| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "VertexProgram.hpp" |
| |
| #include "VertexShader.hpp" |
| #include "SamplerCore.hpp" |
| #include "Renderer/Renderer.hpp" |
| #include "Renderer/Vertex.hpp" |
| #include "Common/Half.hpp" |
| #include "Common/Debug.hpp" |
| |
| namespace sw |
| { |
| VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) |
| : VertexRoutine(state, shader), shader(shader), r(shader->indirectAddressableTemporaries) |
| { |
| for(int i = 0; i < MAX_SHADER_CALL_SITES; i++) |
| { |
| labelBlock[i] = 0; |
| } |
| |
| loopDepth = -1; |
| enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| |
| if(shader->containsBreakInstruction()) |
| { |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader->containsContinueInstruction()) |
| { |
| enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader->isInstanceIdDeclared()) |
| { |
| instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID)); |
| } |
| } |
| |
| VertexProgram::~VertexProgram() |
| { |
| } |
| |
| void VertexProgram::pipeline(UInt &index) |
| { |
| if(!state.preTransformed) |
| { |
| program(index); |
| } |
| else |
| { |
| passThrough(); |
| } |
| } |
| |
| void VertexProgram::program(UInt &index) |
| { |
| // shader->print("VertexShader-%0.8X.txt", state.shaderID); |
| |
| unsigned short shaderModel = shader->getShaderModel(); |
| |
| enableIndex = 0; |
| stackIndex = 0; |
| |
| if(shader->containsLeaveInstruction()) |
| { |
| enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader->isVertexIdDeclared()) |
| { |
| if(state.textureSampling) |
| { |
| vertexID = Int4(index); |
| } |
| else |
| { |
| vertexID = Insert(vertexID, As<Int>(index), 0); |
| vertexID = Insert(vertexID, As<Int>(index + 1), 1); |
| vertexID = Insert(vertexID, As<Int>(index + 2), 2); |
| vertexID = Insert(vertexID, As<Int>(index + 3), 3); |
| } |
| } |
| |
| // Create all call site return blocks up front |
| for(size_t i = 0; i < shader->getLength(); i++) |
| { |
| const Shader::Instruction *instruction = shader->getInstruction(i); |
| Shader::Opcode opcode = instruction->opcode; |
| |
| if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ) |
| { |
| const Dst &dst = instruction->dst; |
| |
| ASSERT(callRetBlock[dst.label].size() == dst.callSite); |
| callRetBlock[dst.label].push_back(Nucleus::createBasicBlock()); |
| } |
| } |
| |
| for(size_t i = 0; i < shader->getLength(); i++) |
| { |
| const Shader::Instruction *instruction = shader->getInstruction(i); |
| Shader::Opcode opcode = instruction->opcode; |
| |
| if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB) |
| { |
| continue; |
| } |
| |
| Dst dst = instruction->dst; |
| Src src0 = instruction->src[0]; |
| Src src1 = instruction->src[1]; |
| Src src2 = instruction->src[2]; |
| Src src3 = instruction->src[3]; |
| Src src4 = instruction->src[4]; |
| |
| bool predicate = instruction->predicate; |
| Control control = instruction->control; |
| bool integer = dst.type == Shader::PARAMETER_ADDR; |
| bool pp = dst.partialPrecision; |
| |
| Vector4f d; |
| Vector4f s0; |
| Vector4f s1; |
| Vector4f s2; |
| Vector4f s3; |
| Vector4f s4; |
| |
| if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); |
| if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); |
| if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); |
| if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); |
| if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); |
| |
| switch(opcode) |
| { |
| case Shader::OPCODE_VS_1_0: break; |
| case Shader::OPCODE_VS_1_1: break; |
| case Shader::OPCODE_VS_2_0: break; |
| case Shader::OPCODE_VS_2_x: break; |
| case Shader::OPCODE_VS_2_sw: break; |
| case Shader::OPCODE_VS_3_0: break; |
| case Shader::OPCODE_VS_3_sw: break; |
| case Shader::OPCODE_DCL: break; |
| case Shader::OPCODE_DEF: break; |
| case Shader::OPCODE_DEFI: break; |
| case Shader::OPCODE_DEFB: break; |
| case Shader::OPCODE_NOP: break; |
| case Shader::OPCODE_ABS: abs(d, s0); break; |
| case Shader::OPCODE_IABS: iabs(d, s0); break; |
| case Shader::OPCODE_ADD: add(d, s0, s1); break; |
| case Shader::OPCODE_IADD: iadd(d, s0, s1); break; |
| case Shader::OPCODE_CRS: crs(d, s0, s1); break; |
| case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break; |
| case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break; |
| case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break; |
| case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break; |
| case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break; |
| case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break; |
| case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break; |
| case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break; |
| case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break; |
| case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break; |
| case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break; |
| case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break; |
| case Shader::OPCODE_DP1: dp1(d, s0, s1); break; |
| case Shader::OPCODE_DP2: dp2(d, s0, s1); break; |
| case Shader::OPCODE_DP3: dp3(d, s0, s1); break; |
| case Shader::OPCODE_DP4: dp4(d, s0, s1); break; |
| case Shader::OPCODE_DET2: det2(d, s0, s1); break; |
| case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break; |
| case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break; |
| case Shader::OPCODE_ATT: att(d, s0, s1); break; |
| case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; |
| case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; |
| case Shader::OPCODE_EXPP: expp(d, s0, shaderModel); break; |
| case Shader::OPCODE_EXP: exp(d, s0, pp); break; |
| case Shader::OPCODE_FRC: frc(d, s0); break; |
| case Shader::OPCODE_TRUNC: trunc(d, s0); break; |
| case Shader::OPCODE_FLOOR: floor(d, s0); break; |
| case Shader::OPCODE_ROUND: round(d, s0); break; |
| case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break; |
| case Shader::OPCODE_CEIL: ceil(d, s0); break; |
| case Shader::OPCODE_LIT: lit(d, s0); break; |
| case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; |
| case Shader::OPCODE_LOG2: log2(d, s0, pp); break; |
| case Shader::OPCODE_LOGP: logp(d, s0, shaderModel); break; |
| case Shader::OPCODE_LOG: log(d, s0, pp); break; |
| case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break; |
| case Shader::OPCODE_STEP: step(d, s0, s1); break; |
| case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break; |
| case Shader::OPCODE_ISINF: isinf(d, s0); break; |
| case Shader::OPCODE_ISNAN: isnan(d, s0); break; |
| case Shader::OPCODE_FLOATBITSTOINT: |
| case Shader::OPCODE_FLOATBITSTOUINT: |
| case Shader::OPCODE_INTBITSTOFLOAT: |
| case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break; |
| case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break; |
| case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break; |
| case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break; |
| case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break; |
| case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break; |
| case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break; |
| case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break; |
| case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break; |
| case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; |
| case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break; |
| case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break; |
| case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; |
| case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break; |
| case Shader::OPCODE_MAX: max(d, s0, s1); break; |
| case Shader::OPCODE_IMAX: imax(d, s0, s1); break; |
| case Shader::OPCODE_UMAX: umax(d, s0, s1); break; |
| case Shader::OPCODE_MIN: min(d, s0, s1); break; |
| case Shader::OPCODE_IMIN: imin(d, s0, s1); break; |
| case Shader::OPCODE_UMIN: umin(d, s0, s1); break; |
| case Shader::OPCODE_MOV: mov(d, s0, integer); break; |
| case Shader::OPCODE_MOVA: mov(d, s0, true); break; |
| case Shader::OPCODE_NEG: neg(d, s0); break; |
| case Shader::OPCODE_INEG: ineg(d, s0); break; |
| case Shader::OPCODE_F2B: f2b(d, s0); break; |
| case Shader::OPCODE_B2F: b2f(d, s0); break; |
| case Shader::OPCODE_F2I: f2i(d, s0); break; |
| case Shader::OPCODE_I2F: i2f(d, s0); break; |
| case Shader::OPCODE_F2U: f2u(d, s0); break; |
| case Shader::OPCODE_U2F: u2f(d, s0); break; |
| case Shader::OPCODE_I2B: i2b(d, s0); break; |
| case Shader::OPCODE_B2I: b2i(d, s0); break; |
| case Shader::OPCODE_MUL: mul(d, s0, s1); break; |
| case Shader::OPCODE_IMUL: imul(d, s0, s1); break; |
| case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break; |
| case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break; |
| case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break; |
| case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break; |
| case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; |
| case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; |
| case Shader::OPCODE_DIV: div(d, s0, s1); break; |
| case Shader::OPCODE_IDIV: idiv(d, s0, s1); break; |
| case Shader::OPCODE_UDIV: udiv(d, s0, s1); break; |
| case Shader::OPCODE_MOD: mod(d, s0, s1); break; |
| case Shader::OPCODE_IMOD: imod(d, s0, s1); break; |
| case Shader::OPCODE_UMOD: umod(d, s0, s1); break; |
| case Shader::OPCODE_SHL: shl(d, s0, s1); break; |
| case Shader::OPCODE_ISHR: ishr(d, s0, s1); break; |
| case Shader::OPCODE_USHR: ushr(d, s0, s1); break; |
| case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break; |
| case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break; |
| case Shader::OPCODE_RSQ: rsq(d, s0, pp); break; |
| case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break; |
| case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break; |
| case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break; |
| case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break; |
| case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break; |
| case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break; |
| case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break; |
| case Shader::OPCODE_SGE: step(d, s1, s0); break; |
| case Shader::OPCODE_SGN: sgn(d, s0); break; |
| case Shader::OPCODE_ISGN: isgn(d, s0); break; |
| case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break; |
| case Shader::OPCODE_COS: cos(d, s0, pp); break; |
| case Shader::OPCODE_SIN: sin(d, s0, pp); break; |
| case Shader::OPCODE_TAN: tan(d, s0); break; |
| case Shader::OPCODE_ACOS: acos(d, s0); break; |
| case Shader::OPCODE_ASIN: asin(d, s0); break; |
| case Shader::OPCODE_ATAN: atan(d, s0); break; |
| case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break; |
| case Shader::OPCODE_COSH: cosh(d, s0, pp); break; |
| case Shader::OPCODE_SINH: sinh(d, s0, pp); break; |
| case Shader::OPCODE_TANH: tanh(d, s0, pp); break; |
| case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break; |
| case Shader::OPCODE_ASINH: asinh(d, s0, pp); break; |
| case Shader::OPCODE_ATANH: atanh(d, s0, pp); break; |
| case Shader::OPCODE_SLT: slt(d, s0, s1); break; |
| case Shader::OPCODE_SUB: sub(d, s0, s1); break; |
| case Shader::OPCODE_ISUB: isub(d, s0, s1); break; |
| case Shader::OPCODE_BREAK: BREAK(); break; |
| case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break; |
| case Shader::OPCODE_BREAKP: BREAKP(src0); break; |
| case Shader::OPCODE_CONTINUE: CONTINUE(); break; |
| case Shader::OPCODE_TEST: TEST(); break; |
| case Shader::OPCODE_SCALAR: SCALAR(); break; |
| case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break; |
| case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break; |
| case Shader::OPCODE_ELSE: ELSE(); break; |
| case Shader::OPCODE_ENDIF: ENDIF(); break; |
| case Shader::OPCODE_ENDLOOP: ENDLOOP(); break; |
| case Shader::OPCODE_ENDREP: ENDREP(); break; |
| case Shader::OPCODE_ENDWHILE: ENDWHILE(); break; |
| case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break; |
| case Shader::OPCODE_IF: IF(src0); break; |
| case Shader::OPCODE_IFC: IFC(s0, s1, control); break; |
| case Shader::OPCODE_LABEL: LABEL(dst.index); break; |
| case Shader::OPCODE_LOOP: LOOP(src1); break; |
| case Shader::OPCODE_REP: REP(src0); break; |
| case Shader::OPCODE_WHILE: WHILE(src0); break; |
| case Shader::OPCODE_SWITCH: SWITCH(); break; |
| case Shader::OPCODE_RET: RET(); break; |
| case Shader::OPCODE_LEAVE: LEAVE(); break; |
| case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; |
| case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; |
| case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break; |
| case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break; |
| case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break; |
| case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break; |
| case Shader::OPCODE_ALL: all(d.x, s0); break; |
| case Shader::OPCODE_ANY: any(d.x, s0); break; |
| case Shader::OPCODE_NOT: bitwise_not(d, s0); break; |
| case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break; |
| case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break; |
| case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break; |
| case Shader::OPCODE_EQ: equal(d, s0, s1); break; |
| case Shader::OPCODE_NE: notEqual(d, s0, s1); break; |
| case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break; |
| case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break; |
| case Shader::OPCODE_TEX: TEX(d, s0, src1); break; |
| case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break; |
| case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break; |
| case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break; |
| case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break; |
| case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break; |
| case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break; |
| case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break; |
| case Shader::OPCODE_END: break; |
| default: |
| ASSERT(false); |
| } |
| |
| if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP) |
| { |
| if(dst.saturate) |
| { |
| if(dst.x) d.x = Max(d.x, Float4(0.0f)); |
| if(dst.y) d.y = Max(d.y, Float4(0.0f)); |
| if(dst.z) d.z = Max(d.z, Float4(0.0f)); |
| if(dst.w) d.w = Max(d.w, Float4(0.0f)); |
| |
| if(dst.x) d.x = Min(d.x, Float4(1.0f)); |
| if(dst.y) d.y = Min(d.y, Float4(1.0f)); |
| if(dst.z) d.z = Min(d.z, Float4(1.0f)); |
| if(dst.w) d.w = Min(d.w, Float4(1.0f)); |
| } |
| |
| if(instruction->isPredicated()) |
| { |
| Vector4f pDst; // FIXME: Rename |
| |
| switch(dst.type) |
| { |
| case Shader::PARAMETER_VOID: break; |
| case Shader::PARAMETER_TEMP: |
| if(dst.rel.type == Shader::PARAMETER_VOID) |
| { |
| if(dst.x) pDst.x = r[dst.index].x; |
| if(dst.y) pDst.y = r[dst.index].y; |
| if(dst.z) pDst.z = r[dst.index].z; |
| if(dst.w) pDst.w = r[dst.index].w; |
| } |
| else if(!dst.rel.dynamic) |
| { |
| Int a = dst.index + relativeAddress(dst.rel); |
| |
| if(dst.x) pDst.x = r[a].x; |
| if(dst.y) pDst.y = r[a].y; |
| if(dst.z) pDst.z = r[a].z; |
| if(dst.w) pDst.w = r[a].w; |
| } |
| else |
| { |
| Int4 a = dst.index + dynamicAddress(dst.rel); |
| |
| if(dst.x) pDst.x = r[a].x; |
| if(dst.y) pDst.y = r[a].y; |
| if(dst.z) pDst.z = r[a].z; |
| if(dst.w) pDst.w = r[a].w; |
| } |
| break; |
| case Shader::PARAMETER_ADDR: pDst = a0; break; |
| case Shader::PARAMETER_RASTOUT: |
| switch(dst.index) |
| { |
| case 0: |
| if(dst.x) pDst.x = o[Pos].x; |
| if(dst.y) pDst.y = o[Pos].y; |
| if(dst.z) pDst.z = o[Pos].z; |
| if(dst.w) pDst.w = o[Pos].w; |
| break; |
| case 1: |
| pDst.x = o[Fog].x; |
| break; |
| case 2: |
| pDst.x = o[Pts].y; |
| break; |
| default: |
| ASSERT(false); |
| } |
| break; |
| case Shader::PARAMETER_ATTROUT: |
| if(dst.x) pDst.x = o[C0 + dst.index].x; |
| if(dst.y) pDst.y = o[C0 + dst.index].y; |
| if(dst.z) pDst.z = o[C0 + dst.index].z; |
| if(dst.w) pDst.w = o[C0 + dst.index].w; |
| break; |
| case Shader::PARAMETER_TEXCRDOUT: |
| // case Shader::PARAMETER_OUTPUT: |
| if(shaderModel < 0x0300) |
| { |
| if(dst.x) pDst.x = o[T0 + dst.index].x; |
| if(dst.y) pDst.y = o[T0 + dst.index].y; |
| if(dst.z) pDst.z = o[T0 + dst.index].z; |
| if(dst.w) pDst.w = o[T0 + dst.index].w; |
| } |
| else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative |
| { |
| if(dst.x) pDst.x = o[dst.index].x; |
| if(dst.y) pDst.y = o[dst.index].y; |
| if(dst.z) pDst.z = o[dst.index].z; |
| if(dst.w) pDst.w = o[dst.index].w; |
| } |
| else if(!dst.rel.dynamic) |
| { |
| Int a = dst.index + relativeAddress(dst.rel); |
| |
| if(dst.x) pDst.x = o[a].x; |
| if(dst.y) pDst.y = o[a].y; |
| if(dst.z) pDst.z = o[a].z; |
| if(dst.w) pDst.w = o[a].w; |
| } |
| else |
| { |
| Int4 a = dst.index + dynamicAddress(dst.rel); |
| |
| if(dst.x) pDst.x = o[a].x; |
| if(dst.y) pDst.y = o[a].y; |
| if(dst.z) pDst.z = o[a].z; |
| if(dst.w) pDst.w = o[a].w; |
| } |
| break; |
| case Shader::PARAMETER_LABEL: break; |
| case Shader::PARAMETER_PREDICATE: pDst = p0; break; |
| case Shader::PARAMETER_INPUT: break; |
| default: |
| ASSERT(false); |
| } |
| |
| Int4 enable = enableMask(instruction); |
| |
| Int4 xEnable = enable; |
| Int4 yEnable = enable; |
| Int4 zEnable = enable; |
| Int4 wEnable = enable; |
| |
| if(predicate) |
| { |
| unsigned char pSwizzle = instruction->predicateSwizzle; |
| |
| Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03]; |
| Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03]; |
| Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03]; |
| Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03]; |
| |
| if(!instruction->predicateNot) |
| { |
| if(dst.x) xEnable = xEnable & As<Int4>(xPredicate); |
| if(dst.y) yEnable = yEnable & As<Int4>(yPredicate); |
| if(dst.z) zEnable = zEnable & As<Int4>(zPredicate); |
| if(dst.w) wEnable = wEnable & As<Int4>(wPredicate); |
| } |
| else |
| { |
| if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate); |
| if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate); |
| if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate); |
| if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate); |
| } |
| } |
| |
| if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable); |
| if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable); |
| if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable); |
| if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable); |
| |
| if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable)); |
| if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable)); |
| if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable)); |
| if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable)); |
| } |
| |
| switch(dst.type) |
| { |
| case Shader::PARAMETER_VOID: |
| break; |
| case Shader::PARAMETER_TEMP: |
| if(dst.rel.type == Shader::PARAMETER_VOID) |
| { |
| if(dst.x) r[dst.index].x = d.x; |
| if(dst.y) r[dst.index].y = d.y; |
| if(dst.z) r[dst.index].z = d.z; |
| if(dst.w) r[dst.index].w = d.w; |
| } |
| else if(!dst.rel.dynamic) |
| { |
| Int a = dst.index + relativeAddress(dst.rel); |
| |
| if(dst.x) r[a].x = d.x; |
| if(dst.y) r[a].y = d.y; |
| if(dst.z) r[a].z = d.z; |
| if(dst.w) r[a].w = d.w; |
| } |
| else |
| { |
| Int4 a = dst.index + dynamicAddress(dst.rel); |
| |
| if(dst.x) r.scatter_x(a, d.x); |
| if(dst.y) r.scatter_y(a, d.y); |
| if(dst.z) r.scatter_z(a, d.z); |
| if(dst.w) r.scatter_w(a, d.w); |
| } |
| break; |
| case Shader::PARAMETER_ADDR: |
| if(dst.x) a0.x = d.x; |
| if(dst.y) a0.y = d.y; |
| if(dst.z) a0.z = d.z; |
| if(dst.w) a0.w = d.w; |
| break; |
| case Shader::PARAMETER_RASTOUT: |
| switch(dst.index) |
| { |
| case 0: |
| if(dst.x) o[Pos].x = d.x; |
| if(dst.y) o[Pos].y = d.y; |
| if(dst.z) o[Pos].z = d.z; |
| if(dst.w) o[Pos].w = d.w; |
| break; |
| case 1: |
| o[Fog].x = d.x; |
| break; |
| case 2: |
| o[Pts].y = d.x; |
| break; |
| default: ASSERT(false); |
| } |
| break; |
| case Shader::PARAMETER_ATTROUT: |
| if(dst.x) o[C0 + dst.index].x = d.x; |
| if(dst.y) o[C0 + dst.index].y = d.y; |
| if(dst.z) o[C0 + dst.index].z = d.z; |
| if(dst.w) o[C0 + dst.index].w = d.w; |
| break; |
| case Shader::PARAMETER_TEXCRDOUT: |
| // case Shader::PARAMETER_OUTPUT: |
| if(shaderModel < 0x0300) |
| { |
| if(dst.x) o[T0 + dst.index].x = d.x; |
| if(dst.y) o[T0 + dst.index].y = d.y; |
| if(dst.z) o[T0 + dst.index].z = d.z; |
| if(dst.w) o[T0 + dst.index].w = d.w; |
| } |
| else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative |
| { |
| if(dst.x) o[dst.index].x = d.x; |
| if(dst.y) o[dst.index].y = d.y; |
| if(dst.z) o[dst.index].z = d.z; |
| if(dst.w) o[dst.index].w = d.w; |
| } |
| else if(!dst.rel.dynamic) |
| { |
| Int a = dst.index + relativeAddress(dst.rel); |
| |
| if(dst.x) o[a].x = d.x; |
| if(dst.y) o[a].y = d.y; |
| if(dst.z) o[a].z = d.z; |
| if(dst.w) o[a].w = d.w; |
| } |
| else |
| { |
| Int4 a = dst.index + dynamicAddress(dst.rel); |
| |
| if(dst.x) o.scatter_x(a, d.x); |
| if(dst.y) o.scatter_y(a, d.y); |
| if(dst.z) o.scatter_z(a, d.z); |
| if(dst.w) o.scatter_w(a, d.w); |
| } |
| break; |
| case Shader::PARAMETER_LABEL: break; |
| case Shader::PARAMETER_PREDICATE: p0 = d; break; |
| case Shader::PARAMETER_INPUT: break; |
| default: |
| ASSERT(false); |
| } |
| } |
| } |
| |
| if(currentLabel != -1) |
| { |
| Nucleus::setInsertBlock(returnBlock); |
| } |
| } |
| |
| void VertexProgram::passThrough() |
| { |
| if(shader) |
| { |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) |
| { |
| unsigned char usage = shader->getOutput(i, 0).usage; |
| |
| switch(usage) |
| { |
| case 0xFF: |
| continue; |
| case Shader::USAGE_PSIZE: |
| o[i].y = v[i].x; |
| break; |
| case Shader::USAGE_TEXCOORD: |
| o[i].x = v[i].x; |
| o[i].y = v[i].y; |
| o[i].z = v[i].z; |
| o[i].w = v[i].w; |
| break; |
| case Shader::USAGE_POSITION: |
| o[i].x = v[i].x; |
| o[i].y = v[i].y; |
| o[i].z = v[i].z; |
| o[i].w = v[i].w; |
| break; |
| case Shader::USAGE_COLOR: |
| o[i].x = v[i].x; |
| o[i].y = v[i].y; |
| o[i].z = v[i].z; |
| o[i].w = v[i].w; |
| break; |
| case Shader::USAGE_FOG: |
| o[i].x = v[i].x; |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| } |
| else |
| { |
| o[Pos].x = v[PositionT].x; |
| o[Pos].y = v[PositionT].y; |
| o[Pos].z = v[PositionT].z; |
| o[Pos].w = v[PositionT].w; |
| |
| for(int i = 0; i < 2; i++) |
| { |
| o[C0 + i].x = v[Color0 + i].x; |
| o[C0 + i].y = v[Color0 + i].y; |
| o[C0 + i].z = v[Color0 + i].z; |
| o[C0 + i].w = v[Color0 + i].w; |
| } |
| |
| for(int i = 0; i < 8; i++) |
| { |
| o[T0 + i].x = v[TexCoord0 + i].x; |
| o[T0 + i].y = v[TexCoord0 + i].y; |
| o[T0 + i].z = v[TexCoord0 + i].z; |
| o[T0 + i].w = v[TexCoord0 + i].w; |
| } |
| |
| o[Pts].y = v[PointSize].x; |
| } |
| } |
| |
| Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) |
| { |
| Vector4f reg; |
| unsigned int i = src.index + offset; |
| |
| switch(src.type) |
| { |
| case Shader::PARAMETER_TEMP: |
| if(src.rel.type == Shader::PARAMETER_VOID) |
| { |
| reg = r[i]; |
| } |
| else if(!src.rel.dynamic) |
| { |
| reg = r[i + relativeAddress(src.rel, src.bufferIndex)]; |
| } |
| else |
| { |
| reg = r[i + dynamicAddress(src.rel)]; |
| } |
| break; |
| case Shader::PARAMETER_CONST: |
| reg = readConstant(src, offset); |
| break; |
| case Shader::PARAMETER_INPUT: |
| if(src.rel.type == Shader::PARAMETER_VOID) |
| { |
| reg = v[i]; |
| } |
| else if(!src.rel.dynamic) |
| { |
| reg = v[i + relativeAddress(src.rel, src.bufferIndex)]; |
| } |
| else |
| { |
| reg = v[i + dynamicAddress(src.rel)]; |
| } |
| break; |
| case Shader::PARAMETER_VOID: return r[0]; // Dummy |
| case Shader::PARAMETER_FLOAT4LITERAL: |
| 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_ADDR: reg = a0; break; |
| case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy |
| case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy |
| case Shader::PARAMETER_LOOP: return r[0]; // Dummy |
| case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy |
| case Shader::PARAMETER_SAMPLER: |
| if(src.rel.type == Shader::PARAMETER_VOID) |
| { |
| reg.x = As<Float4>(Int4(i)); |
| } |
| else if(src.rel.type == Shader::PARAMETER_TEMP) |
| { |
| reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x)); |
| } |
| return reg; |
| case Shader::PARAMETER_OUTPUT: |
| if(src.rel.type == Shader::PARAMETER_VOID) |
| { |
| reg = o[i]; |
| } |
| else if(!src.rel.dynamic) |
| { |
| reg = o[i + relativeAddress(src.rel, src.bufferIndex)]; |
| } |
| else |
| { |
| reg = o[i + dynamicAddress(src.rel)]; |
| } |
| break; |
| case Shader::PARAMETER_MISCTYPE: |
| if(src.index == Shader::InstanceIDIndex) |
| { |
| reg.x = As<Float>(instanceID); |
| } |
| else if(src.index == Shader::VertexIDIndex) |
| { |
| reg.x = As<Float4>(vertexID); |
| } |
| else ASSERT(false); |
| return reg; |
| default: |
| ASSERT(false); |
| } |
| |
| const Float4 &x = reg[(src.swizzle >> 0) & 0x3]; |
| const Float4 &y = reg[(src.swizzle >> 2) & 0x3]; |
| const Float4 &z = reg[(src.swizzle >> 4) & 0x3]; |
| const Float4 &w = reg[(src.swizzle >> 6) & 0x3]; |
| |
| Vector4f mod; |
| |
| switch(src.modifier) |
| { |
| case Shader::MODIFIER_NONE: |
| mod.x = x; |
| mod.y = y; |
| mod.z = z; |
| mod.w = w; |
| break; |
| case Shader::MODIFIER_NEGATE: |
| mod.x = -x; |
| mod.y = -y; |
| mod.z = -z; |
| mod.w = -w; |
| break; |
| case Shader::MODIFIER_ABS: |
| mod.x = Abs(x); |
| mod.y = Abs(y); |
| mod.z = Abs(z); |
| mod.w = Abs(w); |
| break; |
| case Shader::MODIFIER_ABS_NEGATE: |
| mod.x = -Abs(x); |
| mod.y = -Abs(y); |
| mod.z = -Abs(z); |
| mod.w = -Abs(w); |
| break; |
| case Shader::MODIFIER_NOT: |
| mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF)); |
| mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF)); |
| mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF)); |
| mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF)); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| return mod; |
| } |
| |
| RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index) |
| { |
| if(bufferIndex == -1) |
| { |
| return data + OFFSET(DrawData, vs.c[index]); |
| } |
| else |
| { |
| return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index; |
| } |
| } |
| |
| RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset) |
| { |
| return uniformAddress(bufferIndex, index) + offset * sizeof(float4); |
| } |
| |
| Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset) |
| { |
| Vector4f c; |
| unsigned int i = src.index + offset; |
| |
| if(src.rel.type == Shader::PARAMETER_VOID) // Not relative |
| { |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i)); |
| |
| c.x = c.x.xxxx; |
| c.y = c.y.yyyy; |
| c.z = c.z.zzzz; |
| c.w = c.w.wwww; |
| |
| if(shader->containsDefineInstruction()) // Constant may be known at compile time |
| { |
| for(size_t j = 0; j < shader->getLength(); j++) |
| { |
| const Shader::Instruction &instruction = *shader->getInstruction(j); |
| |
| if(instruction.opcode == Shader::OPCODE_DEF) |
| { |
| if(instruction.dst.index == i) |
| { |
| c.x = Float4(instruction.src[0].value[0]); |
| c.y = Float4(instruction.src[0].value[1]); |
| c.z = Float4(instruction.src[0].value[2]); |
| c.w = Float4(instruction.src[0].value[3]); |
| |
| break; |
| } |
| } |
| } |
| } |
| } |
| else if(!src.rel.dynamic || src.rel.type == Shader::PARAMETER_LOOP) |
| { |
| Int a = relativeAddress(src.rel, src.bufferIndex); |
| |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); |
| |
| c.x = c.x.xxxx; |
| c.y = c.y.yyyy; |
| c.z = c.z.zzzz; |
| c.w = c.w.wwww; |
| } |
| else |
| { |
| int component = src.rel.swizzle & 0x03; |
| Float4 a; |
| |
| switch(src.rel.type) |
| { |
| case Shader::PARAMETER_ADDR: a = a0[component]; break; |
| case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break; |
| case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break; |
| case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break; |
| case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break; |
| case Shader::PARAMETER_MISCTYPE: |
| switch(src.rel.index) |
| { |
| case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break; |
| case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; |
| default: ASSERT(false); |
| } |
| break; |
| default: ASSERT(false); |
| } |
| |
| Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); |
| |
| index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} |
| |
| Int index0 = Extract(index, 0); |
| Int index1 = Extract(index, 1); |
| Int index2 = Extract(index, 2); |
| Int index3 = Extract(index, 3); |
| |
| c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); |
| c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); |
| c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); |
| c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); |
| |
| transpose4x4(c.x, c.y, c.z, c.w); |
| } |
| |
| return c; |
| } |
| |
| Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex) |
| { |
| ASSERT(!rel.dynamic); |
| |
| if(rel.type == Shader::PARAMETER_TEMP) |
| { |
| return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale; |
| } |
| else if(rel.type == Shader::PARAMETER_INPUT) |
| { |
| return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale; |
| } |
| else if(rel.type == Shader::PARAMETER_OUTPUT) |
| { |
| return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale; |
| } |
| else if(rel.type == Shader::PARAMETER_CONST) |
| { |
| return *Pointer<Int>(uniformAddress(bufferIndex, rel.index)) * rel.scale; |
| } |
| else if(rel.type == Shader::PARAMETER_LOOP) |
| { |
| return aL[loopDepth]; |
| } |
| else ASSERT(false); |
| |
| return 0; |
| } |
| |
| Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel) |
| { |
| int component = rel.swizzle & 0x03; |
| Float4 a; |
| |
| switch(rel.type) |
| { |
| case Shader::PARAMETER_ADDR: a = a0[component]; break; |
| case Shader::PARAMETER_TEMP: a = r[rel.index][component]; break; |
| case Shader::PARAMETER_INPUT: a = v[rel.index][component]; break; |
| case Shader::PARAMETER_OUTPUT: a = o[rel.index][component]; break; |
| case Shader::PARAMETER_MISCTYPE: |
| switch(rel.index) |
| { |
| case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; |
| case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; |
| default: ASSERT(false); |
| } |
| break; |
| default: ASSERT(false); |
| } |
| |
| return As<Int4>(a) * Int4(rel.scale); |
| } |
| |
| Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) |
| { |
| if(scalar) |
| { |
| return Int4(0xFFFFFFFF); |
| } |
| |
| Int4 enable = instruction->analysisBranch ? Int4(enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]) : Int4(0xFFFFFFFF); |
| |
| if(shader->containsBreakInstruction() && instruction->analysisBreak) |
| { |
| enable &= enableBreak; |
| } |
| |
| if(shader->containsContinueInstruction() && instruction->analysisContinue) |
| { |
| enable &= enableContinue; |
| } |
| |
| if(shader->containsLeaveInstruction() && instruction->analysisLeave) |
| { |
| enable &= enableLeave; |
| } |
| |
| return enable; |
| } |
| |
| void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1) |
| { |
| Vector4f row0 = fetchRegister(src1, 0); |
| Vector4f row1 = fetchRegister(src1, 1); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| } |
| |
| void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1) |
| { |
| Vector4f row0 = fetchRegister(src1, 0); |
| Vector4f row1 = fetchRegister(src1, 1); |
| Vector4f row2 = fetchRegister(src1, 2); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| dst.z = dot3(src0, row2); |
| } |
| |
| void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1) |
| { |
| Vector4f row0 = fetchRegister(src1, 0); |
| Vector4f row1 = fetchRegister(src1, 1); |
| Vector4f row2 = fetchRegister(src1, 2); |
| Vector4f row3 = fetchRegister(src1, 3); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| dst.z = dot3(src0, row2); |
| dst.w = dot3(src0, row3); |
| } |
| |
| void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1) |
| { |
| Vector4f row0 = fetchRegister(src1, 0); |
| Vector4f row1 = fetchRegister(src1, 1); |
| Vector4f row2 = fetchRegister(src1, 2); |
| |
| dst.x = dot4(src0, row0); |
| dst.y = dot4(src0, row1); |
| dst.z = dot4(src0, row2); |
| } |
| |
| void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1) |
| { |
| Vector4f row0 = fetchRegister(src1, 0); |
| Vector4f row1 = fetchRegister(src1, 1); |
| Vector4f row2 = fetchRegister(src1, 2); |
| Vector4f row3 = fetchRegister(src1, 3); |
| |
| dst.x = dot4(src0, row0); |
| dst.y = dot4(src0, row1); |
| dst.z = dot4(src0, row2); |
| dst.w = dot4(src0, row3); |
| } |
| |
| void VertexProgram::BREAK() |
| { |
| enableBreak = enableBreak & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| } |
| |
| void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control) |
| { |
| Int4 condition; |
| |
| switch(control) |
| { |
| case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; |
| case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; |
| case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; |
| case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; |
| case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; |
| case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; |
| default: |
| ASSERT(false); |
| } |
| |
| BREAK(condition); |
| } |
| |
| void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC |
| { |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); |
| |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) |
| { |
| condition = ~condition; |
| } |
| |
| BREAK(condition); |
| } |
| |
| void VertexProgram::BREAK(Int4 &condition) |
| { |
| condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| |
| enableBreak = enableBreak & ~condition; |
| } |
| |
| void VertexProgram::CONTINUE() |
| { |
| enableContinue = enableContinue & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| } |
| |
| void VertexProgram::TEST() |
| { |
| enableContinue = restoreContinue.back(); |
| restoreContinue.pop_back(); |
| } |
| |
| void VertexProgram::SCALAR() |
| { |
| scalar = true; |
| } |
| |
| void VertexProgram::CALL(int labelIndex, int callSiteIndex) |
| { |
| if(!labelBlock[labelIndex]) |
| { |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); |
| } |
| |
| if(callRetBlock[labelIndex].size() > 1) |
| { |
| callStack[Min(stackIndex++, Int(MAX_SHADER_CALL_STACK_SIZE))] = UInt(callSiteIndex); |
| } |
| |
| Int4 restoreLeave = enableLeave; |
| |
| Nucleus::createBr(labelBlock[labelIndex]); |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); |
| |
| enableLeave = restoreLeave; |
| } |
| |
| void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src) |
| { |
| if(src.type == Shader::PARAMETER_CONSTBOOL) |
| { |
| CALLNZb(labelIndex, callSiteIndex, src); |
| } |
| else if(src.type == Shader::PARAMETER_PREDICATE) |
| { |
| CALLNZp(labelIndex, callSiteIndex, src); |
| } |
| else ASSERT(false); |
| } |
| |
| void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister) |
| { |
| Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME |
| |
| if(boolRegister.modifier == Shader::MODIFIER_NOT) |
| { |
| condition = !condition; |
| } |
| |
| if(!labelBlock[labelIndex]) |
| { |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); |
| } |
| |
| if(callRetBlock[labelIndex].size() > 1) |
| { |
| callStack[Min(stackIndex++, Int(MAX_SHADER_CALL_STACK_SIZE))] = UInt(callSiteIndex); |
| } |
| |
| Int4 restoreLeave = enableLeave; |
| |
| branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); |
| |
| enableLeave = restoreLeave; |
| } |
| |
| void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister) |
| { |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); |
| |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) |
| { |
| condition = ~condition; |
| } |
| |
| condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| |
| if(!labelBlock[labelIndex]) |
| { |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); |
| } |
| |
| if(callRetBlock[labelIndex].size() > 1) |
| { |
| callStack[Min(stackIndex++, Int(MAX_SHADER_CALL_STACK_SIZE))] = UInt(callSiteIndex); |
| } |
| |
| enableIndex++; |
| enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; |
| Int4 restoreLeave = enableLeave; |
| |
| Bool notAllFalse = SignMask(condition) != 0; |
| branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); |
| |
| enableIndex--; |
| enableLeave = restoreLeave; |
| } |
| |
| void VertexProgram::ELSE() |
| { |
| ifDepth--; |
| |
| BasicBlock *falseBlock = ifFalseBlock[ifDepth]; |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); |
| |
| if(isConditionalIf[ifDepth]) |
| { |
| Int4 condition = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| Bool notAllFalse = SignMask(condition) != 0; |
| |
| branch(notAllFalse, falseBlock, endBlock); |
| |
| enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| } |
| else |
| { |
| Nucleus::createBr(endBlock); |
| Nucleus::setInsertBlock(falseBlock); |
| } |
| |
| ifFalseBlock[ifDepth] = endBlock; |
| |
| ifDepth++; |
| } |
| |
| void VertexProgram::ENDIF() |
| { |
| ifDepth--; |
| |
| BasicBlock *endBlock = ifFalseBlock[ifDepth]; |
| |
| Nucleus::createBr(endBlock); |
| Nucleus::setInsertBlock(endBlock); |
| |
| if(isConditionalIf[ifDepth]) |
| { |
| enableIndex--; |
| } |
| } |
| |
| void VertexProgram::ENDLOOP() |
| { |
| loopRepDepth--; |
| |
| aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: += |
| |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; |
| |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(endBlock); |
| |
| loopDepth--; |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| void VertexProgram::ENDREP() |
| { |
| loopRepDepth--; |
| |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; |
| |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(endBlock); |
| |
| loopDepth--; |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| void VertexProgram::ENDWHILE() |
| { |
| loopRepDepth--; |
| |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; |
| |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(endBlock); |
| |
| enableIndex--; |
| scalar = false; |
| } |
| |
| void VertexProgram::ENDSWITCH() |
| { |
| loopRepDepth--; |
| |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; |
| |
| Nucleus::createBr(endBlock); |
| Nucleus::setInsertBlock(endBlock); |
| } |
| |
| void VertexProgram::IF(const Src &src) |
| { |
| if(src.type == Shader::PARAMETER_CONSTBOOL) |
| { |
| IFb(src); |
| } |
| else if(src.type == Shader::PARAMETER_PREDICATE) |
| { |
| IFp(src); |
| } |
| else |
| { |
| Int4 condition = As<Int4>(fetchRegister(src).x); |
| IF(condition); |
| } |
| } |
| |
| void VertexProgram::IFb(const Src &boolRegister) |
| { |
| ASSERT(ifDepth < 24 + 4); |
| |
| Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME |
| |
| if(boolRegister.modifier == Shader::MODIFIER_NOT) |
| { |
| condition = !condition; |
| } |
| |
| BasicBlock *trueBlock = Nucleus::createBasicBlock(); |
| BasicBlock *falseBlock = Nucleus::createBasicBlock(); |
| |
| branch(condition, trueBlock, falseBlock); |
| |
| isConditionalIf[ifDepth] = false; |
| ifFalseBlock[ifDepth] = falseBlock; |
| |
| ifDepth++; |
| } |
| |
| void VertexProgram::IFp(const Src &predicateRegister) |
| { |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); |
| |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) |
| { |
| condition = ~condition; |
| } |
| |
| IF(condition); |
| } |
| |
| void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control) |
| { |
| Int4 condition; |
| |
| switch(control) |
| { |
| case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; |
| case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; |
| case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; |
| case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; |
| case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; |
| case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; |
| default: |
| ASSERT(false); |
| } |
| |
| IF(condition); |
| } |
| |
| void VertexProgram::IF(Int4 &condition) |
| { |
| condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| |
| enableIndex++; |
| enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; |
| |
| BasicBlock *trueBlock = Nucleus::createBasicBlock(); |
| BasicBlock *falseBlock = Nucleus::createBasicBlock(); |
| |
| Bool notAllFalse = SignMask(condition) != 0; |
| |
| branch(notAllFalse, trueBlock, falseBlock); |
| |
| isConditionalIf[ifDepth] = true; |
| ifFalseBlock[ifDepth] = falseBlock; |
| |
| ifDepth++; |
| } |
| |
| void VertexProgram::LABEL(int labelIndex) |
| { |
| if(!labelBlock[labelIndex]) |
| { |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); |
| } |
| |
| Nucleus::setInsertBlock(labelBlock[labelIndex]); |
| currentLabel = labelIndex; |
| } |
| |
| void VertexProgram::LOOP(const Src &integerRegister) |
| { |
| loopDepth++; |
| |
| iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); |
| aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1])); |
| increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2])); |
| |
| // FIXME: Compiles to two instructions? |
| If(increment[loopDepth] == 0) |
| { |
| increment[loopDepth] = 1; |
| } |
| |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); |
| |
| loopRepTestBlock[loopRepDepth] = testBlock; |
| loopRepEndBlock[loopRepDepth] = endBlock; |
| |
| // FIXME: jump(testBlock) |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(testBlock); |
| |
| branch(iteration[loopDepth] > 0, loopBlock, endBlock); |
| Nucleus::setInsertBlock(loopBlock); |
| |
| iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- |
| |
| loopRepDepth++; |
| } |
| |
| void VertexProgram::REP(const Src &integerRegister) |
| { |
| loopDepth++; |
| |
| iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); |
| aL[loopDepth] = aL[loopDepth - 1]; |
| |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); |
| |
| loopRepTestBlock[loopRepDepth] = testBlock; |
| loopRepEndBlock[loopRepDepth] = endBlock; |
| |
| // FIXME: jump(testBlock) |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(testBlock); |
| |
| branch(iteration[loopDepth] > 0, loopBlock, endBlock); |
| Nucleus::setInsertBlock(loopBlock); |
| |
| iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- |
| |
| loopRepDepth++; |
| } |
| |
| void VertexProgram::WHILE(const Src &temporaryRegister) |
| { |
| enableIndex++; |
| |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); |
| |
| loopRepTestBlock[loopRepDepth] = testBlock; |
| loopRepEndBlock[loopRepDepth] = endBlock; |
| |
| Int4 restoreBreak = enableBreak; |
| restoreContinue.push_back(enableContinue); |
| |
| // TODO: jump(testBlock) |
| Nucleus::createBr(testBlock); |
| Nucleus::setInsertBlock(testBlock); |
| |
| const Vector4f &src = fetchRegister(temporaryRegister); |
| Int4 condition = As<Int4>(src.x); |
| condition &= enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| if(shader->containsLeaveInstruction()) condition &= enableLeave; |
| if(shader->containsBreakInstruction()) condition &= enableBreak; |
| enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; |
| |
| Bool notAllFalse = SignMask(condition) != 0; |
| branch(notAllFalse, loopBlock, endBlock); |
| |
| Nucleus::setInsertBlock(endBlock); |
| enableBreak = restoreBreak; |
| |
| Nucleus::setInsertBlock(loopBlock); |
| |
| loopRepDepth++; |
| scalar = false; |
| } |
| |
| void VertexProgram::SWITCH() |
| { |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); |
| |
| loopRepTestBlock[loopRepDepth] = nullptr; |
| loopRepEndBlock[loopRepDepth] = endBlock; |
| |
| Int4 restoreBreak = enableBreak; |
| |
| BasicBlock *currentBlock = Nucleus::getInsertBlock(); |
| |
| Nucleus::setInsertBlock(endBlock); |
| enableBreak = restoreBreak; |
| |
| Nucleus::setInsertBlock(currentBlock); |
| |
| loopRepDepth++; |
| } |
| |
| void VertexProgram::RET() |
| { |
| if(currentLabel == -1) |
| { |
| returnBlock = Nucleus::createBasicBlock(); |
| Nucleus::createBr(returnBlock); |
| } |
| else |
| { |
| BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); |
| |
| if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack |
| { |
| // FIXME: Encapsulate |
| UInt index = callStack[--stackIndex]; |
| |
| Value *value = index.loadValue(); |
| SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); |
| |
| for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) |
| { |
| Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]); |
| } |
| } |
| else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination |
| { |
| Nucleus::createBr(callRetBlock[currentLabel][0]); |
| } |
| else // Function isn't called |
| { |
| Nucleus::createBr(unreachableBlock); |
| } |
| |
| Nucleus::setInsertBlock(unreachableBlock); |
| Nucleus::createUnreachable(); |
| } |
| } |
| |
| void VertexProgram::LEAVE() |
| { |
| enableLeave = enableLeave & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; |
| |
| // FIXME: Return from function if all instances left |
| // FIXME: Use enableLeave in other control-flow constructs |
| } |
| |
| void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base); |
| } |
| |
| void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset) |
| { |
| dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset}); |
| } |
| |
| void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) |
| { |
| dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod); |
| } |
| |
| void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) |
| { |
| dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset}); |
| } |
| |
| void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) |
| { |
| dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch); |
| } |
| |
| void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) |
| { |
| dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset}); |
| } |
| |
| void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy) |
| { |
| dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad); |
| } |
| |
| void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset) |
| { |
| dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset}); |
| } |
| |
| void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1) |
| { |
| bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETER_VOID); |
| Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x)) * sizeof(Texture); |
| Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + offset; |
| |
| dst = SamplerCore::textureSize(texture, lod); |
| } |
| |
| Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) |
| { |
| Vector4f tmp; |
| |
| if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) |
| { |
| tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function); |
| } |
| else |
| { |
| Int index = As<Int>(Float(fetchRegister(s).x.x)); |
| |
| for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) |
| { |
| if(shader->usesSampler(i)) |
| { |
| If(index == i) |
| { |
| tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function); |
| // FIXME: When the sampler states are the same, we could use one sampler and just index the texture |
| } |
| } |
| } |
| } |
| |
| Vector4f c; |
| c.x = tmp[(s.swizzle >> 0) & 0x3]; |
| c.y = tmp[(s.swizzle >> 2) & 0x3]; |
| c.z = tmp[(s.swizzle >> 4) & 0x3]; |
| c.w = tmp[(s.swizzle >> 6) & 0x3]; |
| |
| return c; |
| } |
| |
| Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) |
| { |
| Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture); |
| return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function); |
| } |
| } |