| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2012 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // 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 "VertexRoutine.hpp" | |
| #include "VertexShader.hpp" | |
| #include "Vertex.hpp" | |
| #include "Half.hpp" | |
| #include "Renderer.hpp" | |
| #include "Constants.hpp" | |
| #include "Debug.hpp" | |
| namespace sw | |
| { | |
| extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates | |
| extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1] | |
| VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) : state(state), shader(shader) | |
| { | |
| routine = 0; | |
| } | |
| VertexRoutine::~VertexRoutine() | |
| { | |
| } | |
| void VertexRoutine::generate() | |
| { | |
| Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte> > function; | |
| { | |
| Pointer<Byte> vertex(function.arg(0)); | |
| Pointer<Byte> batch(function.arg(1)); | |
| Pointer<Byte> task(function.arg(2)); | |
| Pointer<Byte> data(function.arg(3)); | |
| const bool texldl = state.shaderContainsTexldl; | |
| Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); | |
| Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); | |
| Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag); | |
| UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); | |
| Registers r(shader); | |
| r.data = data; | |
| r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants)); | |
| Do | |
| { | |
| UInt index = *Pointer<UInt>(batch); | |
| UInt tagIndex = index & 0x0000003C; | |
| UInt indexQ = !texldl ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance. | |
| If(*Pointer<UInt>(tagCache + tagIndex) != indexQ) | |
| { | |
| *Pointer<UInt>(tagCache + tagIndex) = indexQ; | |
| readInput(r, indexQ); | |
| pipeline(r); | |
| postTransform(r); | |
| computeClipFlags(r); | |
| Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex)); | |
| writeCache(cacheLine0, r); | |
| } | |
| UInt cacheIndex = index & 0x0000003F; | |
| Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); | |
| writeVertex(vertex, cacheLine); | |
| vertex += sizeof(Vertex); | |
| batch += sizeof(unsigned int); | |
| vertexCount--; | |
| } | |
| Until(vertexCount == 0) | |
| Return(); | |
| } | |
| routine = function(L"VertexRoutine_%0.8X", state.shaderID); | |
| } | |
| Routine *VertexRoutine::getRoutine() | |
| { | |
| return routine; | |
| } | |
| void VertexRoutine::readInput(Registers &r, UInt &index) | |
| { | |
| for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i); | |
| UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i); | |
| r.v[i] = readStream(r, input, stride, state.input[i], index); | |
| } | |
| } | |
| void VertexRoutine::computeClipFlags(Registers &r) | |
| { | |
| int pos = state.positionRegister; | |
| // Backtransform | |
| if(state.preTransformed) | |
| { | |
| Float4 rhw = Float4(1.0f) / r.o[pos].w; | |
| Float4 W = *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f); | |
| Float4 H = *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f); | |
| Float4 L = *Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f); | |
| Float4 T = *Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f); | |
| r.o[pos].x = (r.o[pos].x - L) / W * rhw; | |
| r.o[pos].y = (r.o[pos].y - T) / H * rhw; | |
| r.o[pos].z = r.o[pos].z * rhw; | |
| r.o[pos].w = rhw; | |
| } | |
| if(state.superSampling) | |
| { | |
| r.o[pos].x = r.o[pos].x + *Pointer<Float4>(r.data + OFFSET(DrawData,XXXX)) * r.o[pos].w; | |
| r.o[pos].y = r.o[pos].y + *Pointer<Float4>(r.data + OFFSET(DrawData,YYYY)) * r.o[pos].w; | |
| } | |
| Float4 clipX = r.o[pos].x; | |
| Float4 clipY = r.o[pos].y; | |
| if(state.multiSampling) // Clip at pixel edges instead of pixel centers | |
| { | |
| clipX += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w; | |
| clipY += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w; | |
| } | |
| Int4 maxX = CmpLT(r.o[pos].w, clipX); | |
| Int4 maxY = CmpLT(r.o[pos].w, clipY); | |
| Int4 maxZ = CmpLT(r.o[pos].w, r.o[pos].z); | |
| Int4 minX = CmpNLE(-r.o[pos].w, clipX); | |
| Int4 minY = CmpNLE(-r.o[pos].w, clipY); | |
| Int4 minZ = CmpNLE(Float4(0.0f), r.o[pos].z); | |
| Int flags; | |
| flags = SignMask(maxX); | |
| r.clipFlags = *Pointer<Int>(r.constants + OFFSET(Constants,maxX) + flags * 4); // FIXME: Array indexing | |
| flags = SignMask(maxY); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxY) + flags * 4); | |
| flags = SignMask(maxZ); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxZ) + flags * 4); | |
| flags = SignMask(minX); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minX) + flags * 4); | |
| flags = SignMask(minY); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minY) + flags * 4); | |
| flags = SignMask(minZ); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minZ) + flags * 4); | |
| Int4 finiteX = CmpLE(Abs(r.o[pos].x), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteY = CmpLE(Abs(r.o[pos].y), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteZ = CmpLE(Abs(r.o[pos].z), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos))); | |
| flags = SignMask(finiteX & finiteY & finiteZ); | |
| r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,fini) + flags * 4); | |
| if(state.preTransformed) | |
| { | |
| r.clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane | |
| } | |
| } | |
| Vector4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index) | |
| { | |
| const bool texldl = state.shaderContainsTexldl; | |
| Vector4f v; | |
| Pointer<Byte> source0 = buffer + index * stride; | |
| Pointer<Byte> source1 = source0 + (!texldl ? stride : 0); | |
| Pointer<Byte> source2 = source1 + (!texldl ? stride : 0); | |
| Pointer<Byte> source3 = source2 + (!texldl ? stride : 0); | |
| switch(stream.type) | |
| { | |
| case STREAMTYPE_FLOAT: | |
| { | |
| if(stream.count == 0) | |
| { | |
| // Null stream, all default components | |
| } | |
| else if(stream.count == 1) | |
| { | |
| v.x.x = *Pointer<Float>(source0); | |
| v.x.y = *Pointer<Float>(source1); | |
| v.x.z = *Pointer<Float>(source2); | |
| v.x.w = *Pointer<Float>(source3); | |
| } | |
| else | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_BYTE: | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)); | |
| v.y = Float4(*Pointer<Byte4>(source1)); | |
| v.z = Float4(*Pointer<Byte4>(source2)); | |
| v.w = Float4(*Pointer<Byte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_SBYTE: | |
| { | |
| v.x = Float4(*Pointer<SByte4>(source0)); | |
| v.y = Float4(*Pointer<SByte4>(source1)); | |
| v.z = Float4(*Pointer<SByte4>(source2)); | |
| v.w = Float4(*Pointer<SByte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_COLOR: | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte)); | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| // Swap red and blue | |
| Float4 t = v.x; | |
| v.x = v.z; | |
| v.z = t; | |
| } | |
| break; | |
| case STREAMTYPE_SHORT: | |
| { | |
| v.x = Float4(*Pointer<Short4>(source0)); | |
| v.y = Float4(*Pointer<Short4>(source1)); | |
| v.z = Float4(*Pointer<Short4>(source2)); | |
| v.w = Float4(*Pointer<Short4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_USHORT: | |
| { | |
| v.x = Float4(*Pointer<UShort4>(source0)); | |
| v.y = Float4(*Pointer<UShort4>(source1)); | |
| v.z = Float4(*Pointer<UShort4>(source2)); | |
| v.w = Float4(*Pointer<UShort4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_UDEC3: | |
| { | |
| // FIXME: Vectorize | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source0); | |
| v.x.x = Float(x & 0x000003FF); | |
| v.x.y = Float(y & 0x000FFC00); | |
| v.x.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source1); | |
| v.y.x = Float(x & 0x000003FF); | |
| v.y.y = Float(y & 0x000FFC00); | |
| v.y.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source2); | |
| v.z.x = Float(x & 0x000003FF); | |
| v.z.y = Float(y & 0x000FFC00); | |
| v.z.z = Float(z & 0x3FF00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source3); | |
| v.w.x = Float(x & 0x000003FF); | |
| v.w.y = Float(y & 0x000FFC00); | |
| v.w.z = Float(z & 0x3FF00000); | |
| } | |
| transpose4x3(v.x, v.y, v.z, v.w); | |
| v.y *= Float4(1.0f / 0x00000400); | |
| v.z *= Float4(1.0f / 0x00100000); | |
| } | |
| break; | |
| case STREAMTYPE_DEC3N: | |
| { | |
| // FIXME: Vectorize | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source0); | |
| v.x.x = Float((x << 22) & 0xFFC00000); | |
| v.x.y = Float((y << 12) & 0xFFC00000); | |
| v.x.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source1); | |
| v.y.x = Float((x << 22) & 0xFFC00000); | |
| v.y.y = Float((y << 12) & 0xFFC00000); | |
| v.y.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source2); | |
| v.z.x = Float((x << 22) & 0xFFC00000); | |
| v.z.y = Float((y << 12) & 0xFFC00000); | |
| v.z.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| { | |
| Int x, y, z; | |
| x = y = z = *Pointer<Int>(source3); | |
| v.w.x = Float((x << 22) & 0xFFC00000); | |
| v.w.y = Float((y << 12) & 0xFFC00000); | |
| v.w.z = Float((z << 2) & 0xFFC00000); | |
| } | |
| transpose4x3(v.x, v.y, v.z, v.w); | |
| v.x *= Float4(1.0f / 0x00400000 / 511.0f); | |
| v.y *= Float4(1.0f / 0x00400000 / 511.0f); | |
| v.z *= Float4(1.0f / 0x00400000 / 511.0f); | |
| } | |
| break; | |
| case STREAMTYPE_FIXED: | |
| { | |
| v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed)); | |
| v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed)); | |
| v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed)); | |
| v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_HALF: | |
| { | |
| if(stream.count >= 1) | |
| { | |
| UShort x0 = *Pointer<UShort>(source0 + 0); | |
| UShort x1 = *Pointer<UShort>(source1 + 0); | |
| UShort x2 = *Pointer<UShort>(source2 + 0); | |
| UShort x3 = *Pointer<UShort>(source3 + 0); | |
| v.x.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x0) * 4); | |
| v.x.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x1) * 4); | |
| v.x.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x2) * 4); | |
| v.x.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x3) * 4); | |
| } | |
| if(stream.count >= 2) | |
| { | |
| UShort y0 = *Pointer<UShort>(source0 + 2); | |
| UShort y1 = *Pointer<UShort>(source1 + 2); | |
| UShort y2 = *Pointer<UShort>(source2 + 2); | |
| UShort y3 = *Pointer<UShort>(source3 + 2); | |
| v.y.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y0) * 4); | |
| v.y.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y1) * 4); | |
| v.y.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y2) * 4); | |
| v.y.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y3) * 4); | |
| } | |
| if(stream.count >= 3) | |
| { | |
| UShort z0 = *Pointer<UShort>(source0 + 4); | |
| UShort z1 = *Pointer<UShort>(source1 + 4); | |
| UShort z2 = *Pointer<UShort>(source2 + 4); | |
| UShort z3 = *Pointer<UShort>(source3 + 4); | |
| v.z.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z0) * 4); | |
| v.z.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z1) * 4); | |
| v.z.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z2) * 4); | |
| v.z.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z3) * 4); | |
| } | |
| if(stream.count >= 4) | |
| { | |
| UShort w0 = *Pointer<UShort>(source0 + 6); | |
| UShort w1 = *Pointer<UShort>(source1 + 6); | |
| UShort w2 = *Pointer<UShort>(source2 + 6); | |
| UShort w3 = *Pointer<UShort>(source3 + 6); | |
| v.w.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w0) * 4); | |
| v.w.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w1) * 4); | |
| v.w.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w2) * 4); | |
| v.w.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w3) * 4); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_INDICES: | |
| { | |
| v.x.x = *Pointer<Float>(source0); | |
| v.x.y = *Pointer<Float>(source1); | |
| v.x.z = *Pointer<Float>(source2); | |
| v.x.w = *Pointer<Float>(source3); | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(stream.count < 1) v.x = Float4(0.0f); | |
| if(stream.count < 2) v.y = Float4(0.0f); | |
| if(stream.count < 3) v.z = Float4(0.0f); | |
| if(stream.count < 4) v.w = Float4(1.0f); | |
| return v; | |
| } | |
| void VertexRoutine::postTransform(Registers &r) | |
| { | |
| int pos = state.positionRegister; | |
| if(halfIntegerCoordinates) | |
| { | |
| r.o[pos].x = r.o[pos].x - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w; | |
| r.o[pos].y = r.o[pos].y - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w; | |
| } | |
| if(symmetricNormalizedDepth) | |
| { | |
| r.o[pos].z = (r.o[pos].z + r.o[pos].w) * Float4(0.5f); | |
| } | |
| } | |
| void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r) | |
| { | |
| Vector4f v; | |
| for(int i = 0; i < 12; i++) | |
| { | |
| if(state.output[i].write) | |
| { | |
| v.x = r.o[i].x; | |
| v.y = r.o[i].y; | |
| v.z = r.o[i].z; | |
| v.w = r.o[i].w; | |
| if(state.output[i].xClamp) | |
| { | |
| v.x = Max(v.x, Float4(0.0f)); | |
| v.x = Min(v.x, Float4(1.0f)); | |
| } | |
| if(state.output[i].yClamp) | |
| { | |
| v.y = Max(v.y, Float4(0.0f)); | |
| v.y = Min(v.y, Float4(1.0f)); | |
| } | |
| if(state.output[i].zClamp) | |
| { | |
| v.z = Max(v.z, Float4(0.0f)); | |
| v.z = Min(v.z, Float4(1.0f)); | |
| } | |
| if(state.output[i].wClamp) | |
| { | |
| v.w = Max(v.w, Float4(0.0f)); | |
| v.w = Min(v.w, Float4(1.0f)); | |
| } | |
| if(state.output[i].write == 0x01) | |
| { | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z; | |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w; | |
| } | |
| else | |
| { | |
| if(state.output[i].write == 0x02) | |
| { | |
| transpose2x4(v.x, v.y, v.z, v.w); | |
| } | |
| else | |
| { | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| } | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w; | |
| } | |
| } | |
| } | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (r.clipFlags >> 0) & 0x0000000FF; // FIXME: unsigned char Vertex::clipFlags | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (r.clipFlags >> 8) & 0x0000000FF; | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (r.clipFlags >> 16) & 0x0000000FF; | |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (r.clipFlags >> 24) & 0x0000000FF; | |
| int pos = state.positionRegister; | |
| v.x = r.o[pos].x; | |
| v.y = r.o[pos].y; | |
| v.z = r.o[pos].z; | |
| v.w = r.o[pos].w; | |
| Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); | |
| Float4 rhw = Float4(1.0f) / w; | |
| v.x = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16)))); | |
| v.y = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16)))); | |
| v.z = v.z * rhw; | |
| v.w = rhw; | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z; | |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w; | |
| } | |
| void VertexRoutine::writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cache) | |
| { | |
| for(int i = 0; i < 12; i++) | |
| { | |
| if(state.output[i].write) | |
| { | |
| *Pointer<Float4>(vertex + OFFSET(Vertex,v[i])) = *Pointer<Float4>(cache + OFFSET(Vertex,v[i])); | |
| } | |
| } | |
| *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags)); | |
| *Pointer<Float4>(vertex + OFFSET(Vertex,X)) = *Pointer<Float4>(cache + OFFSET(Vertex,X)); | |
| } | |
| } |