case BLEND_INVDESTALPHA: | |
| blendFactor.w = Short4(0xFFFFu) - pixel.w; | |
| break; | |
| case BLEND_SRCALPHASAT: | |
| blendFactor.w = Short4(0xFFFFu); | |
| break; | |
| case BLEND_CONSTANT: | |
| case BLEND_CONSTANTALPHA: | |
| blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); | |
| break; | |
| case BLEND_INVCONSTANT: | |
| case BLEND_INVCONSTANTALPHA: | |
| blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x) | |
| { | |
| if(!state.alphaBlendActive) | |
| { | |
| return; | |
| } | |
| Pointer<Byte> buffer; | |
| Vector4s pixel; | |
| Short4 c01; | |
| Short4 c23; | |
| // Read pixel | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_A8R8G8B8: | |
| buffer = cBuffer + 4 * x; | |
| c01 = *Pointer<Short4>(buffer); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| c23 = *Pointer<Short4>(buffer); | |
| pixel.z = c01; | |
| pixel.y = c01; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); | |
| pixel.x = pixel.z; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); | |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); | |
| pixel.y = pixel.z; | |
| pixel.w = pixel.x; | |
| pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); | |
| pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); | |
| break; | |
| case FORMAT_A8B8G8R8: | |
| buffer = cBuffer + 4 * x; | |
| c01 = *Pointer<Short4>(buffer); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| c23 = *Pointer<Short4>(buffer); | |
| pixel.z = c01; | |
| pixel.y = c01; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); | |
| pixel.x = pixel.z; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); | |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); | |
| pixel.y = pixel.z; | |
| pixel.w = pixel.x; | |
| pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); | |
| pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); | |
| pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); | |
| break; | |
| case FORMAT_A8: | |
| buffer = cBuffer + 1 * x; | |
| pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1); | |
| pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); | |
| pixel.x = Short4(0x0000); | |
| pixel.y = Short4(0x0000); | |
| pixel.z = Short4(0x0000); | |
| break; | |
| case FORMAT_X8R8G8B8: | |
| buffer = cBuffer + 4 * x; | |
| c01 = *Pointer<Short4>(buffer); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| c23 = *Pointer<Short4>(buffer); | |
| pixel.z = c01; | |
| pixel.y = c01; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); | |
| pixel.x = pixel.z; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); | |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); | |
| pixel.y = pixel.z; | |
| pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); | |
| pixel.w = Short4(0xFFFFu); | |
| break; | |
| case FORMAT_X8B8G8R8: | |
| buffer = cBuffer + 4 * x; | |
| c01 = *Pointer<Short4>(buffer); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| c23 = *Pointer<Short4>(buffer); | |
| pixel.z = c01; | |
| pixel.y = c01; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); | |
| pixel.x = pixel.z; | |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); | |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); | |
| pixel.y = pixel.z; | |
| pixel.w = pixel.x; | |
| pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); | |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); | |
| pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); | |
| pixel.w = Short4(0xFFFFu); | |
| break; | |
| case FORMAT_A8G8R8B8Q: | |
| UNIMPLEMENTED(); | |
| // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); | |
| // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); | |
| // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); | |
| // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8)); | |
| break; | |
| case FORMAT_X8G8R8B8Q: | |
| UNIMPLEMENTED(); | |
| // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); | |
| // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); | |
| // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); | |
| // pixel.w = Short4(0xFFFFu); | |
| break; | |
| case FORMAT_A16B16G16R16: | |
| buffer = cBuffer; | |
| pixel.x = *Pointer<Short4>(buffer + 8 * x); | |
| pixel.y = *Pointer<Short4>(buffer + 8 * x + 8); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| pixel.z = *Pointer<Short4>(buffer + 8 * x); | |
| pixel.w = *Pointer<Short4>(buffer + 8 * x + 8); | |
| transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); | |
| break; | |
| case FORMAT_G16R16: | |
| buffer = cBuffer; | |
| pixel.x = *Pointer<Short4>(buffer + 4 * x); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| pixel.y = *Pointer<Short4>(buffer + 4 * x); | |
| pixel.z = pixel.x; | |
| pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y)); | |
| pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y)); | |
| pixel.y = pixel.z; | |
| pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z)); | |
| pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z)); | |
| pixel.z = Short4(0xFFFFu); | |
| pixel.w = Short4(0xFFFFu); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(postBlendSRGB && state.writeSRGB) | |
| { | |
| sRGBtoLinear16_12_16(r, pixel); | |
| } | |
| // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor | |
| Vector4s sourceFactor; | |
| Vector4s destFactor; | |
| blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor); | |
| blendFactor(r, destFactor, current, pixel, state.destBlendFactor); | |
| if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO) | |
| { | |
| current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x)); | |
| current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y)); | |
| current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z)); | |
| } | |
| if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO) | |
| { | |
| pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x)); | |
| pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y)); | |
| pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z)); | |
| } | |
| switch(state.blendOperation) | |
| { | |
| case BLENDOP_ADD: | |
| current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); | |
| current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); | |
| current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); | |
| break; | |
| case BLENDOP_SUB: | |
| current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); | |
| current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); | |
| current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); | |
| break; | |
| case BLENDOP_INVSUB: | |
| current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x)); | |
| current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y)); | |
| current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z)); | |
| break; | |
| case BLENDOP_MIN: | |
| current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x)); | |
| current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y)); | |
| current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z)); | |
| break; | |
| case BLENDOP_MAX: | |
| current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x)); | |
| current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y)); | |
| current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z)); | |
| break; | |
| case BLENDOP_SOURCE: | |
| // No operation | |
| break; | |
| case BLENDOP_DEST: | |
| current.x = pixel.x; | |
| current.y = pixel.y; | |
| current.z = pixel.z; | |
| break; | |
| case BLENDOP_NULL: | |
| current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha); | |
| blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha); | |
| if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO) | |
| { | |
| current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w)); | |
| } | |
| if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO) | |
| { | |
| pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w)); | |
| } | |
| switch(state.blendOperationAlpha) | |
| { | |
| case BLENDOP_ADD: | |
| current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); | |
| break; | |
| case BLENDOP_SUB: | |
| current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); | |
| break; | |
| case BLENDOP_INVSUB: | |
| current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w)); | |
| break; | |
| case BLENDOP_MIN: | |
| current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w)); | |
| break; | |
| case BLENDOP_MAX: | |
| current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w)); | |
| break; | |
| case BLENDOP_SOURCE: | |
| // No operation | |
| break; | |
| case BLENDOP_DEST: | |
| current.w = pixel.w; | |
| break; | |
| case BLENDOP_NULL: | |
| current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask) | |
| { | |
| if(postBlendSRGB && state.writeSRGB) | |
| { | |
| linearToSRGB16_12_16(r, current); | |
| } | |
| if(exactColorRounding) | |
| { | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_X8G8R8B8Q: | |
| case FORMAT_A8G8R8B8Q: | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_A8B8G8R8: | |
| { | |
| current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); | |
| current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); | |
| current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); | |
| current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); | |
| } | |
| break; | |
| } | |
| } | |
| int rgbaWriteMask = state.colorWriteActive(index); | |
| int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2; | |
| int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2; | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_X8G8R8B8Q: | |
| UNIMPLEMENTED(); | |
| // current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| // current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| // current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); | |
| // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); | |
| break; | |
| case FORMAT_A8G8R8B8Q: | |
| UNIMPLEMENTED(); | |
| // current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| // current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| // current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| // current.w = As<Short4>(As<UShort4>(current.w) >> 8); | |
| // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); | |
| // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); | |
| break; | |
| case FORMAT_X8R8G8B8: | |
| case FORMAT_A8R8G8B8: | |
| if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7) | |
| { | |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); | |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); | |
| current.x = current.z; | |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); | |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); | |
| current.y = current.z; | |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); | |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); | |
| } | |
| else | |
| { | |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| current.w = As<Short4>(As<UShort4>(current.w) >> 8); | |
| current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); | |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); | |
| current.x = current.z; | |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); | |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); | |
| current.y = current.z; | |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); | |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); | |
| } | |
| break; | |
| case FORMAT_X8B8G8R8: | |
| case FORMAT_A8B8G8R8: | |
| if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7) | |
| { | |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z))); | |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); | |
| current.x = current.z; | |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); | |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); | |
| current.y = current.z; | |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); | |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); | |
| } | |
| else | |
| { | |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); | |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); | |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); | |
| current.w = As<Short4>(As<UShort4>(current.w) >> 8); | |
| current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z))); | |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); | |
| current.x = current.z; | |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); | |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); | |
| current.y = current.z; | |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); | |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); | |
| } | |
| break; | |
| case FORMAT_A8: | |
| current.w = As<Short4>(As<UShort4>(current.w) >> 8); | |
| current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w))); | |
| break; | |
| case FORMAT_G16R16: | |
| current.z = current.x; | |
| current.x = As<Short4>(UnpackLow(current.x, current.y)); | |
| current.z = As<Short4>(UnpackHigh(current.z, current.y)); | |
| current.y = current.z; | |
| break; | |
| case FORMAT_A16B16G16R16: | |
| transpose4x4(current.x, current.y, current.z, current.w); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| Short4 c01 = current.z; | |
| Short4 c23 = current.y; | |
| Int xMask; // Combination of all masks | |
| if(state.depthTestActive) | |
| { | |
| xMask = zMask; | |
| } | |
| else | |
| { | |
| xMask = cMask; | |
| } | |
| if(state.stencilActive) | |
| { | |
| xMask &= sMask; | |
| } | |
| Pointer<Byte> buffer; | |
| Short4 value; | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_A8G8R8B8Q: | |
| case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha? | |
| UNIMPLEMENTED(); | |
| // value = *Pointer<Short4>(cBuffer + 8 * x + 0); | |
| // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || | |
| // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && | |
| // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? | |
| // { | |
| // Short4 masked = value; | |
| // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); | |
| // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); | |
| // c01 |= masked; | |
| // } | |
| // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); | |
| // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); | |
| // c01 |= value; | |
| // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01; | |
| // value = *Pointer<Short4>(cBuffer + 8 * x + 8); | |
| // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || | |
| // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && | |
| // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? | |
| // { | |
| // Short4 masked = value; | |
| // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); | |
| // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); | |
| // c23 |= masked; | |
| // } | |
| // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); | |
| // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); | |
| // c23 |= value; | |
| // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23; | |
| break; | |
| case FORMAT_A8R8G8B8: | |
| case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha? | |
| buffer = cBuffer + x * 4; | |
| value = *Pointer<Short4>(buffer); | |
| if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || | |
| ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && | |
| (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? | |
| { | |
| Short4 masked = value; | |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); | |
| c01 |= masked; | |
| } | |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); | |
| c01 |= value; | |
| *Pointer<Short4>(buffer) = c01; | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| value = *Pointer<Short4>(buffer); | |
| if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || | |
| ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && | |
| (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? | |
| { | |
| Short4 masked = value; | |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); | |
| c23 |= masked; | |
| } | |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); | |
| c23 |= value; | |
| *Pointer<Short4>(buffer) = c23; | |
| break; | |
| case FORMAT_A8B8G8R8: | |
| case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha? | |
| buffer = cBuffer + x * 4; | |
| value = *Pointer<Short4>(buffer); | |
| if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) || | |
| ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) && | |
| (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh? | |
| { | |
| Short4 masked = value; | |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0])); | |
| c01 |= masked; | |
| } | |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); | |
| c01 |= value; | |
| *Pointer<Short4>(buffer) = c01; | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| value = *Pointer<Short4>(buffer); | |
| if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) || | |
| ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) && | |
| (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh? | |
| { | |
| Short4 masked = value; | |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0])); | |
| c23 |= masked; | |
| } | |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); | |
| c23 |= value; | |
| *Pointer<Short4>(buffer) = c23; | |
| break; | |
| case FORMAT_A8: | |
| if(rgbaWriteMask & 0x00000008) | |
| { | |
| buffer = cBuffer + 1 * x; | |
| Insert(value, *Pointer<Short>(buffer), 0); | |
| Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| Insert(value, *Pointer<Short>(buffer + pitch), 1); | |
| value = UnpackLow(As<Byte8>(value), As<Byte8>(value)); | |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask); | |
| current.w |= value; | |
| *Pointer<Short>(buffer) = Extract(current.w, 0); | |
| *Pointer<Short>(buffer + pitch) = Extract(current.w, 1); | |
| } | |
| break; | |
| case FORMAT_G16R16: | |
| buffer = cBuffer + 4 * x; | |
| value = *Pointer<Short4>(buffer); | |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) | |
| { | |
| Short4 masked = value; | |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); | |
| current.x |= masked; | |
| } | |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); | |
| current.x |= value; | |
| *Pointer<Short4>(buffer) = current.x; | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| value = *Pointer<Short4>(buffer); | |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) | |
| { | |
| Short4 masked = value; | |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); | |
| current.y |= masked; | |
| } | |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); | |
| current.y |= value; | |
| *Pointer<Short4>(buffer) = current.y; | |
| break; | |
| case FORMAT_A16B16G16R16: | |
| buffer = cBuffer + 8 * x; | |
| { | |
| value = *Pointer<Short4>(buffer); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Short4 masked = value; | |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); | |
| current.x |= masked; | |
| } | |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8); | |
| current.x |= value; | |
| *Pointer<Short4>(buffer) = current.x; | |
| } | |
| { | |
| value = *Pointer<Short4>(buffer + 8); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Short4 masked = value; | |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); | |
| current.y |= masked; | |
| } | |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8); | |
| current.y |= value; | |
| *Pointer<Short4>(buffer + 8) = current.y; | |
| } | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| { | |
| value = *Pointer<Short4>(buffer); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Short4 masked = value; | |
| current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); | |
| current.z |= masked; | |
| } | |
| current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8); | |
| current.z |= value; | |
| *Pointer<Short4>(buffer) = current.z; | |
| } | |
| { | |
| value = *Pointer<Short4>(buffer + 8); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Short4 masked = value; | |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); | |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); | |
| current.w |= masked; | |
| } | |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8); | |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8); | |
| current.w |= value; | |
| *Pointer<Short4>(buffer + 8) = current.w; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) | |
| { | |
| switch(blendFactorActive) | |
| { | |
| case BLEND_ZERO: | |
| // Optimized | |
| break; | |
| case BLEND_ONE: | |
| // Optimized | |
| break; | |
| case BLEND_SOURCE: | |
| blendFactor.x = oC.x; | |
| blendFactor.y = oC.y; | |
| blendFactor.z = oC.z; | |
| break; | |
| case BLEND_INVSOURCE: | |
| blendFactor.x = Float4(1.0f) - oC.x; | |
| blendFactor.y = Float4(1.0f) - oC.y; | |
| blendFactor.z = Float4(1.0f) - oC.z; | |
| break; | |
| case BLEND_DEST: | |
| blendFactor.x = pixel.x; | |
| blendFactor.y = pixel.y; | |
| blendFactor.z = pixel.z; | |
| break; | |
| case BLEND_INVDEST: | |
| blendFactor.x = Float4(1.0f) - pixel.x; | |
| blendFactor.y = Float4(1.0f) - pixel.y; | |
| blendFactor.z = Float4(1.0f) - pixel.z; | |
| break; | |
| case BLEND_SOURCEALPHA: | |
| blendFactor.x = oC.w; | |
| blendFactor.y = oC.w; | |
| blendFactor.z = oC.w; | |
| break; | |
| case BLEND_INVSOURCEALPHA: | |
| blendFactor.x = Float4(1.0f) - oC.w; | |
| blendFactor.y = Float4(1.0f) - oC.w; | |
| blendFactor.z = Float4(1.0f) - oC.w; | |
| break; | |
| case BLEND_DESTALPHA: | |
| blendFactor.x = pixel.w; | |
| blendFactor.y = pixel.w; | |
| blendFactor.z = pixel.w; | |
| break; | |
| case BLEND_INVDESTALPHA: | |
| blendFactor.x = Float4(1.0f) - pixel.w; | |
| blendFactor.y = Float4(1.0f) - pixel.w; | |
| blendFactor.z = Float4(1.0f) - pixel.w; | |
| break; | |
| case BLEND_SRCALPHASAT: | |
| blendFactor.x = Float4(1.0f) - pixel.w; | |
| blendFactor.x = Min(blendFactor.x, oC.w); | |
| blendFactor.y = blendFactor.x; | |
| blendFactor.z = blendFactor.x; | |
| break; | |
| case BLEND_CONSTANT: | |
| blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0])); | |
| blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1])); | |
| blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2])); | |
| break; | |
| case BLEND_INVCONSTANT: | |
| blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0])); | |
| blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1])); | |
| blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2])); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) | |
| { | |
| switch(blendFactorAlphaActive) | |
| { | |
| case BLEND_ZERO: | |
| // Optimized | |
| break; | |
| case BLEND_ONE: | |
| // Optimized | |
| break; | |
| case BLEND_SOURCE: | |
| blendFactor.w = oC.w; | |
| break; | |
| case BLEND_INVSOURCE: | |
| blendFactor.w = Float4(1.0f) - oC.w; | |
| break; | |
| case BLEND_DEST: | |
| blendFactor.w = pixel.w; | |
| break; | |
| case BLEND_INVDEST: | |
| blendFactor.w = Float4(1.0f) - pixel.w; | |
| break; | |
| case BLEND_SOURCEALPHA: | |
| blendFactor.w = oC.w; | |
| break; | |
| case BLEND_INVSOURCEALPHA: | |
| blendFactor.w = Float4(1.0f) - oC.w; | |
| break; | |
| case BLEND_DESTALPHA: | |
| blendFactor.w = pixel.w; | |
| break; | |
| case BLEND_INVDESTALPHA: | |
| blendFactor.w = Float4(1.0f) - pixel.w; | |
| break; | |
| case BLEND_SRCALPHASAT: | |
| blendFactor.w = Float4(1.0f); | |
| break; | |
| case BLEND_CONSTANT: | |
| blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3])); | |
| break; | |
| case BLEND_INVCONSTANT: | |
| blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3])); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x) | |
| { | |
| if(!state.alphaBlendActive) | |
| { | |
| return; | |
| } | |
| Pointer<Byte> buffer; | |
| Vector4f pixel; | |
| Vector4s color; | |
| Short4 c01; | |
| Short4 c23; | |
| // Read pixel | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_R32F: | |
| buffer = cBuffer; | |
| // FIXME: movlps | |
| pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0); | |
| pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| // FIXME: movhps | |
| pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0); | |
| pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4); | |
| pixel.y = Float4(1.0f); | |
| pixel.z = Float4(1.0f); | |
| pixel.w = Float4(1.0f); | |
| break; | |
| case FORMAT_G32R32F: | |
| buffer = cBuffer; | |
| pixel.x = *Pointer<Float4>(buffer + 8 * x, 16); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| pixel.y = *Pointer<Float4>(buffer + 8 * x, 16); | |
| pixel.z = pixel.x; | |
| pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88); | |
| pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD); | |
| pixel.y = pixel.z; | |
| pixel.z = Float4(1.0f); | |
| pixel.w = Float4(1.0f); | |
| break; | |
| case FORMAT_A32B32G32R32F: | |
| buffer = cBuffer; | |
| pixel.x = *Pointer<Float4>(buffer + 16 * x, 16); | |
| pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| pixel.z = *Pointer<Float4>(buffer + 16 * x, 16); | |
| pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16); | |
| transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(postBlendSRGB && state.writeSRGB) | |
| { | |
| sRGBtoLinear(pixel.x); | |
| sRGBtoLinear(pixel.y); | |
| sRGBtoLinear(pixel.z); | |
| } | |
| // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor | |
| Vector4f sourceFactor; | |
| Vector4f destFactor; | |
| blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor); | |
| blendFactor(r, destFactor, oC, pixel, state.destBlendFactor); | |
| if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO) | |
| { | |
| oC.x *= sourceFactor.x; | |
| oC.y *= sourceFactor.y; | |
| oC.z *= sourceFactor.z; | |
| } | |
| if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO) | |
| { | |
| pixel.x *= destFactor.x; | |
| pixel.y *= destFactor.y; | |
| pixel.z *= destFactor.z; | |
| } | |
| switch(state.blendOperation) | |
| { | |
| case BLENDOP_ADD: | |
| oC.x += pixel.x; | |
| oC.y += pixel.y; | |
| oC.z += pixel.z; | |
| break; | |
| case BLENDOP_SUB: | |
| oC.x -= pixel.x; | |
| oC.y -= pixel.y; | |
| oC.z -= pixel.z; | |
| break; | |
| case BLENDOP_INVSUB: | |
| oC.x = pixel.x - oC.x; | |
| oC.y = pixel.y - oC.y; | |
| oC.z = pixel.z - oC.z; | |
| break; | |
| case BLENDOP_MIN: | |
| oC.x = Min(oC.x, pixel.x); | |
| oC.y = Min(oC.y, pixel.y); | |
| oC.z = Min(oC.z, pixel.z); | |
| break; | |
| case BLENDOP_MAX: | |
| oC.x = Max(oC.x, pixel.x); | |
| oC.y = Max(oC.y, pixel.y); | |
| oC.z = Max(oC.z, pixel.z); | |
| break; | |
| case BLENDOP_SOURCE: | |
| // No operation | |
| break; | |
| case BLENDOP_DEST: | |
| oC.x = pixel.x; | |
| oC.y = pixel.y; | |
| oC.z = pixel.z; | |
| break; | |
| case BLENDOP_NULL: | |
| oC.x = Float4(0.0f); | |
| oC.y = Float4(0.0f); | |
| oC.z = Float4(0.0f); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha); | |
| blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha); | |
| if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO) | |
| { | |
| oC.w *= sourceFactor.w; | |
| } | |
| if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO) | |
| { | |
| pixel.w *= destFactor.w; | |
| } | |
| switch(state.blendOperationAlpha) | |
| { | |
| case BLENDOP_ADD: | |
| oC.w += pixel.w; | |
| break; | |
| case BLENDOP_SUB: | |
| oC.w -= pixel.w; | |
| break; | |
| case BLENDOP_INVSUB: | |
| pixel.w -= oC.w; | |
| oC.w = pixel.w; | |
| break; | |
| case BLENDOP_MIN: | |
| oC.w = Min(oC.w, pixel.w); | |
| break; | |
| case BLENDOP_MAX: | |
| oC.w = Max(oC.w, pixel.w); | |
| break; | |
| case BLENDOP_SOURCE: | |
| // No operation | |
| break; | |
| case BLENDOP_DEST: | |
| oC.w = pixel.w; | |
| break; | |
| case BLENDOP_NULL: | |
| oC.w = Float4(0.0f); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask) | |
| { | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_R32F: | |
| break; | |
| case FORMAT_G32R32F: | |
| oC.z = oC.x; | |
| oC.x = UnpackLow(oC.x, oC.y); | |
| oC.z = UnpackHigh(oC.z, oC.y); | |
| oC.y = oC.z; | |
| break; | |
| case FORMAT_A32B32G32R32F: | |
| transpose4x4(oC.x, oC.y, oC.z, oC.w); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| int rgbaWriteMask = state.colorWriteActive(index); | |
| Int xMask; // Combination of all masks | |
| if(state.depthTestActive) | |
| { | |
| xMask = zMask; | |
| } | |
| else | |
| { | |
| xMask = cMask; | |
| } | |
| if(state.stencilActive) | |
| { | |
| xMask &= sMask; | |
| } | |
| Pointer<Byte> buffer; | |
| Float4 value; | |
| switch(state.targetFormat[index]) | |
| { | |
| case FORMAT_R32F: | |
| if(rgbaWriteMask & 0x00000001) | |
| { | |
| buffer = cBuffer + 4 * x; | |
| // FIXME: movlps | |
| value.x = *Pointer<Float>(buffer + 0); | |
| value.y = *Pointer<Float>(buffer + 4); | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| // FIXME: movhps | |
| value.z = *Pointer<Float>(buffer + 0); | |
| value.w = *Pointer<Float>(buffer + 4); | |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16)); | |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); | |
| // FIXME: movhps | |
| *Pointer<Float>(buffer + 0) = oC.x.z; | |
| *Pointer<Float>(buffer + 4) = oC.x.w; | |
| buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| // FIXME: movlps | |
| *Pointer<Float>(buffer + 0) = oC.x.x; | |
| *Pointer<Float>(buffer + 4) = oC.x.y; | |
| } | |
| break; | |
| case FORMAT_G32R32F: | |
| buffer = cBuffer + 8 * x; | |
| value = *Pointer<Float4>(buffer); | |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) | |
| { | |
| Float4 masked = value; | |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); | |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); | |
| } | |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16)); | |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer) = oC.x; | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| value = *Pointer<Float4>(buffer); | |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) | |
| { | |
| Float4 masked; | |
| masked = value; | |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); | |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); | |
| } | |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16)); | |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer) = oC.y; | |
| break; | |
| case FORMAT_A32B32G32R32F: | |
| buffer = cBuffer + 16 * x; | |
| { | |
| value = *Pointer<Float4>(buffer, 16); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Float4 masked = value; | |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); | |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); | |
| } | |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16)); | |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer, 16) = oC.x; | |
| } | |
| { | |
| value = *Pointer<Float4>(buffer + 16, 16); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Float4 masked = value; | |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); | |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); | |
| } | |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16)); | |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer + 16, 16) = oC.y; | |
| } | |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); | |
| { | |
| value = *Pointer<Float4>(buffer, 16); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Float4 masked = value; | |
| oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); | |
| oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked)); | |
| } | |
| oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16)); | |
| oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer, 16) = oC.z; | |
| } | |
| { | |
| value = *Pointer<Float4>(buffer + 16, 16); | |
| if(rgbaWriteMask != 0x0000000F) | |
| { | |
| Float4 masked = value; | |
| oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); | |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); | |
| oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked)); | |
| } | |
| oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16)); | |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16)); | |
| oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value)); | |
| *Pointer<Float4>(buffer + 16, 16) = oC.w; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::ps_1_x(Registers &r, Int cMask[4]) | |
| { | |
| int pad = 0; // Count number of texm3x3pad instructions | |
| Vector4s dPairing; // Destination for first pairing instruction | |
| for(size_t i = 0; i < shader->getLength(); i++) | |
| { | |
| const Shader::Instruction *instruction = shader->getInstruction(i); | |
| Shader::Opcode opcode = instruction->opcode; | |
| // #ifndef NDEBUG // FIXME: Centralize debug output control | |
| // shader->printInstruction(i, "debug.txt"); | |
| // #endif | |
| if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB) | |
| { | |
| continue; | |
| } | |
| const Dst &dst = instruction->dst; | |
| const Src &src0 = instruction->src[0]; | |
| const Src &src1 = instruction->src[1]; | |
| const Src &src2 = instruction->src[2]; | |
| unsigned short version = shader->getVersion(); | |
| bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair | |
| bool coissue = instruction->coissue; // Second instruction of pair | |
| Vector4s d; | |
| Vector4s s0; | |
| Vector4s s1; | |
| Vector4s s2; | |
| if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0); | |
| if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1); | |
| if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2); | |
| Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x; | |
| Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y; | |
| Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z; | |
| Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w; | |
| switch(opcode) | |
| { | |
| case Shader::OPCODE_PS_1_0: break; | |
| case Shader::OPCODE_PS_1_1: break; | |
| case Shader::OPCODE_PS_1_2: break; | |
| case Shader::OPCODE_PS_1_3: break; | |
| case Shader::OPCODE_PS_1_4: break; | |
| case Shader::OPCODE_DEF: break; | |
| case Shader::OPCODE_NOP: break; | |
| case Shader::OPCODE_MOV: MOV(d, s0); break; | |
| case Shader::OPCODE_ADD: ADD(d, s0, s1); break; | |
| case Shader::OPCODE_SUB: SUB(d, s0, s1); break; | |
| case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break; | |
| case Shader::OPCODE_MUL: MUL(d, s0, s1); break; | |
| case Shader::OPCODE_DP3: DP3(d, s0, s1); break; | |
| case Shader::OPCODE_DP4: DP4(d, s0, s1); break; | |
| case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break; | |
| case Shader::OPCODE_TEXCOORD: | |
| if(version < 0x0104) | |
| { | |
| TEXCOORD(d, u, v, s, 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); | |
| } | |
| else // .xyw | |
| { | |
| TEXCRD(d, u, v, t, 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); | |
| } | |
| else if(version == 0x0104) | |
| { | |
| if(dst.type == Shader::PARAMETER_TEXTURE) | |
| { | |
| TEXKILL(cMask, u, v, s); | |
| } | |
| else | |
| { | |
| TEXKILL(cMask, r.rs[dst.index]); | |
| } | |
| } | |
| else ASSERT(false); | |
| break; | |
| case Shader::OPCODE_TEX: | |
| if(version < 0x0104) | |
| { | |
| TEX(r, d, u, v, s, dst.index, false); | |
| } | |
| else if(version == 0x0104) | |
| { | |
| if(src0.type == Shader::PARAMETER_TEXTURE) | |
| { | |
| if((src0.swizzle & 0x30) == 0x20) // .xyz | |
| { | |
| TEX(r, d, u, v, s, 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); | |
| } | |
| } | |
| else | |
| { | |
| TEXLD(r, 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; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL) | |
| { | |
| if(dst.shift > 0) | |
| { | |
| if(dst.mask & 0x1) {d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x);} | |
| if(dst.mask & 0x2) {d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y);} | |
| if(dst.mask & 0x4) {d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z);} | |
| if(dst.mask & 0x8) {d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w);} | |
| } | |
| else if(dst.shift < 0) | |
| { | |
| if(dst.mask & 0x1) d.x = d.x >> -dst.shift; | |
| if(dst.mask & 0x2) d.y = d.y >> -dst.shift; | |
| if(dst.mask & 0x4) d.z = d.z >> -dst.shift; | |
| if(dst.mask & 0x8) d.w = d.w >> -dst.shift; | |
| } | |
| if(dst.saturate) | |
| { | |
| if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));} | |
| if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));} | |
| if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));} | |
| if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));} | |
| } | |
| if(pairing) | |
| { | |
| if(dst.mask & 0x1) dPairing.x = d.x; | |
| if(dst.mask & 0x2) dPairing.y = d.y; | |
| if(dst.mask & 0x4) dPairing.z = d.z; | |
| if(dst.mask & 0x8) dPairing.w = d.w; | |
| } | |
| if(coissue) | |
| { | |
| const Dst &dst = shader->getInstruction(i - 1)->dst; | |
| writeDestination(r, dPairing, dst); | |
| } | |
| if(!pairing) | |
| { | |
| writeDestination(r, d, dst); | |
| } | |
| } | |
| } | |
| } | |
| void PixelRoutine::ps_2_x(Registers &r, Int cMask[4]) | |
| { | |
| r.enableIndex = 0; | |
| r.stackIndex = 0; | |
| if(shader->containsLeaveInstruction()) | |
| { | |
| r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| bool out[4][4] = {false}; | |
| // 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; | |
| } | |
| const Dst &dst = instruction->dst; | |
| const Src &src0 = instruction->src[0]; | |
| const Src &src1 = instruction->src[1]; | |
| const Src &src2 = instruction->src[2]; | |
| const Src &src3 = instruction->src[3]; | |
| bool predicate = instruction->predicate; | |
| Control control = instruction->control; | |
| bool pp = dst.partialPrecision; | |
| bool project = instruction->project; | |
| bool bias = instruction->bias; | |
| Vector4f d; | |
| Vector4f s0; | |
| Vector4f s1; | |
| Vector4f s2; | |
| Vector4f s3; | |
| if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input | |
| { | |
| if(dst.type == Shader::PARAMETER_TEXTURE) | |
| { | |
| d.x = r.vf[2 + dst.index].x; | |
| d.y = r.vf[2 + dst.index].y; | |
| d.z = r.vf[2 + dst.index].z; | |
| d.w = r.vf[2 + dst.index].w; | |
| } | |
| else | |
| { | |
| d = r.rf[dst.index]; | |
| } | |
| } | |
| if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0); | |
| if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1); | |
| if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2); | |
| if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3); | |
| switch(opcode) | |
| { | |
| case Shader::OPCODE_PS_2_0: break; | |
| case Shader::OPCODE_PS_2_x: break; | |
| case Shader::OPCODE_PS_3_0: break; | |
| case Shader::OPCODE_DEF: break; | |
| case Shader::OPCODE_DCL: break; | |
| case Shader::OPCODE_NOP: break; | |
| case Shader::OPCODE_MOV: mov(d, s0); break; | |
| case Shader::OPCODE_F2B: f2b(d, s0); break; | |
| case Shader::OPCODE_B2F: b2f(d, s0); break; | |
| case Shader::OPCODE_ADD: add(d, s0, s1); break; | |
| case Shader::OPCODE_SUB: sub(d, s0, s1); break; | |
| case Shader::OPCODE_MUL: mul(d, s0, s1); break; | |
| case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; | |
| case Shader::OPCODE_DP1: dp1(d, s0, s1); break; | |
| case Shader::OPCODE_DP2: dp2(d, s0, s1); break; | |
| case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break; | |
| case Shader::OPCODE_DP3: dp3(d, s0, s1); break; | |
| case Shader::OPCODE_DP4: dp4(d, s0, s1); break; | |
| case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break; | |
| case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; | |
| case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break; | |
| case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break; | |
| case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break; | |
| case Shader::OPCODE_FRC: frc(d, s0); break; | |
| case Shader::OPCODE_TRUNC: trunc(d, s0); break; | |
| case Shader::OPCODE_FLOOR: floor(d, s0); break; | |
| case Shader::OPCODE_ROUND: round(d, s0); break; | |
| case Shader::OPCODE_CEIL: ceil(d, s0); break; | |
| case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; | |
| case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; | |
| case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; | |
| case Shader::OPCODE_LOG2: log2(d, s0, pp); break; | |
| case Shader::OPCODE_EXP: exp(d, s0, pp); break; | |
| case Shader::OPCODE_LOG: log(d, s0, pp); break; | |
| case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; | |
| case Shader::OPCODE_DIV: div(d, s0, s1); break; | |
| case Shader::OPCODE_MOD: mod(d, s0, s1); break; | |
| case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break; | |
| case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break; | |
| case Shader::OPCODE_RSQ: rsq(d, s0, pp); break; | |
| case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break; | |
| case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break; | |
| case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break; | |
| case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break; | |
| case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break; | |
| case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break; | |
| case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break; | |
| case Shader::OPCODE_MIN: min(d, s0, s1); break; | |
| case Shader::OPCODE_MAX: max(d, s0, s1); break; | |
| case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break; | |
| case Shader::OPCODE_STEP: step(d, s0, s1); break; | |
| case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break; | |
| case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break; | |
| case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; | |
| case Shader::OPCODE_SGN: sgn(d, s0); break; | |
| case Shader::OPCODE_CRS: crs(d, s0, s1); break; | |
| case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break; | |
| case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break; | |
| case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break; | |
| case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break; | |
| case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break; | |
| case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break; | |
| case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break; | |
| case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break; | |
| case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break; | |
| case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break; | |
| case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break; | |
| case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break; | |
| case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break; | |
| case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break; | |
| case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break; | |
| case Shader::OPCODE_ABS: abs(d, s0); break; | |
| case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break; | |
| case Shader::OPCODE_COS: cos(d, s0, pp); break; | |
| case Shader::OPCODE_SIN: sin(d, s0, pp); break; | |
| case Shader::OPCODE_TAN: tan(d, s0, pp); break; | |
| case Shader::OPCODE_ACOS: acos(d, s0, pp); break; | |
| case Shader::OPCODE_ASIN: asin(d, s0, pp); break; | |
| case Shader::OPCODE_ATAN: atan(d, s0, pp); break; | |
| case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break; | |
| case Shader::OPCODE_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_M4X4: M4X4(r, d, s0, src1); break; | |
| case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break; | |
| case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break; | |
| case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break; | |
| case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break; | |
| case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break; | |
| case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break; | |
| case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break; | |
| case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break; | |
| case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break; | |
| case Shader::OPCODE_DFDX: DFDX(d, s0); break; | |
| case Shader::OPCODE_DFDY: DFDY(d, s0); break; | |
| case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break; | |
| case Shader::OPCODE_BREAK: BREAK(r); break; | |
| case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break; | |
| case Shader::OPCODE_BREAKP: BREAKP(r, src0); break; | |
| case Shader::OPCODE_CONTINUE: CONTINUE(r); break; | |
| case Shader::OPCODE_TEST: TEST(); break; | |
| case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break; | |
| case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break; | |
| case Shader::OPCODE_ELSE: ELSE(r); break; | |
| case Shader::OPCODE_ENDIF: ENDIF(r); break; | |
| case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break; | |
| case Shader::OPCODE_ENDREP: ENDREP(r); break; | |
| case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break; | |
| case Shader::OPCODE_IF: IF(r, src0); break; | |
| case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break; | |
| case Shader::OPCODE_LABEL: LABEL(dst.index); break; | |
| case Shader::OPCODE_LOOP: LOOP(r, src1); break; | |
| case Shader::OPCODE_REP: REP(r, src0); break; | |
| case Shader::OPCODE_WHILE: WHILE(r, src0); break; | |
| case Shader::OPCODE_RET: RET(r); break; | |
| case Shader::OPCODE_LEAVE: LEAVE(r); break; | |
| case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; | |
| case Shader::OPCODE_ALL: all(d.x, s0); break; | |
| case Shader::OPCODE_ANY: any(d.x, s0); break; | |
| case Shader::OPCODE_NOT: not(d, s0); break; | |
| case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break; | |
| case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break; | |
| case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break; | |
| case Shader::OPCODE_END: break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP) | |
| { | |
| if(dst.integer) | |
| { | |
| switch(opcode) | |
| { | |
| case Shader::OPCODE_DIV: | |
| if(dst.x) d.x = Trunc(d.x); | |
| if(dst.y) d.y = Trunc(d.y); | |
| if(dst.z) d.z = Trunc(d.z); | |
| if(dst.w) d.w = Trunc(d.w); | |
| break; | |
| default: | |
| break; // No truncation to integer required when arguments are integer | |
| } | |
| } | |
| if(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_TEMP: | |
| if(dst.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| if(dst.x) pDst.x = r.rf[dst.index].x; | |
| if(dst.y) pDst.y = r.rf[dst.index].y; | |
| if(dst.z) pDst.z = r.rf[dst.index].z; | |
| if(dst.w) pDst.w = r.rf[dst.index].w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(r, dst); | |
| if(dst.x) pDst.x = r.rf[dst.index + a].x; | |
| if(dst.y) pDst.y = r.rf[dst.index + a].y; | |
| if(dst.z) pDst.z = r.rf[dst.index + a].z; | |
| if(dst.w) pDst.w = r.rf[dst.index + a].w; | |
| } | |
| break; | |
| case Shader::PARAMETER_COLOROUT: | |
| ASSERT(dst.rel.type == Shader::PARAMETER_VOID); | |
| if(dst.x) pDst.x = r.oC[dst.index].x; | |
| if(dst.y) pDst.y = r.oC[dst.index].y; | |
| if(dst.z) pDst.z = r.oC[dst.index].z; | |
| if(dst.w) pDst.w = r.oC[dst.index].w; | |
| break; | |
| case Shader::PARAMETER_PREDICATE: | |
| if(dst.x) pDst.x = r.p0.x; | |
| if(dst.y) pDst.y = r.p0.y; | |
| if(dst.z) pDst.z = r.p0.z; | |
| if(dst.w) pDst.w = r.p0.w; | |
| break; | |
| case Shader::PARAMETER_DEPTHOUT: | |
| pDst.x = r.oDepth; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| Int4 enable = enableMask(r, instruction); | |
| Int4 xEnable = enable; | |
| Int4 yEnable = enable; | |
| Int4 zEnable = enable; | |
| Int4 wEnable = enable; | |
| if(predicate) | |
| { | |
| unsigned char pSwizzle = instruction->predicateSwizzle; | |
| Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03]; | |
| Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03]; | |
| Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03]; | |
| Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03]; | |
| if(!instruction->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_TEMP: | |
| if(dst.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| if(dst.x) r.rf[dst.index].x = d.x; | |
| if(dst.y) r.rf[dst.index].y = d.y; | |
| if(dst.z) r.rf[dst.index].z = d.z; | |
| if(dst.w) r.rf[dst.index].w = d.w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(r, dst); | |
| if(dst.x) r.rf[dst.index + a].x = d.x; | |
| if(dst.y) r.rf[dst.index + a].y = d.y; | |
| if(dst.z) r.rf[dst.index + a].z = d.z; | |
| if(dst.w) r.rf[dst.index + a].w = d.w; | |
| } | |
| break; | |
| case Shader::PARAMETER_COLOROUT: | |
| ASSERT(dst.rel.type == Shader::PARAMETER_VOID); | |
| if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;} | |
| if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;} | |
| if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;} | |
| if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;} | |
| break; | |
| case Shader::PARAMETER_PREDICATE: | |
| if(dst.x) r.p0.x = d.x; | |
| if(dst.y) r.p0.y = d.y; | |
| if(dst.z) r.p0.z = d.z; | |
| if(dst.w) r.p0.w = d.w; | |
| break; | |
| case Shader::PARAMETER_DEPTHOUT: | |
| r.oDepth = d.x; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| if(currentLabel != -1) | |
| { | |
| Nucleus::setInsertBlock(returnBlock); | |
| } | |
| for(int i = 0; i < 4; i++) | |
| { | |
| if(state.targetFormat[i] != FORMAT_NULL) | |
| { | |
| if(!out[i][0]) r.oC[i].x = Float4(0.0f); | |
| if(!out[i][1]) r.oC[i].y = Float4(0.0f); | |
| if(!out[i][2]) r.oC[i].z = Float4(0.0f); | |
| if(!out[i][3]) r.oC[i].w = Float4(0.0f); | |
| } | |
| } | |
| } | |
| Short4 PixelRoutine::convertFixed12(RValue<Float4> cf) | |
| { | |
| return RoundShort4(cf * Float4(0x1000)); | |
| } | |
| void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf) | |
| { | |
| cs.x = convertFixed12(cf.x); | |
| cs.y = convertFixed12(cf.y); | |
| cs.z = convertFixed12(cf.z); | |
| cs.w = convertFixed12(cf.w); | |
| } | |
| UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate) | |
| { | |
| return UShort4(cf * Float4(0xFFFF), saturate); | |
| } | |
| void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate) | |
| { | |
| cs.x = convertFixed16(cf.x, saturate); | |
| cs.y = convertFixed16(cf.y, saturate); | |
| cs.z = convertFixed16(cf.z, saturate); | |
| cs.w = convertFixed16(cf.w, saturate); | |
| } | |
| Float4 PixelRoutine::convertSigned12(Short4 &cs) | |
| { | |
| return Float4(cs) * Float4(1.0f / 0x0FFE); | |
| } | |
| void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs) | |
| { | |
| cf.x = convertSigned12(cs.x); | |
| cf.y = convertSigned12(cs.y); | |
| cf.z = convertSigned12(cs.z); | |
| cf.w = convertSigned12(cs.w); | |
| } | |
| Float4 PixelRoutine::convertUnsigned16(UShort4 cs) | |
| { | |
| return Float4(cs) * Float4(1.0f / 0xFFFF); | |
| } | |
| void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c) | |
| { | |
| c.x = As<UShort4>(c.x) >> 4; | |
| c.y = As<UShort4>(c.y) >> 4; | |
| c.z = As<UShort4>(c.z) >> 4; | |
| sRGBtoLinear12_16(r, c); | |
| } | |
| void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c) | |
| { | |
| Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLinear12_16); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); | |
| } | |
| void PixelRoutine::linearToSRGB16_12_16(Registers &r, Vector4s &c) | |
| { | |
| c.x = As<UShort4>(c.x) >> 4; | |
| c.y = As<UShort4>(c.y) >> 4; | |
| c.z = As<UShort4>(c.z) >> 4; | |
| linearToSRGB12_16(r, c); | |
| } | |
| void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c) | |
| { | |
| Pointer<Byte> LUT = r.constants + OFFSET(Constants,linearToSRGB12_16); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); | |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); | |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); | |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); | |
| } | |
| Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2) | |
| { | |
| Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x)); | |
| Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f); | |
| return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f)); | |
| } | |
| Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2 | |
| { | |
| Float4 linear = x * x; | |
| linear = linear * Float4(0.73f) + linear * x * Float4(0.27f); | |
| return Min(Max(linear, Float4(0.0f)), Float4(1.0f)); | |
| } | |
| void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0) | |
| { | |
| dst.x = src0.x; | |
| dst.y = src0.y; | |
| dst.z = src0.z; | |
| dst.w = src0.w; | |
| } | |
| void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1) | |
| { | |
| dst.x = AddSat(src0.x, src1.x); | |
| dst.y = AddSat(src0.y, src1.y); | |
| dst.z = AddSat(src0.z, src1.z); | |
| dst.w = AddSat(src0.w, src1.w); | |
| } | |
| void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1) | |
| { | |
| dst.x = SubSat(src0.x, src1.x); | |
| dst.y = SubSat(src0.y, src1.y); | |
| dst.z = SubSat(src0.z, src1.z); | |
| dst.w = SubSat(src0.w, src1.w); | |
| } | |
| void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) | |
| { | |
| // FIXME: Long fixed-point multiply fixup | |
| {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);} | |
| {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);} | |
| {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);} | |
| {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);} | |
| } | |
| void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1) | |
| { | |
| // FIXME: Long fixed-point multiply fixup | |
| {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);} | |
| {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);} | |
| {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);} | |
| {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);} | |
| } | |
| void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1) | |
| { | |
| Short4 t0; | |
| Short4 t1; | |
| // FIXME: Long fixed-point multiply fixup | |
| t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); | |
| t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); | |
| t0 = AddSat(t0, t1); | |
| t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); | |
| t0 = AddSat(t0, t1); | |
| dst.x = t0; | |
| dst.y = t0; | |
| dst.z = t0; | |
| dst.w = t0; | |
| } | |
| void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1) | |
| { | |
| Short4 t0; | |
| Short4 t1; | |
| // FIXME: Long fixed-point multiply fixup | |
| t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); | |
| t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); | |
| t0 = AddSat(t0, t1); | |
| t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); | |
| t0 = AddSat(t0, t1); | |
| t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); | |
| t0 = AddSat(t0, t1); | |
| dst.x = t0; | |
| dst.y = t0; | |
| dst.z = t0; | |
| dst.w = t0; | |
| } | |
| void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) | |
| { | |
| // FIXME: Long fixed-point multiply fixup | |
| {dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);} | |
| {dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);} | |
| {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);} | |
| {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);} | |
| } | |
| void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate) | |
| { | |
| Float4 uw; | |
| Float4 vw; | |
| Float4 sw; | |
| if(state.interpolant[2 + coordinate].component & 0x01) | |
| { | |
| uw = Max(u, Float4(0.0f)); | |
| uw = Min(uw, Float4(1.0f)); | |
| dst.x = convertFixed12(uw); | |
| } | |
| else | |
| { | |
| dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| if(state.interpolant[2 + coordinate].component & 0x02) | |
| { | |
| vw = Max(v, Float4(0.0f)); | |
| vw = Min(vw, Float4(1.0f)); | |
| dst.y = convertFixed12(vw); | |
| } | |
| else | |
| { | |
| dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| if(state.interpolant[2 + coordinate].component & 0x04) | |
| { | |
| sw = Max(s, Float4(0.0f)); | |
| sw = Min(sw, Float4(1.0f)); | |
| dst.z = convertFixed12(sw); | |
| } | |
| else | |
| { | |
| dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| dst.w = Short4(0x1000); | |
| } | |
| void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project) | |
| { | |
| Float4 uw = u; | |
| Float4 vw = v; | |
| Float4 sw = s; | |
| if(project) | |
| { | |
| uw *= Rcp_pp(s); | |
| vw *= Rcp_pp(s); | |
| } | |
| if(state.interpolant[2 + coordinate].component & 0x01) | |
| { | |
| uw *= Float4(0x1000); | |
| uw = Max(uw, Float4(-0x8000)); | |
| uw = Min(uw, Float4(0x7FFF)); | |
| dst.x = RoundShort4(uw); | |
| } | |
| else | |
| { | |
| dst.x = Short4(0x0000); | |
| } | |
| if(state.interpolant[2 + coordinate].component & 0x02) | |
| { | |
| vw *= Float4(0x1000); | |
| vw = Max(vw, Float4(-0x8000)); | |
| vw = Min(vw, Float4(0x7FFF)); | |
| dst.y = RoundShort4(vw); | |
| } | |
| else | |
| { | |
| dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| if(state.interpolant[2 + coordinate].component & 0x04) | |
| { | |
| sw *= Float4(0x1000); | |
| sw = Max(sw, Float4(-0x8000)); | |
| sw = Min(sw, Float4(0x7FFF)); | |
| dst.z = RoundShort4(sw); | |
| } | |
| else | |
| { | |
| dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); | |
| } | |
| } | |
| void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src, 0, false); | |
| Short4 t0 = RoundShort4(r.u_ * Float4(0x1000)); | |
| dst.x = t0; | |
| dst.y = t0; | |
| dst.z = t0; | |
| dst.w = t0; | |
| } | |
| void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src0, 0, false); | |
| r.v_ = Float4(0.0f); | |
| r.w_ = Float4(0.0f); | |
| sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_); | |
| } | |
| void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s) | |
| { | |
| Int kill = SignMask(CmpNLT(u, Float4(0.0f))) & | |
| SignMask(CmpNLT(v, Float4(0.0f))) & | |
| SignMask(CmpNLT(s, Float4(0.0f))); | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= kill; | |
| } | |
| } | |
| void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src) | |
| { | |
| Short4 test = src.x | src.y | src.z; | |
| Int kill = SignMask(Pack(test, test)) ^ 0x0000000F; | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= kill; | |
| } | |
| } | |
| void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project) | |
| { | |
| sampleTexture(r, dst, sampler, u, v, s, s, project); | |
| } | |
| void PixelRoutine::TEXLD(Registers &r, 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); | |
| } | |
| void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage) | |
| { | |
| Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); | |
| Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); | |
| Float4 du2 = du; | |
| Float4 dv2 = dv; | |
| du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0])); | |
| dv2 *= *Pointer<Float4>(r.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 += du2; | |
| Float4 u_ = u + du; | |
| Float4 v_ = v + dv; | |
| sampleTexture(r, dst, stage, u_, v_, s, s); | |
| } | |
| void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage) | |
| { | |
| Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); | |
| Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); | |
| Float4 du2 = du; | |
| Float4 dv2 = dv; | |
| du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0])); | |
| dv2 *= *Pointer<Float4>(r.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 += du2; | |
| Float4 u_ = u + du; | |
| Float4 v_ = v + dv; | |
| sampleTexture(r, dst, stage, u_, v_, s, s); | |
| Short4 L; | |
| L = src.z; | |
| L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4))); | |
| L = L << 4; | |
| L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4))); | |
| L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000)); | |
| L = Min(L, Short4(0x1000)); | |
| dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4; | |
| dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4; | |
| dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4; | |
| } | |
| void PixelRoutine::TEXREG2AR(Registers &r, 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); | |
| } | |
| void PixelRoutine::TEXREG2GB(Registers &r, 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); | |
| } | |
| void PixelRoutine::TEXREG2RGB(Registers &r, 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); | |
| } | |
| void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling) | |
| { | |
| TEXM3X2PAD(r, u, v, s, src, 1, signedScaling); | |
| // z / w | |
| r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero | |
| r.oDepth = r.u_; | |
| } | |
| void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src0, component, signedScaling); | |
| } | |
| void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling) | |
| { | |
| TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling); | |
| r.w_ = Float4(0.0f); | |
| sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_); | |
| } | |
| void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling) | |
| { | |
| TEXM3X3PAD(r, 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.w = Short4(0x1000); | |
| } | |
| void PixelRoutine::TEXM3X3PAD(Registers &r, 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); | |
| previousScaling = signedScaling; | |
| } | |
| Float4 x = r.U * u + r.V * v + r.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; | |
| default: ASSERT(false); | |
| } | |
| } | |
| void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src0, 2, false); | |
| Float4 E[3]; // Eye vector | |
| E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE); | |
| E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE); | |
| E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE); | |
| // Reflection | |
| Float4 u__; | |
| Float4 v__; | |
| Float4 w__; | |
| // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N) | |
| u__ = r.u_ * E[0]; | |
| v__ = r.v_ * E[1]; | |
| w__ = r.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_; | |
| sampleTexture(r, dst, stage, u__, v__, w__, w__); | |
| } | |
| void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling); | |
| sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_); | |
| } | |
| void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0) | |
| { | |
| TEXM3X3PAD(r, u, v, s, src0, 2, false); | |
| Float4 E[3]; // Eye vector | |
| E[0] = r.vf[2 + stage - 2].w; | |
| E[1] = r.vf[2 + stage - 1].w; | |
| E[2] = r.vf[2 + stage - 0].w; | |
| // Reflection | |
| Float4 u__; | |
| Float4 v__; | |
| 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__ += 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_; | |
| sampleTexture(r, dst, stage, u__, v__, w__, w__); | |
| } | |
| void PixelRoutine::TEXDEPTH(Registers &r) | |
| { | |
| r.u_ = Float4(r.rs[5].x); | |
| r.v_ = Float4(r.rs[5].y); | |
| // z / w | |
| r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero | |
| r.oDepth = r.u_; | |
| } | |
| void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) | |
| { | |
| {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0;}; | |
| {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0;}; | |
| {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0;}; | |
| {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;}; | |
| } | |
| void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) | |
| { | |
| {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;}; | |
| {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;}; | |
| {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;}; | |
| {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;}; | |
| } | |
| void PixelRoutine::BEM(Registers &r, 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 = 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 = AddSat(t0, t1); | |
| t0 = AddSat(t0, src0.y); | |
| dst.y = t0; | |
| } | |
| void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| Vector4f row0 = fetchRegisterF(r, src1, 0); | |
| Vector4f row1 = fetchRegisterF(r, src1, 1); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| } | |
| void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| Vector4f row0 = fetchRegisterF(r, src1, 0); | |
| Vector4f row1 = fetchRegisterF(r, src1, 1); | |
| Vector4f row2 = fetchRegisterF(r, src1, 2); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| dst.z = dot3(src0, row2); | |
| } | |
| void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| Vector4f row0 = fetchRegisterF(r, src1, 0); | |
| Vector4f row1 = fetchRegisterF(r, src1, 1); | |
| Vector4f row2 = fetchRegisterF(r, src1, 2); | |
| Vector4f row3 = fetchRegisterF(r, src1, 3); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| dst.z = dot3(src0, row2); | |
| dst.w = dot3(src0, row3); | |
| } | |
| void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| Vector4f row0 = fetchRegisterF(r, src1, 0); | |
| Vector4f row1 = fetchRegisterF(r, src1, 1); | |
| Vector4f row2 = fetchRegisterF(r, src1, 2); | |
| dst.x = dot4(src0, row0); | |
| dst.y = dot4(src0, row1); | |
| dst.z = dot4(src0, row2); | |
| } | |
| void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| Vector4f row0 = fetchRegisterF(r, src1, 0); | |
| Vector4f row1 = fetchRegisterF(r, src1, 1); | |
| Vector4f row2 = fetchRegisterF(r, src1, 2); | |
| Vector4f row3 = fetchRegisterF(r, src1, 3); | |
| dst.x = dot4(src0, row0); | |
| dst.y = dot4(src0, row1); | |
| dst.z = dot4(src0, row2); | |
| dst.w = dot4(src0, row3); | |
| } | |
| void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias) | |
| { | |
| Vector4f tmp; | |
| sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias); | |
| dst.x = tmp[(src1.swizzle >> 0) & 0x3]; | |
| dst.y = tmp[(src1.swizzle >> 2) & 0x3]; | |
| dst.z = tmp[(src1.swizzle >> 4) & 0x3]; | |
| dst.w = tmp[(src1.swizzle >> 6) & 0x3]; | |
| } | |
| void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias) | |
| { | |
| Vector4f tmp; | |
| sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true); | |
| dst.x = tmp[(src1.swizzle >> 0) & 0x3]; | |
| dst.y = tmp[(src1.swizzle >> 2) & 0x3]; | |
| dst.z = tmp[(src1.swizzle >> 4) & 0x3]; | |
| dst.w = tmp[(src1.swizzle >> 6) & 0x3]; | |
| } | |
| void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias) | |
| { | |
| Vector4f tmp; | |
| sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true); | |
| dst.x = tmp[(src1.swizzle >> 0) & 0x3]; | |
| dst.y = tmp[(src1.swizzle >> 2) & 0x3]; | |
| dst.z = tmp[(src1.swizzle >> 4) & 0x3]; | |
| dst.w = tmp[(src1.swizzle >> 6) & 0x3]; | |
| } | |
| void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask) | |
| { | |
| Int kill = -1; | |
| if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f))); | |
| if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f))); | |
| if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f))); | |
| if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f))); | |
| // FIXME: Dynamic branching affects TEXKILL? | |
| // if(shader->containsDynamicBranching()) | |
| // { | |
| // kill = ~SignMask(enableMask(r)); | |
| // } | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= kill; | |
| } | |
| // FIXME: Branch to end of shader if all killed? | |
| } | |
| void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction) | |
| { | |
| Int kill = 0; | |
| if(shader->containsDynamicBranching()) | |
| { | |
| kill = ~SignMask(enableMask(r, instruction)); | |
| } | |
| for(unsigned int q = 0; q < state.multiSample; q++) | |
| { | |
| cMask[q] &= kill; | |
| } | |
| // FIXME: Branch to end of shader if all killed? | |
| } | |
| void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = src.x.yyww - src.x.xxzz; | |
| dst.y = src.y.yyww - src.y.xxzz; | |
| dst.z = src.z.yyww - src.z.xxzz; | |
| dst.w = src.w.yyww - src.w.xxzz; | |
| } | |
| void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = src.x.zwzw - src.x.xyxy; | |
| dst.y = src.y.zwzw - src.y.xyxy; | |
| dst.z = src.z.zwzw - src.z.xyxy; | |
| dst.w = src.w.zwzw - src.w.xyxy; | |
| } | |
| void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src) | |
| { | |
| // abs(dFdx(src)) + abs(dFdy(src)); | |
| dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy); | |
| dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy); | |
| dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy); | |
| dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy); | |
| } | |
| void PixelRoutine::BREAK(Registers &r) | |
| { | |
| llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | |
| if(breakDepth == 0) | |
| { | |
| r.enableIndex = r.enableIndex - breakDepth; | |
| Nucleus::createBr(endBlock); | |
| } | |
| else | |
| { | |
| r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex]; | |
| Bool allBreak = SignMask(r.enableBreak) == 0x0; | |
| r.enableIndex = r.enableIndex - breakDepth; | |
| branch(allBreak, endBlock, deadBlock); | |
| } | |
| Nucleus::setInsertBlock(deadBlock); | |
| r.enableIndex = r.enableIndex + breakDepth; | |
| } | |
| void PixelRoutine::BREAKC(Registers &r, 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(r, condition); | |
| } | |
| void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC | |
| { | |
| Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| BREAK(r, condition); | |
| } | |
| void PixelRoutine::BREAK(Registers &r, Int4 &condition) | |
| { | |
| condition &= r.enableStack[r.enableIndex]; | |
| llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | |
| r.enableBreak = r.enableBreak & ~condition; | |
| Bool allBreak = SignMask(r.enableBreak) == 0x0; | |
| r.enableIndex = r.enableIndex - breakDepth; | |
| branch(allBreak, endBlock, continueBlock); | |
| Nucleus::setInsertBlock(continueBlock); | |
| r.enableIndex = r.enableIndex + breakDepth; | |
| } | |
| void PixelRoutine::CONTINUE(Registers &r) | |
| { | |
| r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex]; | |
| } | |
| void PixelRoutine::TEST() | |
| { | |
| whileTest = true; | |
| } | |
| void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex) | |
| { | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| if(callRetBlock[labelIndex].size() > 1) | |
| { | |
| r.callStack[r.stackIndex++] = UInt(callSiteIndex); | |
| } | |
| Int4 restoreLeave = r.enableLeave; | |
| Nucleus::createBr(labelBlock[labelIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| r.enableLeave = restoreLeave; | |
| } | |
| void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src) | |
| { | |
| if(src.type == Shader::PARAMETER_CONSTBOOL) | |
| { | |
| CALLNZb(r, labelIndex, callSiteIndex, src); | |
| } | |
| else if(src.type == Shader::PARAMETER_PREDICATE) | |
| { | |
| CALLNZp(r, labelIndex, callSiteIndex, src); | |
| } | |
| else ASSERT(false); | |
| } | |
| void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister) | |
| { | |
| Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME | |
| if(boolRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = !condition; | |
| } | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| if(callRetBlock[labelIndex].size() > 1) | |
| { | |
| r.callStack[r.stackIndex++] = UInt(callSiteIndex); | |
| } | |
| Int4 restoreLeave = r.enableLeave; | |
| branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| r.enableLeave = restoreLeave; | |
| } | |
| void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister) | |
| { | |
| Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| condition &= r.enableStack[r.enableIndex]; | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| if(callRetBlock[labelIndex].size() > 1) | |
| { | |
| r.callStack[r.stackIndex++] = UInt(callSiteIndex); | |
| } | |
| r.enableIndex++; | |
| r.enableStack[r.enableIndex] = condition; | |
| Int4 restoreLeave = r.enableLeave; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| r.enableIndex--; | |
| r.enableLeave = restoreLeave; | |
| } | |
| void PixelRoutine::ELSE(Registers &r) | |
| { | |
| ifDepth--; | |
| llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth]; | |
| llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| if(isConditionalIf[ifDepth]) | |
| { | |
| Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1]; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, falseBlock, endBlock); | |
| r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1]; | |
| } | |
| else | |
| { | |
| Nucleus::createBr(endBlock); | |
| Nucleus::setInsertBlock(falseBlock); | |
| } | |
| ifFalseBlock[ifDepth] = endBlock; | |
| ifDepth++; | |
| } | |
| void PixelRoutine::ENDIF(Registers &r) | |
| { | |
| ifDepth--; | |
| llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth]; | |
| Nucleus::createBr(endBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| if(isConditionalIf[ifDepth]) | |
| { | |
| breakDepth--; | |
| r.enableIndex--; | |
| } | |
| } | |
| void PixelRoutine::ENDLOOP(Registers &r) | |
| { | |
| loopRepDepth--; | |
| r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: += | |
| llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| r.loopDepth--; | |
| r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| void PixelRoutine::ENDREP(Registers &r) | |
| { | |
| loopRepDepth--; | |
| llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| r.loopDepth--; | |
| r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| void PixelRoutine::ENDWHILE(Registers &r) | |
| { | |
| loopRepDepth--; | |
| llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| r.enableIndex--; | |
| r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| whileTest = false; | |
| } | |
| void PixelRoutine::IF(Registers &r, const Src &src) | |
| { | |
| if(src.type == Shader::PARAMETER_CONSTBOOL) | |
| { | |
| IFb(r, src); | |
| } | |
| else if(src.type == Shader::PARAMETER_PREDICATE) | |
| { | |
| IFp(r, src); | |
| } | |
| else | |
| { | |
| Int4 condition = As<Int4>(fetchRegisterF(r, src).x); | |
| IF(r, condition); | |
| } | |
| } | |
| void PixelRoutine::IFb(Registers &r, const Src &boolRegister) | |
| { | |
| ASSERT(ifDepth < 24 + 4); | |
| Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME | |
| if(boolRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = !condition; | |
| } | |
| llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); | |
| branch(condition, trueBlock, falseBlock); | |
| isConditionalIf[ifDepth] = false; | |
| ifFalseBlock[ifDepth] = falseBlock; | |
| ifDepth++; | |
| } | |
| void PixelRoutine::IFp(Registers &r, const Src &predicateRegister) | |
| { | |
| Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| IF(r, condition); | |
| } | |
| void PixelRoutine::IFC(Registers &r, 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(r, condition); | |
| } | |
| void PixelRoutine::IF(Registers &r, Int4 &condition) | |
| { | |
| condition &= r.enableStack[r.enableIndex]; | |
| r.enableIndex++; | |
| r.enableStack[r.enableIndex] = condition; | |
| llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, trueBlock, falseBlock); | |
| isConditionalIf[ifDepth] = true; | |
| ifFalseBlock[ifDepth] = falseBlock; | |
| ifDepth++; | |
| breakDepth++; | |
| } | |
| void PixelRoutine::LABEL(int labelIndex) | |
| { | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| Nucleus::setInsertBlock(labelBlock[labelIndex]); | |
| currentLabel = labelIndex; | |
| } | |
| void PixelRoutine::LOOP(Registers &r, const Src &integerRegister) | |
| { | |
| r.loopDepth++; | |
| r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0])); | |
| r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1])); | |
| r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2])); | |
| // If(r.increment[r.loopDepth] == 0) | |
| // { | |
| // r.increment[r.loopDepth] = 1; | |
| // } | |
| llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(loopBlock); | |
| r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: -- | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void PixelRoutine::REP(Registers &r, const Src &integerRegister) | |
| { | |
| r.loopDepth++; | |
| r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0])); | |
| r.aL[r.loopDepth] = r.aL[r.loopDepth - 1]; | |
| llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(loopBlock); | |
| r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: -- | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister) | |
| { | |
| r.enableIndex++; | |
| llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| Int4 restoreBreak = r.enableBreak; | |
| Int4 restoreContinue = r.enableContinue; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| r.enableContinue = restoreContinue; | |
| const Vector4f &src = fetchRegisterF(r, temporaryRegister); | |
| Int4 condition = As<Int4>(src.x); | |
| condition &= r.enableStack[r.enableIndex - 1]; | |
| r.enableStack[r.enableIndex] = condition; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| r.enableBreak = restoreBreak; | |
| Nucleus::setInsertBlock(loopBlock); | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void PixelRoutine::RET(Registers &r) | |
| { | |
| if(currentLabel == -1) | |
| { | |
| returnBlock = Nucleus::createBasicBlock(); | |
| Nucleus::createBr(returnBlock); | |
| } | |
| else | |
| { | |
| llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); | |
| if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack | |
| { | |
| // FIXME: Encapsulate | |
| UInt index = r.callStack[--r.stackIndex]; | |
| llvm::Value *value = index.loadValue(); | |
| llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); | |
| for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) | |
| { | |
| Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]); | |
| } | |
| } | |
| else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination | |
| { | |
| Nucleus::createBr(callRetBlock[currentLabel][0]); | |
| } | |
| else // Function isn't called | |
| { | |
| Nucleus::createBr(unreachableBlock); | |
| } | |
| Nucleus::setInsertBlock(unreachableBlock); | |
| Nucleus::createUnreachable(); | |
| } | |
| } | |
| void PixelRoutine::LEAVE(Registers &r) | |
| { | |
| r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex]; | |
| // FIXME: Return from function if all instances left | |
| // FIXME: Use enableLeave in other control-flow constructs | |
| } | |
| void PixelRoutine::writeDestination(Registers &r, 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; | |
| 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; | |
| 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; | |
| 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; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src) | |
| { | |
| Vector4s *reg; | |
| int i = src.index; | |
| Vector4s c; | |
| 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])); | |
| } | |
| switch(src.type) | |
| { | |
| case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break; | |
| case Shader::PARAMETER_INPUT: reg = &r.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); | |
| } | |
| const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3]; | |
| const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3]; | |
| const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3]; | |
| const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3]; | |
| Vector4s mod; | |
| switch(src.modifier) | |
| { | |
| case Shader::MODIFIER_NONE: | |
| mod.x = x; | |
| mod.y = y; | |
| mod.z = z; | |
| mod.w = w; | |
| break; | |
| case Shader::MODIFIER_BIAS: | |
| mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| break; | |
| case Shader::MODIFIER_BIAS_NEGATE: | |
| mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x); | |
| mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y); | |
| mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z); | |
| mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w); | |
| break; | |
| case Shader::MODIFIER_COMPLEMENT: | |
| mod.x = SubSat(Short4(0x1000), x); | |
| mod.y = SubSat(Short4(0x1000), y); | |
| mod.z = SubSat(Short4(0x1000), z); | |
| mod.w = SubSat(Short4(0x1000), w); | |
| break; | |
| case Shader::MODIFIER_NEGATE: | |
| mod.x = -x; | |
| mod.y = -y; | |
| mod.z = -z; | |
| mod.w = -w; | |
| break; | |
| case Shader::MODIFIER_X2: | |
| mod.x = AddSat(x, x); | |
| mod.y = AddSat(y, y); | |
| mod.z = AddSat(z, z); | |
| mod.w = AddSat(w, w); | |
| break; | |
| case Shader::MODIFIER_X2_NEGATE: | |
| mod.x = -AddSat(x, x); | |
| mod.y = -AddSat(y, y); | |
| mod.z = -AddSat(z, z); | |
| mod.w = -AddSat(w, w); | |
| break; | |
| case Shader::MODIFIER_SIGN: | |
| mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800)); | |
| mod.x = AddSat(mod.x, mod.x); | |
| mod.y = AddSat(mod.y, mod.y); | |
| mod.z = AddSat(mod.z, mod.z); | |
| mod.w = AddSat(mod.w, mod.w); | |
| break; | |
| case Shader::MODIFIER_SIGN_NEGATE: | |
| mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x); | |
| mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y); | |
| mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z); | |
| mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w); | |
| mod.x = AddSat(mod.x, mod.x); | |
| mod.y = AddSat(mod.y, mod.y); | |
| mod.z = AddSat(mod.z, mod.z); | |
| mod.w = AddSat(mod.w, mod.w); | |
| break; | |
| case Shader::MODIFIER_DZ: | |
| mod.x = x; | |
| mod.y = y; | |
| mod.z = z; | |
| mod.w = w; | |
| // Projection performed by texture sampler | |
| break; | |
| case Shader::MODIFIER_DW: | |
| mod.x = x; | |
| mod.y = y; | |
| mod.z = z; | |
| mod.w = w; | |
| // Projection performed by texture sampler | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE)) | |
| { | |
| mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000)); | |
| mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000)); | |
| mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000)); | |
| mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000)); | |
| } | |
| return mod; | |
| } | |
| Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset) | |
| { | |
| Vector4f reg; | |
| int i = src.index + offset; | |
| switch(src.type) | |
| { | |
| case Shader::PARAMETER_TEMP: | |
| if(src.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| reg = r.rf[i]; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(r, src); | |
| reg = r.rf[i + a]; | |
| } | |
| break; | |
| case Shader::PARAMETER_INPUT: | |
| { | |
| if(src.rel.type == Shader::PARAMETER_VOID) // Not relative | |
| { | |
| reg = r.vf[i]; | |
| } | |
| else if(src.rel.type == Shader::PARAMETER_LOOP) | |
| { | |
| Int aL = r.aL[r.loopDepth]; | |
| reg = r.vf[i + aL]; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(r, src); | |
| reg = r.vf[i + a]; | |
| } | |
| } | |
| break; | |
| case Shader::PARAMETER_CONST: | |
| reg = readConstant(r, src, offset); | |
| break; | |
| case Shader::PARAMETER_TEXTURE: | |
| reg = r.vf[2 + i]; | |
| break; | |
| case Shader::PARAMETER_MISCTYPE: | |
| if(src.index == 0) reg = r.vPos; | |
| if(src.index == 1) reg = r.vFace; | |
| break; | |
| case Shader::PARAMETER_SAMPLER: | |
| if(src.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| reg.x = As<Float4>(Int4(i)); | |
| } | |
| else if(src.rel.type == Shader::PARAMETER_TEMP) | |
| { | |
| reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x)); | |
| } | |
| return reg; | |
| case Shader::PARAMETER_PREDICATE: return reg; // Dummy | |
| case Shader::PARAMETER_VOID: return reg; // Dummy | |
| case Shader::PARAMETER_FLOAT4LITERAL: | |
| reg.x = Float4(src.value[0]); | |
| reg.y = Float4(src.value[1]); | |
| reg.z = Float4(src.value[2]); | |
| reg.w = Float4(src.value[3]); | |
| break; | |
| case Shader::PARAMETER_CONSTINT: return reg; // Dummy | |
| case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy | |
| case Shader::PARAMETER_LOOP: return reg; // Dummy | |
| case Shader::PARAMETER_COLOROUT: | |
| reg = r.oC[i]; | |
| break; | |
| case Shader::PARAMETER_DEPTHOUT: | |
| reg.x = r.oDepth; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| 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; | |
| } | |
| Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset) | |
| { | |
| Vector4f c; | |
| int i = src.index + offset; | |
| if(src.rel.type == Shader::PARAMETER_VOID) // Not relative | |
| { | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i])); | |
| c.x = c.x.xxxx; | |
| c.y = c.y.yyyy; | |
| c.z = c.z.zzzz; | |
| c.w = c.w.wwww; | |
| if(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.type == Shader::PARAMETER_LOOP) | |
| { | |
| Int loopCounter = r.aL[r.loopDepth]; | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16); | |
| c.x = c.x.xxxx; | |
| c.y = c.y.yyyy; | |
| c.z = c.z.zzzz; | |
| c.w = c.w.wwww; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(r, src); | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16); | |
| c.x = c.x.xxxx; | |
| c.y = c.y.yyyy; | |
| c.z = c.z.zzzz; | |
| c.w = c.w.wwww; | |
| } | |
| return c; | |
| } | |
| Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var) | |
| { | |
| ASSERT(var.rel.deterministic); | |
| if(var.rel.type == Shader::PARAMETER_TEMP) | |
| { | |
| return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_INPUT) | |
| { | |
| return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_OUTPUT) | |
| { | |
| return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_CONST) | |
| { | |
| RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index])); | |
| return RoundInt(Extract(c, 0)) * var.rel.scale; | |
| } | |
| else ASSERT(false); | |
| return 0; | |
| } | |
| Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction) | |
| { | |
| Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF); | |
| if(!whileTest) | |
| { | |
| if(shader->containsBreakInstruction() && instruction->analysisBreak) | |
| { | |
| enable &= r.enableBreak; | |
| } | |
| if(shader->containsContinueInstruction() && instruction->analysisContinue) | |
| { | |
| enable &= r.enableContinue; | |
| } | |
| if(shader->containsLeaveInstruction() && instruction->analysisLeave) | |
| { | |
| enable &= r.enableLeave; | |
| } | |
| } | |
| return enable; | |
| } | |
| bool PixelRoutine::colorUsed() | |
| { | |
| return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill; | |
| } | |
| unsigned short PixelRoutine::shaderVersion() const | |
| { | |
| return shader ? shader->getVersion() : 0x0000; | |
| } | |
| bool PixelRoutine::interpolateZ() const | |
| { | |
| return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister); | |
| } | |
| bool PixelRoutine::interpolateW() const | |
| { | |
| return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister); | |
| } | |
| } |