|  | // 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 "VertexPipeline.hpp" | 
|  |  | 
|  | #include "Renderer/Vertex.hpp" | 
|  | #include "Renderer/Renderer.hpp" | 
|  | #include "Common/Debug.hpp" | 
|  |  | 
|  | #include <string.h> | 
|  | #include <stdlib.h> | 
|  | #include <stdio.h> | 
|  |  | 
|  | #undef max | 
|  | #undef min | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | extern bool secondaryColor; | 
|  |  | 
|  | VertexPipeline::VertexPipeline(const VertexProcessor::State &state) : VertexRoutine(state, 0) | 
|  | { | 
|  | } | 
|  |  | 
|  | VertexPipeline::~VertexPipeline() | 
|  | { | 
|  | } | 
|  |  | 
|  | Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | 
|  | { | 
|  | Vector4f dst; | 
|  |  | 
|  | if(state.vertexBlendMatrixCount == 0) | 
|  | { | 
|  | dst = transform(src, matrix, homogeneous); | 
|  | } | 
|  | else | 
|  | { | 
|  | UInt index0[4]; | 
|  | UInt index1[4]; | 
|  | UInt index2[4]; | 
|  | UInt index3[4]; | 
|  |  | 
|  | if(state.indexedVertexBlendEnable) | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | Float4 B = v[BlendIndices].x; | 
|  | UInt indices; | 
|  |  | 
|  | switch(i) | 
|  | { | 
|  | case 0: indices = As<UInt>(Float(B.x)); break; | 
|  | case 1: indices = As<UInt>(Float(B.y)); break; | 
|  | case 2: indices = As<UInt>(Float(B.z)); break; | 
|  | case 3: indices = As<UInt>(Float(B.w)); break; | 
|  | } | 
|  |  | 
|  | index0[i] = (indices & 0x000000FF) << 6; | 
|  | index1[i] = (indices & 0x0000FF00) >> 2; | 
|  | index2[i] = (indices & 0x00FF0000) >> 10; | 
|  | index3[i] = (indices & 0xFF000000) >> 18; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | index0[i] = 0 * 64; | 
|  | index1[i] = 1 * 64; | 
|  | index2[i] = 2 * 64; | 
|  | index3[i] = 3 * 64; | 
|  | } | 
|  | } | 
|  |  | 
|  | Float4 weight0; | 
|  | Float4 weight1; | 
|  | Float4 weight2; | 
|  | Float4 weight3; | 
|  |  | 
|  | switch(state.vertexBlendMatrixCount) | 
|  | { | 
|  | case 4: weight2 = v[BlendWeight].z; | 
|  | case 3: weight1 = v[BlendWeight].y; | 
|  | case 2: weight0 = v[BlendWeight].x; | 
|  | case 1: | 
|  | break; | 
|  | } | 
|  |  | 
|  | if(state.vertexBlendMatrixCount == 1) | 
|  | { | 
|  | dst = transform(src, matrix, index0, homogeneous); | 
|  | } | 
|  | else if(state.vertexBlendMatrixCount == 2) | 
|  | { | 
|  | weight1 = Float4(1.0f) - weight0; | 
|  |  | 
|  | Vector4f pos0; | 
|  | Vector4f pos1; | 
|  |  | 
|  | pos0 = transform(src, matrix, index0, homogeneous); | 
|  | pos1 = transform(src, matrix, index1, homogeneous); | 
|  |  | 
|  | dst.x = pos0.x * weight0 + pos1.x * weight1;   // FIXME: Vector4f operators | 
|  | dst.y = pos0.y * weight0 + pos1.y * weight1; | 
|  | dst.z = pos0.z * weight0 + pos1.z * weight1; | 
|  | dst.w = pos0.w * weight0 + pos1.w * weight1; | 
|  | } | 
|  | else if(state.vertexBlendMatrixCount == 3) | 
|  | { | 
|  | weight2 = Float4(1.0f) - (weight0 + weight1); | 
|  |  | 
|  | Vector4f pos0; | 
|  | Vector4f pos1; | 
|  | Vector4f pos2; | 
|  |  | 
|  | pos0 = transform(src, matrix, index0, homogeneous); | 
|  | pos1 = transform(src, matrix, index1, homogeneous); | 
|  | pos2 = transform(src, matrix, index2, homogeneous); | 
|  |  | 
|  | dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2; | 
|  | dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2; | 
|  | dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2; | 
|  | dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2; | 
|  | } | 
|  | else if(state.vertexBlendMatrixCount == 4) | 
|  | { | 
|  | weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); | 
|  |  | 
|  | Vector4f pos0; | 
|  | Vector4f pos1; | 
|  | Vector4f pos2; | 
|  | Vector4f pos3; | 
|  |  | 
|  | pos0 = transform(src, matrix, index0, homogeneous); | 
|  | pos1 = transform(src, matrix, index1, homogeneous); | 
|  | pos2 = transform(src, matrix, index2, homogeneous); | 
|  | pos3 = transform(src, matrix, index3, homogeneous); | 
|  |  | 
|  | dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2 + pos3.x * weight3; | 
|  | dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2 + pos3.y * weight3; | 
|  | dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2 + pos3.z * weight3; | 
|  | dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2 + pos3.w * weight3; | 
|  | } | 
|  | } | 
|  |  | 
|  | return dst; | 
|  | } | 
|  |  | 
|  | void VertexPipeline::pipeline(UInt &index) | 
|  | { | 
|  | Vector4f position; | 
|  | Vector4f normal; | 
|  |  | 
|  | if(!state.preTransformed) | 
|  | { | 
|  | position = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.transformT)), true); | 
|  | } | 
|  | else | 
|  | { | 
|  | position = v[PositionT]; | 
|  | } | 
|  |  | 
|  | o[Pos].x = position.x; | 
|  | o[Pos].y = position.y; | 
|  | o[Pos].z = position.z; | 
|  | o[Pos].w = position.w; | 
|  |  | 
|  | Vector4f vertexPosition = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|  |  | 
|  | if(state.vertexNormalActive) | 
|  | { | 
|  | normal = transformBlend(v[Normal], Pointer<Byte>(data + OFFSET(DrawData,ff.normalTransformT)), false); | 
|  |  | 
|  | if(state.normalizeNormals) | 
|  | { | 
|  | normal = normalize(normal); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(!state.vertexLightingActive) | 
|  | { | 
|  | // FIXME: Don't process if not used at all | 
|  | if(state.diffuseActive && state.input[Color0]) | 
|  | { | 
|  | Vector4f diffuse = v[Color0]; | 
|  |  | 
|  | o[C0].x = diffuse.x; | 
|  | o[C0].y = diffuse.y; | 
|  | o[C0].z = diffuse.z; | 
|  | o[C0].w = diffuse.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | o[C0].x = Float4(1.0f); | 
|  | o[C0].y = Float4(1.0f); | 
|  | o[C0].z = Float4(1.0f); | 
|  | o[C0].w = Float4(1.0f); | 
|  | } | 
|  |  | 
|  | // FIXME: Don't process if not used at all | 
|  | if(state.specularActive && state.input[Color1]) | 
|  | { | 
|  | Vector4f specular = v[Color1]; | 
|  |  | 
|  | o[C1].x = specular.x; | 
|  | o[C1].y = specular.y; | 
|  | o[C1].z = specular.z; | 
|  | o[C1].w = specular.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | o[C1].x = Float4(0.0f); | 
|  | o[C1].y = Float4(0.0f); | 
|  | o[C1].z = Float4(0.0f); | 
|  | o[C1].w = Float4(1.0f); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | o[C0].x = Float4(0.0f); | 
|  | o[C0].y = Float4(0.0f); | 
|  | o[C0].z = Float4(0.0f); | 
|  | o[C0].w = Float4(0.0f); | 
|  |  | 
|  | o[C1].x = Float4(0.0f); | 
|  | o[C1].y = Float4(0.0f); | 
|  | o[C1].z = Float4(0.0f); | 
|  | o[C1].w = Float4(0.0f); | 
|  |  | 
|  | Vector4f ambient; | 
|  | Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient));   // FIXME: Unpack | 
|  |  | 
|  | ambient.x = globalAmbient.x; | 
|  | ambient.y = globalAmbient.y; | 
|  | ambient.z = globalAmbient.z; | 
|  |  | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | if(!(state.vertexLightActive & (1 << i))) | 
|  | { | 
|  | continue; | 
|  | } | 
|  |  | 
|  | Vector4f L;    // Light vector | 
|  | Float4 att;   // Attenuation | 
|  |  | 
|  | // Attenuation | 
|  | { | 
|  | Float4 d;   // Distance | 
|  |  | 
|  | L.x = L.y = L.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightPosition[i]));   // FIXME: Unpack | 
|  | L.x = L.x.xxxx; | 
|  | L.y = L.y.yyyy; | 
|  | L.z = L.z.zzzz; | 
|  |  | 
|  | L.x -= vertexPosition.x; | 
|  | L.y -= vertexPosition.y; | 
|  | L.z -= vertexPosition.z; | 
|  | d = dot3(L, L); | 
|  | d = RcpSqrt_pp(d);     // FIXME: Sufficient precision? | 
|  | L.x *= d; | 
|  | L.y *= d; | 
|  | L.z *= d; | 
|  | d = Rcp_pp(d);       // FIXME: Sufficient precision? | 
|  |  | 
|  | Float4 q = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationQuadratic[i])); | 
|  | Float4 l = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationLinear[i])); | 
|  | Float4 c = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationConstant[i])); | 
|  |  | 
|  | att = Rcp_pp((q * d + l) * d + c); | 
|  | } | 
|  |  | 
|  | // Ambient per light | 
|  | { | 
|  | Float4 lightAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightAmbient[i]));   // FIXME: Unpack | 
|  |  | 
|  | ambient.x = ambient.x + lightAmbient.x * att; | 
|  | ambient.y = ambient.y + lightAmbient.y * att; | 
|  | ambient.z = ambient.z + lightAmbient.z * att; | 
|  | } | 
|  |  | 
|  | // Diffuse | 
|  | if(state.vertexNormalActive) | 
|  | { | 
|  | Float4 dot; | 
|  |  | 
|  | dot = dot3(L, normal); | 
|  | dot = Max(dot, Float4(0.0f)); | 
|  | dot *= att; | 
|  |  | 
|  | Vector4f diff; | 
|  |  | 
|  | if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | diff.x = diff.y = diff.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse));   // FIXME: Unpack | 
|  | diff.x = diff.x.xxxx; | 
|  | diff.y = diff.y.yyyy; | 
|  | diff.z = diff.z.zzzz; | 
|  | } | 
|  | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | diff = v[Color0]; | 
|  | } | 
|  | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | diff = v[Color1]; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i])); | 
|  |  | 
|  | o[C0].x = o[C0].x + diff.x * dot * lightDiffuse.x;   // FIXME: Clamp first? | 
|  | o[C0].y = o[C0].y + diff.y * dot * lightDiffuse.y;   // FIXME: Clamp first? | 
|  | o[C0].z = o[C0].z + diff.z * dot * lightDiffuse.z;   // FIXME: Clamp first? | 
|  | } | 
|  |  | 
|  | // Specular | 
|  | if(state.vertexSpecularActive) | 
|  | { | 
|  | Vector4f S; | 
|  | Vector4f C;   // Camera vector | 
|  | Float4 pow; | 
|  |  | 
|  | pow = *Pointer<Float>(data + OFFSET(DrawData,ff.materialShininess)); | 
|  |  | 
|  | S.x = Float4(0.0f) - vertexPosition.x; | 
|  | S.y = Float4(0.0f) - vertexPosition.y; | 
|  | S.z = Float4(0.0f) - vertexPosition.z; | 
|  | C = normalize(S); | 
|  |  | 
|  | S.x = L.x + C.x; | 
|  | S.y = L.y + C.y; | 
|  | S.z = L.z + C.z; | 
|  | C = normalize(S); | 
|  |  | 
|  | Float4 dot = Max(dot3(C, normal), Float4(0.0f));   // FIXME: max(dot3(C, normal), 0) | 
|  |  | 
|  | Float4 P = power(dot, pow); | 
|  | P *= att; | 
|  |  | 
|  | Vector4f spec; | 
|  |  | 
|  | if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | Float4 materialSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular));   // FIXME: Unpack | 
|  |  | 
|  | spec.x = materialSpecular.x; | 
|  | spec.y = materialSpecular.y; | 
|  | spec.z = materialSpecular.z; | 
|  | } | 
|  | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | spec = v[Color0]; | 
|  | } | 
|  | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | spec = v[Color1]; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | Float4 lightSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightSpecular[i])); | 
|  |  | 
|  | spec.x *= lightSpecular.x; | 
|  | spec.y *= lightSpecular.y; | 
|  | spec.z *= lightSpecular.z; | 
|  |  | 
|  | spec.x *= P; | 
|  | spec.y *= P; | 
|  | spec.z *= P; | 
|  |  | 
|  | spec.x = Max(spec.x, Float4(0.0f)); | 
|  | spec.y = Max(spec.y, Float4(0.0f)); | 
|  | spec.z = Max(spec.z, Float4(0.0f)); | 
|  |  | 
|  | if(secondaryColor) | 
|  | { | 
|  | o[C1].x = o[C1].x + spec.x; | 
|  | o[C1].y = o[C1].y + spec.y; | 
|  | o[C1].z = o[C1].z + spec.z; | 
|  | } | 
|  | else | 
|  | { | 
|  | o[C0].x = o[C0].x + spec.x; | 
|  | o[C0].y = o[C0].y + spec.y; | 
|  | o[C0].z = o[C0].z + spec.z; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(state.vertexAmbientMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | Float4 materialAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialAmbient));   // FIXME: Unpack | 
|  |  | 
|  | ambient.x = ambient.x * materialAmbient.x; | 
|  | ambient.y = ambient.y * materialAmbient.y; | 
|  | ambient.z = ambient.z * materialAmbient.z; | 
|  | } | 
|  | else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | Vector4f materialDiffuse = v[Color0]; | 
|  |  | 
|  | ambient.x = ambient.x * materialDiffuse.x; | 
|  | ambient.y = ambient.y * materialDiffuse.y; | 
|  | ambient.z = ambient.z * materialDiffuse.z; | 
|  | } | 
|  | else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | Vector4f materialSpecular = v[Color1]; | 
|  |  | 
|  | ambient.x = ambient.x * materialSpecular.x; | 
|  | ambient.y = ambient.y * materialSpecular.y; | 
|  | ambient.z = ambient.z * materialSpecular.z; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | o[C0].x = o[C0].x + ambient.x; | 
|  | o[C0].y = o[C0].y + ambient.y; | 
|  | o[C0].z = o[C0].z + ambient.z; | 
|  |  | 
|  | // Emissive | 
|  | if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission));   // FIXME: Unpack | 
|  |  | 
|  | o[C0].x = o[C0].x + materialEmission.x; | 
|  | o[C0].y = o[C0].y + materialEmission.y; | 
|  | o[C0].z = o[C0].z + materialEmission.z; | 
|  | } | 
|  | else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | Vector4f materialSpecular = v[Color0]; | 
|  |  | 
|  | o[C0].x = o[C0].x + materialSpecular.x; | 
|  | o[C0].y = o[C0].y + materialSpecular.y; | 
|  | o[C0].z = o[C0].z + materialSpecular.z; | 
|  | } | 
|  | else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | Vector4f materialSpecular = v[Color1]; | 
|  |  | 
|  | o[C0].x = o[C0].x + materialSpecular.x; | 
|  | o[C0].y = o[C0].y + materialSpecular.y; | 
|  | o[C0].z = o[C0].z + materialSpecular.z; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | // Diffuse alpha component | 
|  | if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | o[C0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww;   // FIXME: Unpack | 
|  | } | 
|  | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | Vector4f alpha = v[Color0]; | 
|  | o[C0].w = alpha.w; | 
|  | } | 
|  | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | Vector4f alpha = v[Color1]; | 
|  | o[C0].w = alpha.w; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | if(state.vertexSpecularActive) | 
|  | { | 
|  | // Specular alpha component | 
|  | if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | 
|  | { | 
|  | o[C1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww;   // FIXME: Unpack | 
|  | } | 
|  | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | 
|  | { | 
|  | Vector4f alpha = v[Color0]; | 
|  | o[C1].w = alpha.w; | 
|  | } | 
|  | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | 
|  | { | 
|  | Vector4f alpha = v[Color1]; | 
|  | o[C1].w = alpha.w; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(state.fogActive) | 
|  | { | 
|  | Float4 f; | 
|  |  | 
|  | if(!state.rangeFogActive) | 
|  | { | 
|  | f = Abs(vertexPosition.z); | 
|  | } | 
|  | else | 
|  | { | 
|  | f = Sqrt(dot3(vertexPosition, vertexPosition));   // FIXME: f = length(vertexPosition); | 
|  | } | 
|  |  | 
|  | switch(state.vertexFogMode) | 
|  | { | 
|  | case FOG_NONE: | 
|  | if(state.specularActive) | 
|  | { | 
|  | o[Fog].x = o[C1].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | o[Fog].x = Float4(0.0f); | 
|  | } | 
|  | break; | 
|  | case FOG_LINEAR: | 
|  | o[Fog].x = f * *Pointer<Float4>(data + OFFSET(DrawData,fog.scale)) + *Pointer<Float4>(data + OFFSET(DrawData,fog.offset)); | 
|  | break; | 
|  | case FOG_EXP: | 
|  | o[Fog].x = exponential2(f * *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE)), true); | 
|  | break; | 
|  | case FOG_EXP2: | 
|  | o[Fog].x = exponential2((f * f) * *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E)), true); | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  |  | 
|  | for(int stage = 0; stage < 8; stage++) | 
|  | { | 
|  | processTextureCoordinate(stage, normal, position); | 
|  | } | 
|  |  | 
|  | processPointSize(); | 
|  | } | 
|  |  | 
|  | void VertexPipeline::processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position) | 
|  | { | 
|  | if(state.output[T0 + stage].write) | 
|  | { | 
|  | int i = state.textureState[stage].texCoordIndexActive; | 
|  |  | 
|  | switch(state.textureState[stage].texGenActive) | 
|  | { | 
|  | case TEXGEN_NONE: | 
|  | { | 
|  | Vector4f &&varying = v[TexCoord0 + i]; | 
|  |  | 
|  | o[T0 + stage].x = varying.x; | 
|  | o[T0 + stage].y = varying.y; | 
|  | o[T0 + stage].z = varying.z; | 
|  | o[T0 + stage].w = varying.w; | 
|  | } | 
|  | break; | 
|  | case TEXGEN_PASSTHRU: | 
|  | { | 
|  | Vector4f &&varying = v[TexCoord0 + i]; | 
|  |  | 
|  | o[T0 + stage].x = varying.x; | 
|  | o[T0 + stage].y = varying.y; | 
|  | o[T0 + stage].z = varying.z; | 
|  | o[T0 + stage].w = varying.w; | 
|  |  | 
|  | if(state.input[TexCoord0 + i]) | 
|  | { | 
|  | switch(state.input[TexCoord0 + i].count) | 
|  | { | 
|  | case 1: | 
|  | o[T0 + stage].y = Float4(1.0f); | 
|  | o[T0 + stage].z = Float4(0.0f); | 
|  | o[T0 + stage].w = Float4(0.0f); | 
|  | break; | 
|  | case 2: | 
|  | o[T0 + stage].z = Float4(1.0f); | 
|  | o[T0 + stage].w = Float4(0.0f); | 
|  | break; | 
|  | case 3: | 
|  | o[T0 + stage].w = Float4(1.0f); | 
|  | break; | 
|  | case 4: | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  | break; | 
|  | case TEXGEN_NORMAL: | 
|  | { | 
|  | Vector4f Nc;   // Normal vector in camera space | 
|  |  | 
|  | if(state.vertexNormalActive) | 
|  | { | 
|  | Nc = normal; | 
|  | } | 
|  | else | 
|  | { | 
|  | Nc.x = Float4(0.0f); | 
|  | Nc.y = Float4(0.0f); | 
|  | Nc.z = Float4(0.0f); | 
|  | } | 
|  |  | 
|  | Nc.w = Float4(1.0f); | 
|  |  | 
|  | o[T0 + stage].x = Nc.x; | 
|  | o[T0 + stage].y = Nc.y; | 
|  | o[T0 + stage].z = Nc.z; | 
|  | o[T0 + stage].w = Nc.w; | 
|  | } | 
|  | break; | 
|  | case TEXGEN_POSITION: | 
|  | { | 
|  | Vector4f Pn = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true);   // Position in camera space | 
|  |  | 
|  | Pn.w = Float4(1.0f); | 
|  |  | 
|  | o[T0 + stage].x = Pn.x; | 
|  | o[T0 + stage].y = Pn.y; | 
|  | o[T0 + stage].z = Pn.z; | 
|  | o[T0 + stage].w = Pn.w; | 
|  | } | 
|  | break; | 
|  | case TEXGEN_REFLECTION: | 
|  | { | 
|  | Vector4f R;   // Reflection vector | 
|  |  | 
|  | if(state.vertexNormalActive) | 
|  | { | 
|  | Vector4f Nc;   // Normal vector in camera space | 
|  |  | 
|  | Nc = normal; | 
|  |  | 
|  | if(state.localViewerActive) | 
|  | { | 
|  | Vector4f Ec;   // Eye vector in camera space | 
|  | Vector4f N2; | 
|  |  | 
|  | Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|  | Ec = normalize(Ec); | 
|  |  | 
|  | // R = E - 2 * N * (E . N) | 
|  | Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | 
|  |  | 
|  | R.x = Ec.x - Nc.x * dot; | 
|  | R.y = Ec.y - Nc.y * dot; | 
|  | R.z = Ec.z - Nc.z * dot; | 
|  | } | 
|  | else | 
|  | { | 
|  | // u = -2 * Nz * Nx | 
|  | // v = -2 * Nz * Ny | 
|  | // w = 1 - 2 * Nz * Nz | 
|  |  | 
|  | R.x = -Float4(2.0f) * Nc.z * Nc.x; | 
|  | R.y = -Float4(2.0f) * Nc.z * Nc.y; | 
|  | R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | R.x = Float4(0.0f); | 
|  | R.y = Float4(0.0f); | 
|  | R.z = Float4(0.0f); | 
|  | } | 
|  |  | 
|  | R.w = Float4(1.0f); | 
|  |  | 
|  | o[T0 + stage].x = R.x; | 
|  | o[T0 + stage].y = R.y; | 
|  | o[T0 + stage].z = R.z; | 
|  | o[T0 + stage].w = R.w; | 
|  | } | 
|  | break; | 
|  | case TEXGEN_SPHEREMAP: | 
|  | { | 
|  | Vector4f R;   // Reflection vector | 
|  |  | 
|  | if(state.vertexNormalActive) | 
|  | { | 
|  | Vector4f Nc;   // Normal vector in camera space | 
|  |  | 
|  | Nc = normal; | 
|  |  | 
|  | if(state.localViewerActive) | 
|  | { | 
|  | Vector4f Ec;   // Eye vector in camera space | 
|  | Vector4f N2; | 
|  |  | 
|  | Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|  | Ec = normalize(Ec); | 
|  |  | 
|  | // R = E - 2 * N * (E . N) | 
|  | Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | 
|  |  | 
|  | R.x = Ec.x - Nc.x * dot; | 
|  | R.y = Ec.y - Nc.y * dot; | 
|  | R.z = Ec.z - Nc.z * dot; | 
|  | } | 
|  | else | 
|  | { | 
|  | // u = -2 * Nz * Nx | 
|  | // v = -2 * Nz * Ny | 
|  | // w = 1 - 2 * Nz * Nz | 
|  |  | 
|  | R.x = -Float4(2.0f) * Nc.z * Nc.x; | 
|  | R.y = -Float4(2.0f) * Nc.z * Nc.y; | 
|  | R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | R.x = Float4(0.0f); | 
|  | R.y = Float4(0.0f); | 
|  | R.z = Float4(0.0f); | 
|  | } | 
|  |  | 
|  | R.z -= Float4(1.0f); | 
|  | R = normalize(R); | 
|  | R.x = Float4(0.5f) * R.x + Float4(0.5f); | 
|  | R.y = Float4(0.5f) * R.y + Float4(0.5f); | 
|  |  | 
|  | R.z = Float4(1.0f); | 
|  | R.w = Float4(0.0f); | 
|  |  | 
|  | o[T0 + stage].x = R.x; | 
|  | o[T0 + stage].y = R.y; | 
|  | o[T0 + stage].z = R.z; | 
|  | o[T0 + stage].w = R.w; | 
|  | } | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | Vector4f texTrans0; | 
|  | Vector4f texTrans1; | 
|  | Vector4f texTrans2; | 
|  | Vector4f texTrans3; | 
|  |  | 
|  | Vector4f T; | 
|  | Vector4f t; | 
|  |  | 
|  | T.x = o[T0 + stage].x; | 
|  | T.y = o[T0 + stage].y; | 
|  | T.z = o[T0 + stage].z; | 
|  | T.w = o[T0 + stage].w; | 
|  |  | 
|  | switch(state.textureState[stage].textureTransformCountActive) | 
|  | { | 
|  | case 4: | 
|  | texTrans3.x = texTrans3.y = texTrans3.z = texTrans3.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][3]));   // FIXME: Unpack | 
|  | texTrans3.x = texTrans3.x.xxxx; | 
|  | texTrans3.y = texTrans3.y.yyyy; | 
|  | texTrans3.z = texTrans3.z.zzzz; | 
|  | texTrans3.w = texTrans3.w.wwww; | 
|  | t.w = dot4(T, texTrans3); | 
|  | case 3: | 
|  | texTrans2.x = texTrans2.y = texTrans2.z = texTrans2.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][2]));   // FIXME: Unpack | 
|  | texTrans2.x = texTrans2.x.xxxx; | 
|  | texTrans2.y = texTrans2.y.yyyy; | 
|  | texTrans2.z = texTrans2.z.zzzz; | 
|  | texTrans2.w = texTrans2.w.wwww; | 
|  | t.z = dot4(T, texTrans2); | 
|  | case 2: | 
|  | texTrans1.x = texTrans1.y = texTrans1.z = texTrans1.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][1]));   // FIXME: Unpack | 
|  | texTrans1.x = texTrans1.x.xxxx; | 
|  | texTrans1.y = texTrans1.y.yyyy; | 
|  | texTrans1.z = texTrans1.z.zzzz; | 
|  | texTrans1.w = texTrans1.w.wwww; | 
|  | t.y = dot4(T, texTrans1); | 
|  | case 1: | 
|  | texTrans0.x = texTrans0.y = texTrans0.z = texTrans0.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][0]));   // FIXME: Unpack | 
|  | texTrans0.x = texTrans0.x.xxxx; | 
|  | texTrans0.y = texTrans0.y.yyyy; | 
|  | texTrans0.z = texTrans0.z.zzzz; | 
|  | texTrans0.w = texTrans0.w.wwww; | 
|  | t.x = dot4(T, texTrans0); | 
|  |  | 
|  | o[T0 + stage].x = t.x; | 
|  | o[T0 + stage].y = t.y; | 
|  | o[T0 + stage].z = t.z; | 
|  | o[T0 + stage].w = t.w; | 
|  | case 0: | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexPipeline::processPointSize() | 
|  | { | 
|  | if(!state.pointSizeActive) | 
|  | { | 
|  | return;   // Use global pointsize | 
|  | } | 
|  |  | 
|  | if(state.input[PointSize]) | 
|  | { | 
|  | o[Pts].y = v[PointSize].x; | 
|  | } | 
|  | else | 
|  | { | 
|  | o[Pts].y = *Pointer<Float4>(data + OFFSET(DrawData,point.pointSize)); | 
|  | } | 
|  |  | 
|  | if(state.pointScaleActive && !state.preTransformed) | 
|  | { | 
|  | Vector4f p = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|  |  | 
|  | Float4 d = Sqrt(dot3(p, p));   // FIXME: length(p); | 
|  |  | 
|  | Float4 A = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleA));   // FIXME: Unpack | 
|  | Float4 B = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleB));   // FIXME: Unpack | 
|  | Float4 C = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleC));   // FIXME: Unpack | 
|  |  | 
|  | A = RcpSqrt_pp(A + d * (B + d * C)); | 
|  |  | 
|  | o[Pts].y = o[Pts].y * Float4(*Pointer<Float>(data + OFFSET(DrawData,viewportHeight))) * A;   // FIXME: Unpack | 
|  | } | 
|  | } | 
|  |  | 
|  | Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | 
|  | { | 
|  | Vector4f dst; | 
|  |  | 
|  | if(homogeneous) | 
|  | { | 
|  | Float4 m[4][4]; | 
|  |  | 
|  | for(int j = 0; j < 4; j++) | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | } | 
|  | } | 
|  |  | 
|  | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + src.w * m[0][3]; | 
|  | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + src.w * m[1][3]; | 
|  | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + src.w * m[2][3]; | 
|  | dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + src.w * m[3][3]; | 
|  | } | 
|  | else | 
|  | { | 
|  | Float4 m[3][3]; | 
|  |  | 
|  | for(int j = 0; j < 3; j++) | 
|  | { | 
|  | for(int i = 0; i < 3; i++) | 
|  | { | 
|  | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|  | } | 
|  | } | 
|  |  | 
|  | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | 
|  | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | 
|  | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | 
|  | } | 
|  |  | 
|  | return dst; | 
|  | } | 
|  |  | 
|  | Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogeneous) | 
|  | { | 
|  | Vector4f dst; | 
|  |  | 
|  | if(homogeneous) | 
|  | { | 
|  | Float4 m[4][4]; | 
|  |  | 
|  | for(int j = 0; j < 4; j++) | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | 
|  | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | 
|  | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | 
|  | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | 
|  | } | 
|  | } | 
|  |  | 
|  | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + m[0][3]; | 
|  | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + m[1][3]; | 
|  | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + m[2][3]; | 
|  | dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + m[3][3]; | 
|  | } | 
|  | else | 
|  | { | 
|  | Float4 m[3][3]; | 
|  |  | 
|  | for(int j = 0; j < 3; j++) | 
|  | { | 
|  | for(int i = 0; i < 3; i++) | 
|  | { | 
|  | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | 
|  | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | 
|  | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | 
|  | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | 
|  | } | 
|  | } | 
|  |  | 
|  | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | 
|  | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | 
|  | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | 
|  | } | 
|  |  | 
|  | return dst; | 
|  | } | 
|  |  | 
|  | Vector4f VertexPipeline::normalize(Vector4f &src) | 
|  | { | 
|  | Vector4f dst; | 
|  |  | 
|  | Float4 rcpLength = RcpSqrt_pp(dot3(src, src)); | 
|  |  | 
|  | dst.x = src.x * rcpLength; | 
|  | dst.y = src.y * rcpLength; | 
|  | dst.z = src.z * rcpLength; | 
|  |  | 
|  | return dst; | 
|  | } | 
|  |  | 
|  | Float4 VertexPipeline::power(Float4 &src0, Float4 &src1) | 
|  | { | 
|  | Float4 dst = src0; | 
|  |  | 
|  | dst = dst * dst; | 
|  | dst = dst * dst; | 
|  | dst = Float4(As<Int4>(dst) - As<Int4>(Float4(1.0f))); | 
|  |  | 
|  | dst *= src1; | 
|  |  | 
|  | dst = As<Float4>(Int4(dst) + As<Int4>(Float4(1.0f))); | 
|  | dst = RcpSqrt_pp(dst); | 
|  | dst = RcpSqrt_pp(dst); | 
|  |  | 
|  | return dst; | 
|  | } | 
|  | } |