| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2011 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 "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 *pixelShader); |
| |
| ~PixelRoutine(); |
| |
| protected: |
| struct Registers |
| { |
| Registers() : current(ri[0]), diffuse(vi[0]), specular(vi[1]), callStack(4), aL(4), increment(4), iteration(4), enableStack(1 + 24), vx(10), vy(10), vz(10), vw(10) |
| { |
| if(forceClearRegisters) |
| { |
| for(int i = 0; i < 10; i++) |
| { |
| vx[i] = Float4(0, 0, 0, 0); |
| vy[i] = Float4(0, 0, 0, 0); |
| vz[i] = Float4(0, 0, 0, 0); |
| vw[i] = Float4(0, 0, 0, 0); |
| } |
| |
| for(int i = 0; i < 4; i++) |
| { |
| oC[i].r = Float4(0.0f); |
| oC[i].g = Float4(0.0f); |
| oC[i].b = Float4(0.0f); |
| oC[i].a = Float4(0.0f); |
| } |
| } |
| |
| loopDepth = -1; |
| enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| enableBreak = 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 rhw; |
| |
| Float4 Dz[4]; |
| Float4 Dw; |
| Float4 Dv[10][4]; |
| Float4 Df; |
| |
| Color4i ¤t; |
| Color4i &diffuse; |
| Color4i &specular; |
| |
| Color4i ri[6]; |
| Color4i vi[2]; |
| Color4i ti[6]; |
| |
| Color4f rf[32]; |
| Array<Float4> vx; |
| Array<Float4> vy; |
| Array<Float4> vz; |
| Array<Float4> vw; |
| |
| Color4f vPos; |
| Color4f vFace; |
| |
| Color4f oC[4]; |
| Float4 oDepth; |
| |
| Color4f p0; |
| Array<Int> aL; |
| |
| Array<Int> increment; |
| Array<Int> iteration; |
| |
| Int loopDepth; |
| Int stackIndex; // FIXME: Inc/decrement callStack |
| Array<UInt> callStack; |
| |
| Int enableIndex; |
| Array<Int4> enableStack; |
| Int4 enableBreak; |
| |
| // 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 |
| }; |
| |
| 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, Color4i ¤t, Color4i &temp, Color4i &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], Color4i ¤t); |
| Bool alphaTest(Registers &r, Int cMask[4], Color4f &c0); |
| void fogBlend(Registers &r, Color4i ¤t, Float4 &fog, Float4 &z, Float4 &rhw); |
| void fogBlend(Registers &r, Color4f &c0, Float4 &fog, Float4 &z, Float4 &rhw); |
| void pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw); |
| void specularPixel(Color4i ¤t, Color4i &specular); |
| |
| void sampleTexture(Registers &r, Color4i &c, int coordinates, int sampler, bool project = false); |
| void sampleTexture(Registers &r, Color4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false, bool fixed12 = true); |
| void sampleTexture(Registers &r, Color4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project = false, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); |
| void sampleTexture(Registers &r, Color4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Color4f &dsx, Color4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); |
| |
| // Raster operations |
| void clampColor(Color4f oC[4]); |
| void rasterOperation(Color4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); |
| void rasterOperation(Color4f 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 Color4i &blendFactor, const Color4i ¤t, const Color4i &pixel, Context::BlendFactor blendFactorActive); |
| void blendFactorAlpha(Registers &r, const Color4i &blendFactor, const Color4i ¤t, const Color4i &pixel, Context::BlendFactor blendFactorAlphaActive); |
| void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4i ¤t, Int &x); |
| void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Color4i ¤t, Int &sMask, Int &zMask, Int &cMask); |
| void blendFactor(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorActive); |
| void blendFactorAlpha(Registers &r, const Color4f &blendFactor, const Color4f &oC, const Color4f &pixel, Context::BlendFactor blendFactorAlphaActive); |
| void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Color4f &oC, Int &x); |
| void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Color4f &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(Float4 &cf); |
| void convertFixed12(Color4i &ci, Color4f &cf); |
| Float4 convertSigned12(Short4 &ci); |
| void convertSigned12(Color4f &cf, Color4i &ci); |
| Float4 convertUnsigned16(UShort4 ci); |
| UShort4 convertFixed16(Float4 &cf, bool saturate = true); |
| void convertFixed16(Color4i &ci, Color4f &cf, bool saturate = true); |
| void sRGBtoLinear16_16(Registers &r, Color4i &c); |
| void sRGBtoLinear12_16(Registers &r, Color4i &c); |
| void linearToSRGB16_16(Registers &r, Color4i &c); |
| void linearToSRGB12_16(Registers &r, Color4i &c); |
| Float4 sRGBtoLinear(const Float4 &x); |
| Float4 linearToSRGB(const Float4 &x); |
| |
| typedef Shader::Instruction::DestinationParameter Dst; |
| typedef Shader::Instruction::SourceParameter Src; |
| typedef Shader::Instruction::Operation Op; |
| typedef Shader::Instruction::Operation::Control Control; |
| |
| // ps_1_x instructions |
| void MOV(Color4i &dst, Color4i &src0); |
| void ADD(Color4i &dst, Color4i &src0, Color4i &src1); |
| void SUB(Color4i &dst, Color4i &src0, Color4i &src1); |
| void MAD(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2); |
| void MUL(Color4i &dst, Color4i &src0, Color4i &src1); |
| void DP3(Color4i &dst, Color4i &src0, Color4i &src1); |
| void DP4(Color4i &dst, Color4i &src0, Color4i &src1); |
| void LRP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2); |
| void TEXCOORD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); |
| void TEXCRD(Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project); |
| void TEXDP3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src); |
| void TEXDP3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0); |
| void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s); |
| void TEXKILL(Int cMask[4], Color4i &dst); |
| void TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); |
| void TEXLD(Registers &r, Color4i &dst, Color4i &src, int stage, bool project); |
| void TEXBEM(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXBEML(Registers &r, Color4i &dst, Color4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXREG2AR(Registers &r, Color4i &dst, Color4i &src0, int stage); |
| void TEXREG2GB(Registers &r, Color4i &dst, Color4i &src0, int stage); |
| void TEXREG2RGB(Registers &r, Color4i &dst, Color4i &src0, int stage); |
| void TEXM3X2DEPTH(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src, bool signedScaling); |
| void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling); |
| void TEXM3X2TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool signedScaling); |
| void TEXM3X3(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, bool signedScaling); |
| void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Color4i &src0, int component, bool signedScaling); |
| void TEXM3X3SPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, Color4i &src1); |
| void TEXM3X3TEX(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0, bool singedScaling); |
| void TEXM3X3VSPEC(Registers &r, Color4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Color4i &src0); |
| void TEXDEPTH(Registers &r); |
| void CND(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2); |
| void CMP(Color4i &dst, Color4i &src0, Color4i &src1, Color4i &src2); |
| void BEM(Registers &r, Color4i &dst, Color4i &src0, Color4i &src1, int stage); |
| |
| // ps_2_x instructions |
| void M3X2(Registers &r, Color4f &dst, Color4f &src0, const Src &src1); |
| void M3X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1); |
| void M3X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1); |
| void M4X3(Registers &r, Color4f &dst, Color4f &src0, const Src &src1); |
| void M4X4(Registers &r, Color4f &dst, Color4f &src0, const Src &src1); |
| void TEXLD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias); |
| void TEXLDD(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, Color4f &src2, Color4f &src3, bool project, bool bias); |
| void TEXLDL(Registers &r, Color4f &dst, Color4f &src0, const Src &src1, bool project, bool bias); |
| void TEXKILL(Int cMask[4], Color4f &src, unsigned char mask); |
| void DSX(Color4f &dst, Color4f &src); |
| void DSY(Color4f &dst, Color4f &src); |
| void BREAK(Registers &r); |
| void BREAKC(Registers &r, Color4f &src0, Color4f &src1, Control); |
| void BREAKP(Registers &r, const Src &predicateRegister); |
| void CALL(Registers &r, int labelIndex); |
| void CALLNZ(Registers &r, int labelIndex, const Src &src); |
| void CALLNZb(Registers &r, int labelIndex, const Src &boolRegister); |
| void CALLNZp(Registers &r, int labelIndex, const Src &predicateRegister); |
| void ELSE(Registers &r); |
| void ENDIF(Registers &r); |
| void ENDLOOP(Registers &r); |
| void ENDREP(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, Color4f &src0, Color4f &src1, Control); |
| void LABEL(int labelIndex); |
| void LOOP(Registers &r, const Src &integerRegister); |
| void REP(Registers &r, const Src &integerRegister); |
| void RET(Registers &r); |
| |
| void readConstant(Registers &r, int index); |
| |
| void writeDestination(Registers &r, Color4i &d, const Dst &dst); |
| Color4i regi(Registers &r, const Src &src); |
| Color4f reg(Registers &r, const Src &src, int offset = 0); |
| |
| bool colorUsed(); |
| unsigned short pixelShaderVersion() const; |
| |
| private: |
| SamplerCore *sampler[16]; |
| |
| bool perturbate; |
| bool luminance; |
| bool previousScaling; |
| |
| bool returns; |
| int ifDepth; |
| int loopRepDepth; |
| int breakDepth; |
| |
| // 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; |
| llvm::BasicBlock *returnBlock; |
| bool isConditionalIf[24 + 24]; |
| |
| const PixelShader *const pixelShader; |
| }; |
| } |
| |
| #endif // sw_PixelRoutine_hpp |