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/VertexRoutine.cpp b/src/Pipeline/VertexRoutine.cpp
new file mode 100644
index 0000000..9b8d336
--- /dev/null
+++ b/src/Pipeline/VertexRoutine.cpp
@@ -0,0 +1,788 @@
+// 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 "VertexRoutine.hpp"
+
+#include "VertexShader.hpp"
+#include "Constants.hpp"
+#include "Renderer/Vertex.hpp"
+#include "Renderer/Renderer.hpp"
+#include "Common/Half.hpp"
+#include "Common/Debug.hpp"
+
+namespace sw
+{
+ extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
+ extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1]
+
+ VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader)
+ : v(shader && shader->indirectAddressableInput),
+ o(shader && shader->indirectAddressableOutput),
+ state(state)
+ {
+ }
+
+ VertexRoutine::~VertexRoutine()
+ {
+ }
+
+ void VertexRoutine::generate()
+ {
+ const bool textureSampling = state.textureSampling;
+
+ Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
+ Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
+ Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
+
+ UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount));
+ UInt primitiveNumber = *Pointer<UInt>(task + OFFSET(VertexTask, primitiveStart));
+ UInt indexInPrimitive = 0;
+
+ constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
+
+ Do
+ {
+ UInt index = *Pointer<UInt>(batch);
+ UInt tagIndex = index & 0x0000003C;
+ UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
+
+ If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
+ {
+ *Pointer<UInt>(tagCache + tagIndex) = indexQ;
+
+ readInput(indexQ);
+ pipeline(indexQ);
+ postTransform();
+ computeClipFlags();
+
+ Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
+ writeCache(cacheLine0);
+ }
+
+ UInt cacheIndex = index & 0x0000003F;
+ Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
+ writeVertex(vertex, cacheLine);
+
+ if(state.transformFeedbackEnabled != 0)
+ {
+ transformFeedback(vertex, primitiveNumber, indexInPrimitive);
+
+ indexInPrimitive++;
+ If(indexInPrimitive == 3)
+ {
+ primitiveNumber++;
+ indexInPrimitive = 0;
+ }
+ }
+
+ vertex += sizeof(Vertex);
+ batch += sizeof(unsigned int);
+ vertexCount--;
+ }
+ Until(vertexCount == 0)
+
+ Return();
+ }
+
+ void VertexRoutine::readInput(UInt &index)
+ {
+ for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
+ {
+ Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i);
+ UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
+
+ v[i] = readStream(input, stride, state.input[i], index);
+ }
+ }
+
+ void VertexRoutine::computeClipFlags()
+ {
+ int pos = state.positionRegister;
+
+ Int4 maxX = CmpLT(o[pos].w, o[pos].x);
+ Int4 maxY = CmpLT(o[pos].w, o[pos].y);
+ Int4 maxZ = CmpLT(o[pos].w, o[pos].z);
+ Int4 minX = CmpNLE(-o[pos].w, o[pos].x);
+ Int4 minY = CmpNLE(-o[pos].w, o[pos].y);
+ Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z);
+
+ clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4);
+
+ Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
+ Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
+ Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
+
+ Int4 finiteXYZ = finiteX & finiteY & finiteZ;
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4);
+
+ if(state.preTransformed)
+ {
+ clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane
+ }
+ }
+
+ Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
+ {
+ const bool textureSampling = state.textureSampling;
+
+ Vector4f v;
+
+ Pointer<Byte> source0 = buffer + index * stride;
+ Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0);
+ Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0);
+ Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0);
+
+ bool isNativeFloatAttrib = (stream.attribType == VertexShader::ATTRIBTYPE_FLOAT) || stream.normalized;
+
+ switch(stream.type)
+ {
+ case STREAMTYPE_FLOAT:
+ {
+ if(stream.count == 0)
+ {
+ // Null stream, all default components
+ }
+ else
+ {
+ if(stream.count == 1)
+ {
+ v.x.x = *Pointer<Float>(source0);
+ v.x.y = *Pointer<Float>(source1);
+ v.x.z = *Pointer<Float>(source2);
+ v.x.w = *Pointer<Float>(source3);
+ }
+ else
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+
+ switch(stream.attribType)
+ {
+ case VertexShader::ATTRIBTYPE_INT:
+ if(stream.count >= 1) v.x = As<Float4>(Int4(v.x));
+ if(stream.count >= 2) v.x = As<Float4>(Int4(v.y));
+ if(stream.count >= 3) v.x = As<Float4>(Int4(v.z));
+ if(stream.count >= 4) v.x = As<Float4>(Int4(v.w));
+ break;
+ case VertexShader::ATTRIBTYPE_UINT:
+ if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x));
+ if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y));
+ if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z));
+ if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w));
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ break;
+ case STREAMTYPE_BYTE:
+ if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<Byte4>(source0));
+ v.y = Float4(*Pointer<Byte4>(source1));
+ v.z = Float4(*Pointer<Byte4>(source2));
+ v.w = Float4(*Pointer<Byte4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ }
+ }
+ else // Stream: UByte, Shader attrib: Int / UInt
+ {
+ v.x = As<Float4>(Int4(*Pointer<Byte4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<Byte4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<Byte4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<Byte4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_SBYTE:
+ if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<SByte4>(source0));
+ v.y = Float4(*Pointer<SByte4>(source1));
+ v.z = Float4(*Pointer<SByte4>(source2));
+ v.w = Float4(*Pointer<SByte4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ }
+ }
+ else // Stream: SByte, Shader attrib: Int / UInt
+ {
+ v.x = As<Float4>(Int4(*Pointer<SByte4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<SByte4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<SByte4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<SByte4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_COLOR:
+ {
+ v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+
+ transpose4x4(v.x, v.y, v.z, v.w);
+
+ // Swap red and blue
+ Float4 t = v.x;
+ v.x = v.z;
+ v.z = t;
+ }
+ break;
+ case STREAMTYPE_SHORT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<Short4>(source0));
+ v.y = Float4(*Pointer<Short4>(source1));
+ v.z = Float4(*Pointer<Short4>(source2));
+ v.w = Float4(*Pointer<Short4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ }
+ }
+ else // Stream: Short, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = As<Float4>(Int4(*Pointer<Short4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<Short4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<Short4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<Short4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_USHORT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<UShort4>(source0));
+ v.y = Float4(*Pointer<UShort4>(source1));
+ v.z = Float4(*Pointer<UShort4>(source2));
+ v.w = Float4(*Pointer<UShort4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ }
+ }
+ else // Stream: UShort, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = As<Float4>(Int4(*Pointer<UShort4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<UShort4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<UShort4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<UShort4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_INT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<Int4>(source0));
+ v.y = Float4(*Pointer<Int4>(source1));
+ v.z = Float4(*Pointer<Int4>(source2));
+ v.w = Float4(*Pointer<Int4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ }
+ }
+ else // Stream: Int, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_UINT:
+ if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<UInt4>(source0));
+ v.y = Float4(*Pointer<UInt4>(source1));
+ v.z = Float4(*Pointer<UInt4>(source2));
+ v.w = Float4(*Pointer<UInt4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ }
+ }
+ else // Stream: UInt, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_UDEC3:
+ {
+ // FIXME: Vectorize
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source0);
+
+ v.x.x = Float(x & 0x000003FF);
+ v.x.y = Float(y & 0x000FFC00);
+ v.x.z = Float(z & 0x3FF00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source1);
+
+ v.y.x = Float(x & 0x000003FF);
+ v.y.y = Float(y & 0x000FFC00);
+ v.y.z = Float(z & 0x3FF00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source2);
+
+ v.z.x = Float(x & 0x000003FF);
+ v.z.y = Float(y & 0x000FFC00);
+ v.z.z = Float(z & 0x3FF00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source3);
+
+ v.w.x = Float(x & 0x000003FF);
+ v.w.y = Float(y & 0x000FFC00);
+ v.w.z = Float(z & 0x3FF00000);
+ }
+
+ transpose4x3(v.x, v.y, v.z, v.w);
+
+ v.y *= Float4(1.0f / 0x00000400);
+ v.z *= Float4(1.0f / 0x00100000);
+ }
+ break;
+ case STREAMTYPE_DEC3N:
+ {
+ // FIXME: Vectorize
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source0);
+
+ v.x.x = Float((x << 22) & 0xFFC00000);
+ v.x.y = Float((y << 12) & 0xFFC00000);
+ v.x.z = Float((z << 2) & 0xFFC00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source1);
+
+ v.y.x = Float((x << 22) & 0xFFC00000);
+ v.y.y = Float((y << 12) & 0xFFC00000);
+ v.y.z = Float((z << 2) & 0xFFC00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source2);
+
+ v.z.x = Float((x << 22) & 0xFFC00000);
+ v.z.y = Float((y << 12) & 0xFFC00000);
+ v.z.z = Float((z << 2) & 0xFFC00000);
+ }
+
+ {
+ Int x, y, z;
+
+ x = y = z = *Pointer<Int>(source3);
+
+ v.w.x = Float((x << 22) & 0xFFC00000);
+ v.w.y = Float((y << 12) & 0xFFC00000);
+ v.w.z = Float((z << 2) & 0xFFC00000);
+ }
+
+ transpose4x3(v.x, v.y, v.z, v.w);
+
+ v.x *= Float4(1.0f / 0x00400000 / 511.0f);
+ v.y *= Float4(1.0f / 0x00400000 / 511.0f);
+ v.z *= Float4(1.0f / 0x00400000 / 511.0f);
+ }
+ break;
+ case STREAMTYPE_FIXED:
+ {
+ v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_HALF:
+ {
+ if(stream.count >= 1)
+ {
+ UShort x0 = *Pointer<UShort>(source0 + 0);
+ UShort x1 = *Pointer<UShort>(source1 + 0);
+ UShort x2 = *Pointer<UShort>(source2 + 0);
+ UShort x3 = *Pointer<UShort>(source3 + 0);
+
+ v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4);
+ v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4);
+ v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4);
+ v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4);
+ }
+
+ if(stream.count >= 2)
+ {
+ UShort y0 = *Pointer<UShort>(source0 + 2);
+ UShort y1 = *Pointer<UShort>(source1 + 2);
+ UShort y2 = *Pointer<UShort>(source2 + 2);
+ UShort y3 = *Pointer<UShort>(source3 + 2);
+
+ v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4);
+ v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4);
+ v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4);
+ v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4);
+ }
+
+ if(stream.count >= 3)
+ {
+ UShort z0 = *Pointer<UShort>(source0 + 4);
+ UShort z1 = *Pointer<UShort>(source1 + 4);
+ UShort z2 = *Pointer<UShort>(source2 + 4);
+ UShort z3 = *Pointer<UShort>(source3 + 4);
+
+ v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4);
+ v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4);
+ v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4);
+ v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4);
+ }
+
+ if(stream.count >= 4)
+ {
+ UShort w0 = *Pointer<UShort>(source0 + 6);
+ UShort w1 = *Pointer<UShort>(source1 + 6);
+ UShort w2 = *Pointer<UShort>(source2 + 6);
+ UShort w3 = *Pointer<UShort>(source3 + 6);
+
+ v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4);
+ v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4);
+ v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4);
+ v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4);
+ }
+ }
+ break;
+ case STREAMTYPE_INDICES:
+ {
+ v.x.x = *Pointer<Float>(source0);
+ v.x.y = *Pointer<Float>(source1);
+ v.x.z = *Pointer<Float>(source2);
+ v.x.w = *Pointer<Float>(source3);
+ }
+ break;
+ case STREAMTYPE_2_10_10_10_INT:
+ {
+ Int4 src;
+ src = Insert(src, *Pointer<Int>(source0), 0);
+ src = Insert(src, *Pointer<Int>(source1), 1);
+ src = Insert(src, *Pointer<Int>(source2), 2);
+ src = Insert(src, *Pointer<Int>(source3), 3);
+
+ v.x = Float4((src << 22) >> 22);
+ v.y = Float4((src << 12) >> 22);
+ v.z = Float4((src << 02) >> 22);
+ v.w = Float4(src >> 30);
+
+ if(stream.normalized)
+ {
+ v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.w = Max(v.w, Float4(-1.0f));
+ }
+ }
+ break;
+ case STREAMTYPE_2_10_10_10_UINT:
+ {
+ Int4 src;
+ src = Insert(src, *Pointer<Int>(source0), 0);
+ src = Insert(src, *Pointer<Int>(source1), 1);
+ src = Insert(src, *Pointer<Int>(source2), 2);
+ src = Insert(src, *Pointer<Int>(source3), 3);
+
+ v.x = Float4(src & Int4(0x3FF));
+ v.y = Float4((src >> 10) & Int4(0x3FF));
+ v.z = Float4((src >> 20) & Int4(0x3FF));
+ v.w = Float4((src >> 30) & Int4(0x3));
+
+ if(stream.normalized)
+ {
+ v.x *= Float4(1.0f / 0x3FF);
+ v.y *= Float4(1.0f / 0x3FF);
+ v.z *= Float4(1.0f / 0x3FF);
+ v.w *= Float4(1.0f / 0x3);
+ }
+ }
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ if(stream.count < 1) v.x = Float4(0.0f);
+ if(stream.count < 2) v.y = Float4(0.0f);
+ if(stream.count < 3) v.z = Float4(0.0f);
+ if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0));
+
+ return v;
+ }
+
+ void VertexRoutine::postTransform()
+ {
+ int pos = state.positionRegister;
+
+ // Backtransform
+ if(state.preTransformed)
+ {
+ Float4 rhw = Float4(1.0f) / o[pos].w;
+
+ Float4 W = *Pointer<Float4>(data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f);
+ Float4 H = *Pointer<Float4>(data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f);
+ Float4 L = *Pointer<Float4>(data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f);
+ Float4 T = *Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f);
+
+ o[pos].x = (o[pos].x - L) / W * rhw;
+ o[pos].y = (o[pos].y - T) / H * rhw;
+ o[pos].z = o[pos].z * rhw;
+ o[pos].w = rhw;
+ }
+
+ if(!halfIntegerCoordinates && !state.preTransformed)
+ {
+ o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelX)) * o[pos].w;
+ o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelY)) * o[pos].w;
+ }
+
+ if(state.superSampling)
+ {
+ o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,XXXX)) * o[pos].w;
+ o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,YYYY)) * o[pos].w;
+ }
+ }
+
+ void VertexRoutine::writeCache(Pointer<Byte> &cacheLine)
+ {
+ Vector4f v;
+
+ for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
+ {
+ if(state.output[i].write)
+ {
+ v.x = o[i].x;
+ v.y = o[i].y;
+ v.z = o[i].z;
+ v.w = o[i].w;
+
+ if(state.output[i].xClamp)
+ {
+ v.x = Max(v.x, Float4(0.0f));
+ v.x = Min(v.x, Float4(1.0f));
+ }
+
+ if(state.output[i].yClamp)
+ {
+ v.y = Max(v.y, Float4(0.0f));
+ v.y = Min(v.y, Float4(1.0f));
+ }
+
+ if(state.output[i].zClamp)
+ {
+ v.z = Max(v.z, Float4(0.0f));
+ v.z = Min(v.z, Float4(1.0f));
+ }
+
+ if(state.output[i].wClamp)
+ {
+ v.w = Max(v.w, Float4(0.0f));
+ v.w = Min(v.w, Float4(1.0f));
+ }
+
+ if(state.output[i].write == 0x01)
+ {
+ *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x;
+ *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y;
+ *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z;
+ *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w;
+ }
+ else
+ {
+ if(state.output[i].write == 0x03)
+ {
+ transpose2x4(v.x, v.y, v.z, v.w);
+ }
+ else
+ {
+ transpose4x4(v.x, v.y, v.z, v.w);
+ }
+
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w;
+ }
+ }
+ }
+
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF;
+
+ // Viewport transform
+ int pos = state.positionRegister;
+
+ v.x = o[pos].x;
+ v.y = o[pos].y;
+ v.z = o[pos].z;
+ v.w = o[pos].w;
+
+ if(symmetricNormalizedDepth)
+ {
+ v.z = (v.z + v.w) * Float4(0.5f); // [-1, 1] -> [0, 1]
+ }
+
+ Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f))));
+ Float4 rhw = Float4(1.0f) / w;
+
+ v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16))));
+ v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16))));
+ v.z = v.z * rhw;
+ v.w = rhw;
+
+ transpose4x4(v.x, v.y, v.z, v.w);
+
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z;
+ *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w;
+ }
+
+ void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache)
+ {
+ for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
+ {
+ if(state.output[i].write)
+ {
+ *Pointer<Int4>(vertex + OFFSET(Vertex,v[i]), 16) = *Pointer<Int4>(cache + OFFSET(Vertex,v[i]), 16);
+ }
+ }
+
+ *Pointer<Int4>(vertex + OFFSET(Vertex,X)) = *Pointer<Int4>(cache + OFFSET(Vertex,X));
+ *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags));
+ }
+
+ void VertexRoutine::transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive)
+ {
+ If(indexInPrimitive < state.verticesPerPrimitive)
+ {
+ UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive;
+
+ for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; i++)
+ {
+ if(state.transformFeedbackEnabled & (1ULL << i))
+ {
+ UInt reg = *Pointer<UInt>(data + OFFSET(DrawData, vs.reg[i]));
+ UInt row = *Pointer<UInt>(data + OFFSET(DrawData, vs.row[i]));
+ UInt col = *Pointer<UInt>(data + OFFSET(DrawData, vs.col[i]));
+ UInt str = *Pointer<UInt>(data + OFFSET(DrawData, vs.str[i]));
+
+ Pointer<Byte> t = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.t[i])) + (tOffset * str * sizeof(float));
+ Pointer<Byte> v = vertex + OFFSET(Vertex, v) + reg * sizeof(float);
+
+ For(UInt r = 0, r < row, r++)
+ {
+ UInt rOffsetX = r * col * sizeof(float);
+ UInt rOffset4 = r * sizeof(float4);
+
+ For(UInt c = 0, c < col, c++)
+ {
+ UInt cOffset = c * sizeof(float);
+ *Pointer<Float>(t + rOffsetX + cOffset) = *Pointer<Float>(v + rOffset4 + cOffset);
+ }
+ }
+ }
+ }
+ }
+ }
+}