| // 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. |
| // |
| |
| #ifndef sw_VertexRoutine_hpp |
| #define sw_VertexRoutine_hpp |
| |
| #include "Renderer/Color.hpp" |
| #include "Renderer/VertexProcessor.hpp" |
| #include "ShaderCore.hpp" |
| #include "VertexShader.hpp" |
| |
| namespace sw |
| { |
| class VertexRoutine |
| { |
| protected: |
| struct Registers |
| { |
| Registers(const VertexShader *shader) : |
| r(shader && shader->dynamicallyIndexedTemporaries), |
| v(shader && shader->dynamicallyIndexedInput), |
| o(shader && shader->dynamicallyIndexedOutput) |
| { |
| loopDepth = -1; |
| enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| |
| if(shader && shader->containsBreakInstruction()) |
| { |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader && shader->containsContinueInstruction()) |
| { |
| enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader && shader->containsLeaveInstruction()) |
| { |
| enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| } |
| |
| Pointer<Byte> data; |
| Pointer<Byte> constants; |
| |
| Int clipFlags; |
| |
| RegisterArray<16> v; |
| RegisterArray<4096> r; |
| RegisterArray<12> o; |
| Vector4f a0; |
| Array<Int, 4> aL; |
| Vector4f p0; |
| |
| Array<Int, 4> increment; |
| Array<Int, 4> iteration; |
| |
| Int loopDepth; |
| Int stackIndex; // FIXME: Inc/decrement callStack |
| Array<UInt, 4> callStack; |
| |
| Int enableIndex; |
| Array<Int4, 1 + 24> enableStack; |
| Int4 enableBreak; |
| Int4 enableContinue; |
| Int4 enableLeave; |
| }; |
| |
| public: |
| VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader); |
| |
| virtual ~VertexRoutine(); |
| |
| void generate(); |
| Routine *getRoutine(); |
| |
| protected: |
| const VertexProcessor::State &state; |
| const VertexShader *const shader; |
| |
| private: |
| virtual void pipeline(Registers &r) = 0; |
| |
| typedef VertexProcessor::State::Input Stream; |
| |
| Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index); |
| void readInput(Registers &r, UInt &index); |
| void computeClipFlags(Registers &r); |
| void postTransform(Registers &r); |
| void writeCache(Pointer<Byte> &cacheLine, Registers &r); |
| void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine); |
| |
| Routine *routine; |
| }; |
| } |
| |
| #endif // sw_VertexRoutine_hpp |