Duplicate source files for Vulkan.
The Vulkan implementation needs a directory for each architectural
layer, similar to the OpenGL ES stack. The entire rendering stack is
duplicated, leaving only Reactor common between them:
Renderer -> Device
Shader -> Pipeline
Common -> System
Main -> WSI
Bug b/117152542
Change-Id: I9c26b23654016d637f88ec2416f019ef65b9afbd
Reviewed-on: https://swiftshader-review.googlesource.com/c/21248
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Pipeline/PixelProgram.cpp b/src/Pipeline/PixelProgram.cpp
new file mode 100644
index 0000000..473712b
--- /dev/null
+++ b/src/Pipeline/PixelProgram.cpp
@@ -0,0 +1,1850 @@
+// 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 "PixelProgram.hpp"
+
+#include "SamplerCore.hpp"
+#include "Renderer/Primitive.hpp"
+#include "Renderer/Renderer.hpp"
+
+namespace sw
+{
+ extern bool postBlendSRGB;
+ extern bool booleanFaceRegister;
+ extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
+ extern bool fullPixelPositionRegister;
+
+ void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
+ {
+ if(shader->getShaderModel() >= 0x0300)
+ {
+ if(shader->isVPosDeclared())
+ {
+ if(!halfIntegerCoordinates)
+ {
+ vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+ vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+ }
+ else
+ {
+ vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
+ vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
+ }
+
+ if(fullPixelPositionRegister)
+ {
+ vPos.z = z[0]; // FIXME: Centroid?
+ vPos.w = w; // FIXME: Centroid?
+ }
+ }
+
+ if(shader->isVFaceDeclared())
+ {
+ Float4 face = *Pointer<Float>(primitive + OFFSET(Primitive, area));
+
+ if(booleanFaceRegister)
+ {
+ face = As<Float4>(state.frontFaceCCW ? CmpNLT(face, Float4(0.0f)) : CmpLT(face, Float4(0.0f)));
+ }
+
+ vFace.x = face;
+ vFace.y = face;
+ vFace.z = face;
+ vFace.w = face;
+ }
+ }
+ }
+
+ void PixelProgram::applyShader(Int cMask[4])
+ {
+ enableIndex = 0;
+ stackIndex = 0;
+
+ if(shader->containsLeaveInstruction())
+ {
+ enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ for(int i = 0; i < RENDERTARGETS; i++)
+ {
+ if(state.targetFormat[i] != FORMAT_NULL)
+ {
+ oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+ }
+
+ // 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());
+ }
+ }
+
+ bool broadcastColor0 = true;
+
+ for(size_t i = 0; i < shader->getLength(); i++)
+ {
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
+
+ if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
+ {
+ continue;
+ }
+
+ const Dst &dst = instruction->dst;
+ const Src &src0 = instruction->src[0];
+ const Src &src1 = instruction->src[1];
+ const Src &src2 = instruction->src[2];
+ const Src &src3 = instruction->src[3];
+ const Src &src4 = instruction->src[4];
+
+ bool predicate = instruction->predicate;
+ Control control = instruction->control;
+ bool pp = dst.partialPrecision;
+ bool project = instruction->project;
+ bool bias = instruction->bias;
+
+ Vector4f d;
+ Vector4f s0;
+ Vector4f s1;
+ Vector4f s2;
+ Vector4f s3;
+ Vector4f s4;
+
+ if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
+ {
+ if(dst.type == Shader::PARAMETER_TEXTURE)
+ {
+ d.x = v[2 + dst.index].x;
+ d.y = v[2 + dst.index].y;
+ d.z = v[2 + dst.index].z;
+ d.w = v[2 + dst.index].w;
+ }
+ else
+ {
+ d = r[dst.index];
+ }
+ }
+
+ 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_PS_2_0: break;
+ case Shader::OPCODE_PS_2_x: break;
+ case Shader::OPCODE_PS_3_0: break;
+ case Shader::OPCODE_DEF: break;
+ case Shader::OPCODE_DCL: break;
+ case Shader::OPCODE_NOP: break;
+ case Shader::OPCODE_MOV: mov(d, s0); break;
+ case Shader::OPCODE_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_ADD: add(d, s0, s1); break;
+ case Shader::OPCODE_IADD: iadd(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_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
+ case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
+ case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
+ case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
+ case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
+ case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
+ case Shader::OPCODE_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_CMP0: cmp0(d, s0, s1, s2); 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_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_EXP2X: exp2x(d, s0, pp); break;
+ case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
+ case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
+ case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
+ case Shader::OPCODE_EXP: exp(d, s0, pp); break;
+ case Shader::OPCODE_LOG: log(d, s0, pp); break;
+ case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
+ case Shader::OPCODE_DIV: div(d, s0, s1); break;
+ case Shader::OPCODE_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_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_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_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_POWX: powx(d, s0, s1, pp); break;
+ case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
+ case Shader::OPCODE_SGN: sgn(d, s0); break;
+ case Shader::OPCODE_ISGN: isgn(d, s0); break;
+ case Shader::OPCODE_CRS: crs(d, s0, s1); break;
+ case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
+ case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
+ case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
+ case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
+ case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
+ case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
+ case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
+ case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
+ case Shader::OPCODE_ABS: abs(d, s0); break;
+ case Shader::OPCODE_IABS: iabs(d, s0); break;
+ case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
+ case Shader::OPCODE_COS: cos(d, s0, pp); break;
+ case Shader::OPCODE_SIN: sin(d, s0, pp); break;
+ case Shader::OPCODE_TAN: tan(d, s0, pp); break;
+ case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
+ case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
+ case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
+ case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
+ case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
+ case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
+ case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
+ case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
+ case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
+ case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
+ case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
+ case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
+ case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
+ case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
+ case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
+ case Shader::OPCODE_TEX: TEX(d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXLDD: TEXGRAD(d, s0, src1, s2, s3); 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_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
+ case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); 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_TEXBIAS: TEXBIAS(d, s0, src1, s2.x); break;
+ case Shader::OPCODE_TEXOFFSETBIAS: TEXOFFSETBIAS(d, s0, src1, s2, s3.x); break;
+ case Shader::OPCODE_DISCARD: DISCARD(cMask, instruction); break;
+ case Shader::OPCODE_DFDX: DFDX(d, s0); break;
+ case Shader::OPCODE_DFDY: DFDY(d, s0); break;
+ case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
+ case Shader::OPCODE_BREAK: BREAK(); 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_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_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_END: break;
+ default:
+ ASSERT(false);
+ }
+
+ if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
+ {
+ if(dst.saturate)
+ {
+ if(dst.x) d.x = Max(d.x, Float4(0.0f));
+ if(dst.y) d.y = Max(d.y, Float4(0.0f));
+ if(dst.z) d.z = Max(d.z, Float4(0.0f));
+ if(dst.w) d.w = Max(d.w, Float4(0.0f));
+
+ if(dst.x) d.x = Min(d.x, Float4(1.0f));
+ if(dst.y) d.y = Min(d.y, Float4(1.0f));
+ if(dst.z) d.z = Min(d.z, Float4(1.0f));
+ if(dst.w) d.w = Min(d.w, Float4(1.0f));
+ }
+
+ if(instruction->isPredicated())
+ {
+ Vector4f pDst; // FIXME: Rename
+
+ switch(dst.type)
+ {
+ case Shader::PARAMETER_TEMP:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) pDst.x = r[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_COLOROUT:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) pDst.x = oC[dst.index].x;
+ if(dst.y) pDst.y = oC[dst.index].y;
+ if(dst.z) pDst.z = oC[dst.index].z;
+ if(dst.w) pDst.w = oC[dst.index].w;
+ }
+ else if(!dst.rel.dynamic)
+ {
+ Int a = dst.index + relativeAddress(dst.rel);
+
+ if(dst.x) pDst.x = oC[a].x;
+ if(dst.y) pDst.y = oC[a].y;
+ if(dst.z) pDst.z = oC[a].z;
+ if(dst.w) pDst.w = oC[a].w;
+ }
+ else
+ {
+ Int4 a = dst.index + dynamicAddress(dst.rel);
+
+ if(dst.x) pDst.x = oC[a].x;
+ if(dst.y) pDst.y = oC[a].y;
+ if(dst.z) pDst.z = oC[a].z;
+ if(dst.w) pDst.w = oC[a].w;
+ }
+ break;
+ case Shader::PARAMETER_PREDICATE:
+ if(dst.x) pDst.x = p0.x;
+ if(dst.y) pDst.y = p0.y;
+ if(dst.z) pDst.z = p0.z;
+ if(dst.w) pDst.w = p0.w;
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ pDst.x = oDepth;
+ 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_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_COLOROUT:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ broadcastColor0 = (dst.index == 0) && broadcastColor0;
+
+ if(dst.x) oC[dst.index].x = d.x;
+ if(dst.y) oC[dst.index].y = d.y;
+ if(dst.z) oC[dst.index].z = d.z;
+ if(dst.w) oC[dst.index].w = d.w;
+ }
+ else if(!dst.rel.dynamic)
+ {
+ broadcastColor0 = false;
+ Int a = dst.index + relativeAddress(dst.rel);
+
+ if(dst.x) oC[a].x = d.x;
+ if(dst.y) oC[a].y = d.y;
+ if(dst.z) oC[a].z = d.z;
+ if(dst.w) oC[a].w = d.w;
+ }
+ else
+ {
+ broadcastColor0 = false;
+ Int4 a = dst.index + dynamicAddress(dst.rel);
+
+ if(dst.x) oC.scatter_x(a, d.x);
+ if(dst.y) oC.scatter_y(a, d.y);
+ if(dst.z) oC.scatter_z(a, d.z);
+ if(dst.w) oC.scatter_w(a, d.w);
+ }
+ break;
+ case Shader::PARAMETER_PREDICATE:
+ if(dst.x) p0.x = d.x;
+ if(dst.y) p0.y = d.y;
+ if(dst.z) p0.z = d.z;
+ if(dst.w) p0.w = d.w;
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ oDepth = d.x;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ if(currentLabel != -1)
+ {
+ Nucleus::setInsertBlock(returnBlock);
+ }
+
+ if(broadcastColor0)
+ {
+ for(int i = 0; i < RENDERTARGETS; i++)
+ {
+ c[i] = oC[0];
+ }
+ }
+ else
+ {
+ for(int i = 0; i < RENDERTARGETS; i++)
+ {
+ c[i] = oC[i];
+ }
+ }
+
+ clampColor(c);
+
+ if(state.depthOverride)
+ {
+ oDepth = Min(Max(oDepth, Float4(0.0f)), Float4(1.0f));
+ }
+ }
+
+ Bool PixelProgram::alphaTest(Int cMask[4])
+ {
+ if(!state.alphaTestActive())
+ {
+ return true;
+ }
+
+ Int aMask;
+
+ if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
+ {
+ Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
+
+ PixelRoutine::alphaTest(aMask, alpha);
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= aMask;
+ }
+ }
+ else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
+ {
+ alphaToCoverage(cMask, c[0].w);
+ }
+ else ASSERT(false);
+
+ Int pass = cMask[0];
+
+ for(unsigned int q = 1; q < state.multiSample; q++)
+ {
+ pass = pass | cMask[q];
+ }
+
+ return pass != 0x0;
+ }
+
+ void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ {
+ for(int index = 0; index < RENDERTARGETS; index++)
+ {
+ if(!state.colorWriteActive(index))
+ {
+ continue;
+ }
+
+ if(!postBlendSRGB && state.writeSRGB && !isSRGB(index))
+ {
+ c[index].x = linearToSRGB(c[index].x);
+ c[index].y = linearToSRGB(c[index].y);
+ c[index].z = linearToSRGB(c[index].z);
+ }
+
+ if(index == 0)
+ {
+ fogBlend(c[index], fog);
+ }
+
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_R5G6B5:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_SRGB8_X8:
+ case FORMAT_SRGB8_A8:
+ case FORMAT_G8R8:
+ case FORMAT_R8:
+ case FORMAT_A8:
+ case FORMAT_G16R16:
+ case FORMAT_A16B16G16R16:
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
+ Vector4s color;
+
+ if(state.targetFormat[index] == FORMAT_R5G6B5)
+ {
+ color.x = UShort4(c[index].x * Float4(0xFBFF), false);
+ color.y = UShort4(c[index].y * Float4(0xFDFF), false);
+ color.z = UShort4(c[index].z * Float4(0xFBFF), false);
+ color.w = UShort4(c[index].w * Float4(0xFFFF), false);
+ }
+ else
+ {
+ color.x = convertFixed16(c[index].x, false);
+ color.y = convertFixed16(c[index].y, false);
+ color.z = convertFixed16(c[index].z, false);
+ color.w = convertFixed16(c[index].w, false);
+ }
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(index, buffer, color, x);
+ logicOperation(index, buffer, color, x);
+ writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ case FORMAT_R32F:
+ case FORMAT_G32R32F:
+ case FORMAT_X32B32G32R32F:
+ case FORMAT_A32B32G32R32F:
+ case FORMAT_X32B32G32R32F_UNSIGNED:
+ case FORMAT_R32I:
+ case FORMAT_G32R32I:
+ case FORMAT_A32B32G32R32I:
+ case FORMAT_R32UI:
+ case FORMAT_G32R32UI:
+ case FORMAT_A32B32G32R32UI:
+ case FORMAT_R16I:
+ case FORMAT_G16R16I:
+ case FORMAT_A16B16G16R16I:
+ case FORMAT_R16UI:
+ case FORMAT_G16R16UI:
+ case FORMAT_A16B16G16R16UI:
+ case FORMAT_R8I:
+ case FORMAT_G8R8I:
+ case FORMAT_A8B8G8R8I:
+ case FORMAT_R8UI:
+ case FORMAT_G8R8UI:
+ case FORMAT_A8B8G8R8UI:
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
+ Vector4f color = c[index];
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(index, buffer, color, x);
+ writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ Vector4f PixelProgram::sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ {
+ Vector4f tmp;
+
+ if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
+ {
+ tmp = sampleTexture(sampler.index, uvwq, bias, dsx, dsy, offset, function);
+ }
+ else
+ {
+ Int index = As<Int>(Float(fetchRegister(sampler).x.x));
+
+ for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
+ {
+ if(shader->usesSampler(i))
+ {
+ If(index == i)
+ {
+ tmp = sampleTexture(i, uvwq, bias, 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[(sampler.swizzle >> 0) & 0x3];
+ c.y = tmp[(sampler.swizzle >> 2) & 0x3];
+ c.z = tmp[(sampler.swizzle >> 4) & 0x3];
+ c.w = tmp[(sampler.swizzle >> 6) & 0x3];
+
+ return c;
+ }
+
+ Vector4f PixelProgram::sampleTexture(int samplerIndex, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ {
+ #if PERF_PROFILE
+ Long texTime = Ticks();
+ #endif
+
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
+ Vector4f c = SamplerCore(constants, state.sampler[samplerIndex]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, bias, dsx, dsy, offset, function);
+
+ #if PERF_PROFILE
+ cycles[PERF_TEX] += Ticks() - texTime;
+ #endif
+
+ return c;
+ }
+
+ void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
+ {
+ for(int index = 0; index < RENDERTARGETS; index++)
+ {
+ if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
+ {
+ continue;
+ }
+
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_NULL:
+ break;
+ case FORMAT_R5G6B5:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_SRGB8_X8:
+ case FORMAT_SRGB8_A8:
+ case FORMAT_G8R8:
+ case FORMAT_R8:
+ case FORMAT_A8:
+ case FORMAT_G16R16:
+ case FORMAT_A16B16G16R16:
+ oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
+ oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
+ oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
+ oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
+ break;
+ case FORMAT_R32F:
+ case FORMAT_G32R32F:
+ case FORMAT_X32B32G32R32F:
+ case FORMAT_A32B32G32R32F:
+ case FORMAT_R32I:
+ case FORMAT_G32R32I:
+ case FORMAT_A32B32G32R32I:
+ case FORMAT_R32UI:
+ case FORMAT_G32R32UI:
+ case FORMAT_A32B32G32R32UI:
+ case FORMAT_R16I:
+ case FORMAT_G16R16I:
+ case FORMAT_A16B16G16R16I:
+ case FORMAT_R16UI:
+ case FORMAT_G16R16UI:
+ case FORMAT_A16B16G16R16UI:
+ case FORMAT_R8I:
+ case FORMAT_G8R8I:
+ case FORMAT_A8B8G8R8I:
+ case FORMAT_R8UI:
+ case FORMAT_G8R8UI:
+ case FORMAT_A8B8G8R8UI:
+ break;
+ case FORMAT_X32B32G32R32F_UNSIGNED:
+ oC[index].x = Max(oC[index].x, Float4(0.0f));
+ oC[index].y = Max(oC[index].y, Float4(0.0f));
+ oC[index].z = Max(oC[index].z, Float4(0.0f));
+ oC[index].w = Max(oC[index].w, Float4(0.0f));
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
+ {
+ Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
+
+ if(!whileTest)
+ {
+ if(shader->containsBreakInstruction() && instruction->analysisBreak)
+ {
+ enable &= enableBreak;
+ }
+
+ if(shader->containsContinueInstruction() && instruction->analysisContinue)
+ {
+ enable &= enableContinue;
+ }
+
+ if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+ {
+ enable &= enableLeave;
+ }
+ }
+
+ return enable;
+ }
+
+ Vector4f PixelProgram::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_INPUT:
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ {
+ 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_CONST:
+ reg = readConstant(src, offset);
+ break;
+ case Shader::PARAMETER_TEXTURE:
+ reg = v[2 + i];
+ break;
+ case Shader::PARAMETER_MISCTYPE:
+ if(src.index == Shader::VPosIndex) reg = vPos;
+ if(src.index == Shader::VFaceIndex) reg = vFace;
+ break;
+ case Shader::PARAMETER_SAMPLER:
+ if(src.rel.type == Shader::PARAMETER_VOID)
+ {
+ reg.x = As<Float4>(Int4(i));
+ }
+ else if(src.rel.type == Shader::PARAMETER_TEMP)
+ {
+ reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
+ }
+ return reg;
+ case Shader::PARAMETER_PREDICATE: return reg; // Dummy
+ case Shader::PARAMETER_VOID: return reg; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL:
+ reg.x = Float4(src.value[0]);
+ reg.y = Float4(src.value[1]);
+ reg.z = Float4(src.value[2]);
+ reg.w = Float4(src.value[3]);
+ break;
+ case Shader::PARAMETER_CONSTINT: return reg; // Dummy
+ case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
+ case Shader::PARAMETER_LOOP: return reg; // Dummy
+ case Shader::PARAMETER_COLOROUT:
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ {
+ reg = oC[i];
+ }
+ else if(!src.rel.dynamic)
+ {
+ reg = oC[i + relativeAddress(src.rel, src.bufferIndex)];
+ }
+ else
+ {
+ reg = oC[i + dynamicAddress(src.rel)];
+ }
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ reg.x = oDepth;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
+ const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
+ const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
+ const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+
+ Vector4f mod;
+
+ switch(src.modifier)
+ {
+ case Shader::MODIFIER_NONE:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
+ break;
+ case Shader::MODIFIER_NEGATE:
+ mod.x = -x;
+ mod.y = -y;
+ mod.z = -z;
+ mod.w = -w;
+ break;
+ case Shader::MODIFIER_ABS:
+ mod.x = Abs(x);
+ mod.y = Abs(y);
+ mod.z = Abs(z);
+ mod.w = Abs(w);
+ break;
+ case Shader::MODIFIER_ABS_NEGATE:
+ mod.x = -Abs(x);
+ mod.y = -Abs(y);
+ mod.z = -Abs(z);
+ mod.w = -Abs(w);
+ break;
+ case Shader::MODIFIER_NOT:
+ mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
+ mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
+ mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
+ mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ return mod;
+ }
+
+ RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
+ {
+ if(bufferIndex == -1)
+ {
+ return data + OFFSET(DrawData, ps.c[index]);
+ }
+ else
+ {
+ return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
+ }
+ }
+
+ RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
+ {
+ return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
+ }
+
+ Vector4f PixelProgram::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_TEMP: a = r[src.rel.index][component]; break;
+ case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
+ case Shader::PARAMETER_OUTPUT: a = oC[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::VPosIndex: a = vPos.x; break;
+ case Shader::VFaceIndex: a = vFace.x; 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 PixelProgram::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(oC[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 PixelProgram::dynamicAddress(const Shader::Relative &rel)
+ {
+ int component = rel.swizzle & 0x03;
+ Float4 a;
+
+ switch(rel.type)
+ {
+ 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 = oC[rel.index][component]; break;
+ case Shader::PARAMETER_MISCTYPE:
+ switch(rel.index)
+ {
+ case Shader::VPosIndex: a = vPos.x; break;
+ case Shader::VFaceIndex: a = vFace.x; break;
+ default: ASSERT(false);
+ }
+ break;
+ default: ASSERT(false);
+ }
+
+ return As<Int4>(a) * Int4(rel.scale);
+ }
+
+ Float4 PixelProgram::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
+ {
+ Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
+ Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
+
+ return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
+ }
+
+ void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+
+ dst.x = dot3(src0, row0);
+ dst.y = dot3(src0, row1);
+ }
+
+ void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const 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 PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const 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 PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const 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 PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const 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 PixelProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+ {
+ if(project)
+ {
+ Vector4f proj;
+ Float4 rw = reciprocal(src0.w);
+ proj.x = src0.x * rw;
+ proj.y = src0.y * rw;
+ proj.z = src0.z * rw;
+
+ dst = sampleTexture(src1, proj, src0.x, (src0), (src0), (src0), Implicit);
+ }
+ else
+ {
+ dst = sampleTexture(src1, src0, src0.x, (src0), (src0), (src0), bias ? Bias : Implicit);
+ }
+ }
+
+ void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset)
+ {
+ dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Implicit, Offset});
+ }
+
+ void PixelProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod)
+ {
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
+ }
+
+ void PixelProgram::TEXBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &bias)
+ {
+ dst = sampleTexture(src1, src0, bias, (src0), (src0), (src0), Bias);
+ }
+
+ void PixelProgram::TEXOFFSETBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &bias)
+ {
+ dst = sampleTexture(src1, src0, bias, (src0), (src0), offset, {Bias, Offset});
+ }
+
+ void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
+ {
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
+ }
+
+ void PixelProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
+ {
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
+ }
+
+ void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
+ {
+ dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, (src0), Grad);
+ }
+
+ void PixelProgram::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 PixelProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod)
+ {
+ dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
+ }
+
+ void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
+ {
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture);
+ dst = SamplerCore::textureSize(texture, lod);
+ }
+
+ void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
+ {
+ Int kill = -1;
+
+ if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
+ if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
+ if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
+ if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
+
+ // FIXME: Dynamic branching affects TEXKILL?
+ // if(shader->containsDynamicBranching())
+ // {
+ // kill = ~SignMask(enableMask());
+ // }
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+
+ // FIXME: Branch to end of shader if all killed?
+ }
+
+ void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
+ {
+ Int kill = 0;
+
+ if(shader->containsDynamicBranching())
+ {
+ kill = ~SignMask(enableMask(instruction));
+ }
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+
+ // FIXME: Branch to end of shader if all killed?
+ }
+
+ void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
+ {
+ dst.x = src.x.yyww - src.x.xxzz;
+ dst.y = src.y.yyww - src.y.xxzz;
+ dst.z = src.z.yyww - src.z.xxzz;
+ dst.w = src.w.yyww - src.w.xxzz;
+ }
+
+ void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
+ {
+ dst.x = src.x.zwzw - src.x.xyxy;
+ dst.y = src.y.zwzw - src.y.xyxy;
+ dst.z = src.z.zwzw - src.z.xyxy;
+ dst.w = src.w.zwzw - src.w.xyxy;
+ }
+
+ void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
+ {
+ // abs(dFdx(src)) + abs(dFdy(src));
+ dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
+ dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
+ dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
+ dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
+ }
+
+ void PixelProgram::BREAK()
+ {
+ enableBreak = enableBreak & ~enableStack[enableIndex];
+ }
+
+ void PixelProgram::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 PixelProgram::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 PixelProgram::BREAK(Int4 &condition)
+ {
+ condition &= enableStack[enableIndex];
+
+ enableBreak = enableBreak & ~condition;
+ }
+
+ void PixelProgram::CONTINUE()
+ {
+ enableContinue = enableContinue & ~enableStack[enableIndex];
+ }
+
+ void PixelProgram::TEST()
+ {
+ whileTest = true;
+ }
+
+ void PixelProgram::CALL(int labelIndex, int callSiteIndex)
+ {
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ callStack[stackIndex++] = UInt(callSiteIndex);
+ }
+
+ Int4 restoreLeave = enableLeave;
+
+ Nucleus::createBr(labelBlock[labelIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ enableLeave = restoreLeave;
+ }
+
+ void PixelProgram::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 PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
+ {
+ Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
+
+ if(boolRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = !condition;
+ }
+
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ callStack[stackIndex++] = UInt(callSiteIndex);
+ }
+
+ Int4 restoreLeave = enableLeave;
+
+ branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ enableLeave = restoreLeave;
+ }
+
+ void PixelProgram::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[enableIndex];
+
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ callStack[stackIndex++] = UInt(callSiteIndex);
+ }
+
+ enableIndex++;
+ enableStack[enableIndex] = 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 PixelProgram::ELSE()
+ {
+ ifDepth--;
+
+ BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ if(isConditionalIf[ifDepth])
+ {
+ Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
+ Bool notAllFalse = SignMask(condition) != 0;
+
+ branch(notAllFalse, falseBlock, endBlock);
+
+ enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
+ }
+ else
+ {
+ Nucleus::createBr(endBlock);
+ Nucleus::setInsertBlock(falseBlock);
+ }
+
+ ifFalseBlock[ifDepth] = endBlock;
+
+ ifDepth++;
+ }
+
+ void PixelProgram::ENDIF()
+ {
+ ifDepth--;
+
+ BasicBlock *endBlock = ifFalseBlock[ifDepth];
+
+ Nucleus::createBr(endBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ if(isConditionalIf[ifDepth])
+ {
+ enableIndex--;
+ }
+ }
+
+ void PixelProgram::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 PixelProgram::ENDREP()
+ {
+ loopRepDepth--;
+
+ BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ loopDepth--;
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ void PixelProgram::ENDWHILE()
+ {
+ loopRepDepth--;
+
+ BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ enableIndex--;
+ whileTest = false;
+ }
+
+ void PixelProgram::ENDSWITCH()
+ {
+ loopRepDepth--;
+
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(endBlock);
+ Nucleus::setInsertBlock(endBlock);
+ }
+
+ void PixelProgram::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 PixelProgram::IFb(const Src &boolRegister)
+ {
+ ASSERT(ifDepth < 24 + 4);
+
+ Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.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 PixelProgram::IFp(const Src &predicateRegister)
+ {
+ Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
+
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = ~condition;
+ }
+
+ IF(condition);
+ }
+
+ void PixelProgram::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 PixelProgram::IF(Int4 &condition)
+ {
+ condition &= enableStack[enableIndex];
+
+ enableIndex++;
+ enableStack[enableIndex] = 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 PixelProgram::LABEL(int labelIndex)
+ {
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ Nucleus::setInsertBlock(labelBlock[labelIndex]);
+ currentLabel = labelIndex;
+ }
+
+ void PixelProgram::LOOP(const Src &integerRegister)
+ {
+ loopDepth++;
+
+ iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
+ aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
+ increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
+
+ // 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 PixelProgram::REP(const Src &integerRegister)
+ {
+ loopDepth++;
+
+ iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.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 PixelProgram::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;
+ Int4 restoreContinue = enableContinue;
+
+ // TODO: jump(testBlock)
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(testBlock);
+ enableContinue = restoreContinue;
+
+ const Vector4f &src = fetchRegister(temporaryRegister);
+ Int4 condition = As<Int4>(src.x);
+ condition &= enableStack[enableIndex - 1];
+ if(shader->containsLeaveInstruction()) condition &= enableLeave;
+ if(shader->containsBreakInstruction()) condition &= enableBreak;
+ enableStack[enableIndex] = condition;
+
+ Bool notAllFalse = SignMask(condition) != 0;
+ branch(notAllFalse, loopBlock, endBlock);
+
+ Nucleus::setInsertBlock(endBlock);
+ enableBreak = restoreBreak;
+
+ Nucleus::setInsertBlock(loopBlock);
+
+ loopRepDepth++;
+ }
+
+ void PixelProgram::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 PixelProgram::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 PixelProgram::LEAVE()
+ {
+ enableLeave = enableLeave & ~enableStack[enableIndex];
+
+ // FIXME: Return from function if all instances left
+ // FIXME: Use enableLeave in other control-flow constructs
+ }
+}