// 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_PixelRoutine_hpp | |
#define sw_PixelRoutine_hpp | |
#include "Rasterizer.hpp" | |
#include "ShaderCore.hpp" | |
#include "PixelShader.hpp" | |
#include "Types.hpp" | |
namespace sw | |
{ | |
extern bool forceClearRegisters; | |
class PixelShader; | |
class SamplerCore; | |
class PixelRoutine : public Rasterizer, public ShaderCore | |
{ | |
friend PixelProcessor; // FIXME | |
public: | |
PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader); | |
~PixelRoutine(); | |
protected: | |
struct Registers | |
{ | |
Registers(const PixelShader *shader) : | |
current(ri[0]), diffuse(vi[0]), specular(vi[1]), | |
rf(shader && shader->dynamicallyIndexedTemporaries), | |
vf(shader && shader->dynamicallyIndexedInput) | |
{ | |
if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters) | |
{ | |
for(int i = 0; i < 10; i++) | |
{ | |
vf[i].x = Float4(0.0f); | |
vf[i].y = Float4(0.0f); | |
vf[i].z = Float4(0.0f); | |
vf[i].w = Float4(0.0f); | |
} | |
} | |
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); | |
} | |
occlusion = 0; | |
#if PERF_PROFILE | |
for(int i = 0; i < PERF_TIMERS; i++) | |
{ | |
cycles[i] = 0; | |
} | |
#endif | |
} | |
Pointer<Byte> constants; | |
Pointer<Byte> primitive; | |
Int cluster; | |
Pointer<Byte> data; | |
Float4 z[4]; | |
Float4 w; | |
Float4 rhw; | |
Float4 Dz[4]; | |
Float4 Dw; | |
Float4 Dv[10][4]; | |
Float4 Df; | |
Vector4i ¤t; | |
Vector4i &diffuse; | |
Vector4i &specular; | |
Vector4i ri[6]; | |
Vector4i vi[2]; | |
Vector4i ti[6]; | |
RegisterArray<4096> rf; | |
RegisterArray<10> vf; | |
Vector4f vPos; | |
Vector4f vFace; | |
Vector4f oC[4]; | |
Float4 oDepth; | |
Vector4f p0; | |
Array<Int, 4> aL; | |
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; | |
// bem(l) offsets and luminance | |
Float4 du; | |
Float4 dv; | |
Short4 L; | |
// texm3x3 temporaries | |
Float4 u_; // FIXME | |
Float4 v_; // FIXME | |
Float4 w_; // FIXME | |
Float4 U; // FIXME | |
Float4 V; // FIXME | |
Float4 W; // FIXME | |
UInt occlusion; | |
#if PERF_PROFILE | |
Long cycles[PERF_TIMERS]; | |
#endif | |
}; | |
typedef Shader::DestinationParameter Dst; | |
typedef Shader::SourceParameter Src; | |
typedef Shader::Control Control; | |
void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y); | |
Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); | |
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); | |
void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask); | |
void stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW); | |
void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask); | |
void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW); | |
Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | |
void blendTexture(Registers &r, Vector4i ¤t, Vector4i &temp, Vector4i &texture, int stage); | |
void alphaTest(Registers &r, Int &aMask, Short4 &alpha); | |
void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha); | |
Bool alphaTest(Registers &r, Int cMask[4], Vector4i ¤t); | |
Bool alphaTest(Registers &r, Int cMask[4], Vector4f &c0); | |
void fogBlend(Registers &r, Vector4i ¤t, Float4 &fog, Float4 &z, Float4 &rhw); | |
void fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw); | |
void pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw); | |
void specularPixel(Vector4i ¤t, Vector4i &specular); | |
void sampleTexture(Registers &r, Vector4i &c, int coordinates, int sampler, bool project = false); | |
void sampleTexture(Registers &r, Vector4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false, bool fixed12 = true); | |
void sampleTexture(Registers &r, Vector4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); | |
void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); | |
void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); | |
// Raster operations | |
void clampColor(Vector4f oC[4]); | |
void rasterOperation(Vector4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); | |
void rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); | |
void blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorActive); | |
void blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive); | |
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i ¤t, Int &x); | |
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4i ¤t, Int &sMask, Int &zMask, Int &cMask); | |
void blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive); | |
void blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive); | |
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); | |
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask); | |
void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask); | |
void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); | |
void ps_1_x(Registers &r, Int cMask[4]); | |
void ps_2_x(Registers &r, Int cMask[4]); | |
Short4 convertFixed12(RValue<Float4> cf); | |
void convertFixed12(Vector4i &ci, Vector4f &cf); | |
Float4 convertSigned12(Short4 &ci); | |
void convertSigned12(Vector4f &cf, Vector4i &ci); | |
Float4 convertUnsigned16(UShort4 ci); | |
UShort4 convertFixed16(Float4 &cf, bool saturate = true); | |
void convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate = true); | |
void sRGBtoLinear16_16(Registers &r, Vector4i &c); | |
void sRGBtoLinear12_16(Registers &r, Vector4i &c); | |
void linearToSRGB16_16(Registers &r, Vector4i &c); | |
void linearToSRGB12_16(Registers &r, Vector4i &c); | |
Float4 sRGBtoLinear(const Float4 &x); | |
Float4 linearToSRGB(const Float4 &x); | |
// ps_1_x instructions | |
void MOV(Vector4i &dst, Vector4i &src0); | |
void ADD(Vector4i &dst, Vector4i &src0, Vector4i &src1); | |
void SUB(Vector4i &dst, Vector4i &src0, Vector4i &src1); | |
void MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); | |
void MUL(Vector4i &dst, Vector4i &src0, Vector4i &src1); | |
void DP3(Vector4i &dst, Vector4i &src0, Vector4i &src1); | |
void DP4(Vector4i &dst, Vector4i &src0, Vector4i &src1); | |
void LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); | |
void TEXCOORD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); | |
void TEXCRD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project); | |
void TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src); | |
void TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0); | |
void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s); | |
void TEXKILL(Int cMask[4], Vector4i &dst); | |
void TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); | |
void TEXLD(Registers &r, Vector4i &dst, Vector4i &src, int stage, bool project); | |
void TEXBEM(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); | |
void TEXBEML(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); | |
void TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &src0, int stage); | |
void TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &src0, int stage); | |
void TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &src0, int stage); | |
void TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src, bool signedScaling); | |
void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling); | |
void TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling); | |
void TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, bool signedScaling); | |
void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling); | |
void TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &src1); | |
void TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool singedScaling); | |
void TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0); | |
void TEXDEPTH(Registers &r); | |
void CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); | |
void CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); | |
void BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &src1, int stage); | |
// ps_2_x instructions | |
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); | |
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); | |
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); | |
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); | |
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); | |
void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); | |
void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias); | |
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); | |
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask); | |
void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction); | |
void DFDX(Vector4f &dst, Vector4f &src); | |
void DFDY(Vector4f &dst, Vector4f &src); | |
void FWIDTH(Vector4f &dst, Vector4f &src); | |
void BREAK(Registers &r); | |
void BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control); | |
void BREAKP(Registers &r, const Src &predicateRegister); | |
void BREAK(Registers &r, Int4 &condition); | |
void CONTINUE(Registers &r); | |
void TEST(); | |
void CALL(Registers &r, int labelIndex, int callSiteIndex); | |
void CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src); | |
void CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister); | |
void CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister); | |
void ELSE(Registers &r); | |
void ENDIF(Registers &r); | |
void ENDLOOP(Registers &r); | |
void ENDREP(Registers &r); | |
void ENDWHILE(Registers &r); | |
void IF(Registers &r, const Src &src); | |
void IFb(Registers &r, const Src &boolRegister); | |
void IFp(Registers &r, const Src &predicateRegister); | |
void IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control); | |
void IF(Registers &r, Int4 &condition); | |
void LABEL(int labelIndex); | |
void LOOP(Registers &r, const Src &integerRegister); | |
void REP(Registers &r, const Src &integerRegister); | |
void WHILE(Registers &r, const Src &temporaryRegister); | |
void RET(Registers &r); | |
void LEAVE(Registers &r); | |
void writeDestination(Registers &r, Vector4i &d, const Dst &dst); | |
Vector4i regi(Registers &r, const Src &src); | |
Vector4f reg(Registers &r, const Src &src, int offset = 0); | |
Vector4f readConstant(Registers &r, const Src &src, int offset = 0); | |
Int relativeAddress(Registers &r, const Shader::Parameter &var); | |
Int4 enableMask(Registers &r, const Shader::Instruction *instruction); | |
bool colorUsed(); | |
unsigned short shaderVersion() const; | |
bool interpolateZ() const; | |
bool interpolateW() const; | |
const PixelShader *const shader; | |
private: | |
SamplerCore *sampler[16]; | |
bool perturbate; | |
bool luminance; | |
bool previousScaling; | |
int ifDepth; | |
int loopRepDepth; | |
int breakDepth; | |
int currentLabel; | |
bool whileTest; | |
// FIXME: Get rid of llvm:: | |
llvm::BasicBlock *ifFalseBlock[24 + 24]; | |
llvm::BasicBlock *loopRepTestBlock[4]; | |
llvm::BasicBlock *loopRepEndBlock[4]; | |
llvm::BasicBlock *labelBlock[2048]; | |
std::vector<llvm::BasicBlock*> callRetBlock[2048]; | |
llvm::BasicBlock *returnBlock; | |
bool isConditionalIf[24 + 24]; | |
}; | |
} | |
#endif // sw_PixelRoutine_hpp |