|  | // SwiftShader Software Renderer | 
|  | // | 
|  | // Copyright(c) 2005-2013 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. | 
|  | // | 
|  |  | 
|  | #include "VertexProgram.hpp" | 
|  |  | 
|  | #include "Renderer.hpp" | 
|  | #include "VertexShader.hpp" | 
|  | #include "Vertex.hpp" | 
|  | #include "Half.hpp" | 
|  | #include "SamplerCore.hpp" | 
|  | #include "Debug.hpp" | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) : VertexRoutine(state, shader) | 
|  | { | 
|  | ifDepth = 0; | 
|  | loopRepDepth = 0; | 
|  | breakDepth = 0; | 
|  | currentLabel = -1; | 
|  | whileTest = false; | 
|  |  | 
|  | for(int i = 0; i < 2048; i++) | 
|  | { | 
|  | labelBlock[i] = 0; | 
|  | } | 
|  | } | 
|  |  | 
|  | VertexProgram::~VertexProgram() | 
|  | { | 
|  | for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | 
|  | { | 
|  | delete sampler[i]; | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::pipeline(Registers &r) | 
|  | { | 
|  | for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | 
|  | { | 
|  | sampler[i] = new SamplerCore(r.constants, state.samplerState[i]); | 
|  | } | 
|  |  | 
|  | if(!state.preTransformed) | 
|  | { | 
|  | program(r); | 
|  | } | 
|  | else | 
|  | { | 
|  | passThrough(r); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::program(Registers &r) | 
|  | { | 
|  | //	shader->print("VertexShader-%0.8X.txt", state.shaderID); | 
|  |  | 
|  | unsigned short version = shader->getVersion(); | 
|  |  | 
|  | r.enableIndex = 0; | 
|  | r.stackIndex = 0; | 
|  |  | 
|  | if(shader->containsLeaveInstruction()) | 
|  | { | 
|  | r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | // 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()); | 
|  | } | 
|  | } | 
|  |  | 
|  | 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; | 
|  | } | 
|  |  | 
|  | Dst dst = instruction->dst; | 
|  | Src src0 = instruction->src[0]; | 
|  | Src src1 = instruction->src[1]; | 
|  | Src src2 = instruction->src[2]; | 
|  | Src src3 = instruction->src[3]; | 
|  | Src src4 = instruction->src[4]; | 
|  |  | 
|  | bool predicate = instruction->predicate; | 
|  | Control control = instruction->control; | 
|  | bool integer = dst.type == Shader::PARAMETER_ADDR; | 
|  | bool pp = dst.partialPrecision; | 
|  |  | 
|  | Vector4f d; | 
|  | Vector4f s0; | 
|  | Vector4f s1; | 
|  | Vector4f s2; | 
|  | Vector4f s3; | 
|  | Vector4f s4; | 
|  |  | 
|  | if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0); | 
|  | if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1); | 
|  | if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2); | 
|  | if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3); | 
|  | if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(r, src4); | 
|  |  | 
|  | switch(opcode) | 
|  | { | 
|  | case Shader::OPCODE_VS_1_0:										break; | 
|  | case Shader::OPCODE_VS_1_1:										break; | 
|  | case Shader::OPCODE_VS_2_0:										break; | 
|  | case Shader::OPCODE_VS_2_x:										break; | 
|  | case Shader::OPCODE_VS_2_sw:									break; | 
|  | case Shader::OPCODE_VS_3_0:										break; | 
|  | case Shader::OPCODE_VS_3_sw:									break; | 
|  | case Shader::OPCODE_DCL:										break; | 
|  | case Shader::OPCODE_DEF:										break; | 
|  | case Shader::OPCODE_DEFI:										break; | 
|  | case Shader::OPCODE_DEFB:										break; | 
|  | case Shader::OPCODE_NOP:										break; | 
|  | case Shader::OPCODE_ABS:		abs(d, s0);						break; | 
|  | case Shader::OPCODE_ADD:		add(d, s0, s1);					break; | 
|  | case Shader::OPCODE_IADD:       iadd(d, s0, s1);                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_DP1:		dp1(d, s0, s1);					break; | 
|  | case Shader::OPCODE_DP2:		dp2(d, s0, s1);					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_ATT:		att(d, s0, s1);					break; | 
|  | case Shader::OPCODE_EXP2X:		exp2x(d, s0, pp);				break; | 
|  | case Shader::OPCODE_EXP2:		exp2(d, s0, pp);				break; | 
|  | case Shader::OPCODE_EXPP:		expp(d, s0, version);			break; | 
|  | case Shader::OPCODE_EXP:		exp(d, s0, pp);					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_LIT:		lit(d, s0);						break; | 
|  | case Shader::OPCODE_LOG2X:		log2x(d, s0, pp);				break; | 
|  | case Shader::OPCODE_LOG2:		log2(d, s0, pp);				break; | 
|  | case Shader::OPCODE_LOGP:		logp(d, s0, version);			break; | 
|  | case Shader::OPCODE_LOG:		log(d, s0, pp);					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_FLOATBITSTOINT: | 
|  | case Shader::OPCODE_FLOATBITSTOUINT: | 
|  | case Shader::OPCODE_INTBITSTOFLOAT: | 
|  | case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    break; | 
|  | case Shader::OPCODE_M3X2:		M3X2(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_M3X3:		M3X3(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_M3X4:		M3X4(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_M4X3:		M4X3(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_M4X4:		M4X4(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_MAD:		mad(d, s0, s1, s2);				break; | 
|  | case Shader::OPCODE_IMAD:		imad(d, s0, s1, s2);			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_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_MOV:		mov(d, s0, integer);			break; | 
|  | case Shader::OPCODE_MOVA:       mov(d, s0, true);               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_U2B:        u2b(d, s0);                     break; | 
|  | case Shader::OPCODE_B2U:        b2u(d, s0);                     break; | 
|  | case Shader::OPCODE_MUL:		mul(d, s0, s1);					break; | 
|  | case Shader::OPCODE_IMUL:       imul(d, s0, s1);                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_POWX:		powx(d, s0, s1, pp);			break; | 
|  | case Shader::OPCODE_POW:		pow(d, s0, s1, 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_SGE:		step(d, s1, s0);				break; | 
|  | case Shader::OPCODE_SGN:		sgn(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);						break; | 
|  | case Shader::OPCODE_ACOS:		acos(d, s0);					break; | 
|  | case Shader::OPCODE_ASIN:		asin(d, s0);					break; | 
|  | case Shader::OPCODE_ATAN:		atan(d, s0);					break; | 
|  | case Shader::OPCODE_ATAN2:		atan2(d, s0, s1);				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_SLT:		slt(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_BREAK:		BREAK(r);						break; | 
|  | case Shader::OPCODE_BREAKC:		BREAKC(r, s0, s1, control);		break; | 
|  | case Shader::OPCODE_BREAKP:		BREAKP(r, src0);				break; | 
|  | case Shader::OPCODE_CONTINUE:	CONTINUE(r);					break; | 
|  | case Shader::OPCODE_TEST:		TEST();							break; | 
|  | case Shader::OPCODE_CALL:		CALL(r, dst.label, dst.callSite);         break; | 
|  | case Shader::OPCODE_CALLNZ:		CALLNZ(r, dst.label, dst.callSite, src0); break; | 
|  | case Shader::OPCODE_ELSE:		ELSE(r);						break; | 
|  | case Shader::OPCODE_ENDIF:		ENDIF(r);						break; | 
|  | case Shader::OPCODE_ENDLOOP:	ENDLOOP(r);						break; | 
|  | case Shader::OPCODE_ENDREP:		ENDREP(r);						break; | 
|  | case Shader::OPCODE_ENDWHILE:	ENDWHILE(r);					break; | 
|  | case Shader::OPCODE_IF:			IF(r, src0);					break; | 
|  | case Shader::OPCODE_IFC:		IFC(r, s0, s1, control);		break; | 
|  | case Shader::OPCODE_LABEL:		LABEL(dst.index);				break; | 
|  | case Shader::OPCODE_LOOP:		LOOP(r, src1);					break; | 
|  | case Shader::OPCODE_REP:		REP(r, src0);					break; | 
|  | case Shader::OPCODE_WHILE:		WHILE(r, src0);					break; | 
|  | case Shader::OPCODE_RET:		RET(r);							break; | 
|  | case Shader::OPCODE_LEAVE:		LEAVE(r);						break; | 
|  | case Shader::OPCODE_CMP:		cmp(d, s0, s1, control);		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_ALL:		all(d.x, s0);					break; | 
|  | case Shader::OPCODE_ANY:		any(d.x, s0);					break; | 
|  | case Shader::OPCODE_NOT:		not(d, s0);						break; | 
|  | case Shader::OPCODE_OR:         or(d, s0, s1);                  break; | 
|  | case Shader::OPCODE_XOR:        xor(d, s0, s1);                 break; | 
|  | case Shader::OPCODE_AND:        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_TEXLDL:		TEXLDL(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_TEX:		TEX(r, d, s0, src1);			break; | 
|  | case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(r, d, s0, src1, s2, s3);        break; | 
|  | case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(r, d, s0, src1, s2);	break; | 
|  | case Shader::OPCODE_TEXELFETCH: TEXELFETCH(r, d, s0, src1, s2);           break; | 
|  | case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(r, d, s0, src1, s2, s3); break; | 
|  | case Shader::OPCODE_TEXGRAD:    TEXGRAD(r, d, s0, src1, s2, s3);          break; | 
|  | case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(r, d, s0, src1, s2, s3, s4);   break; | 
|  | case Shader::OPCODE_TEXSIZE:	TEXSIZE(r, d, s0.x, src1);		break; | 
|  | case Shader::OPCODE_END:										break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP) | 
|  | { | 
|  | if(dst.integer) | 
|  | { | 
|  | switch(opcode) | 
|  | { | 
|  | case Shader::OPCODE_DIV: | 
|  | if(dst.x) d.x = Trunc(d.x); | 
|  | if(dst.y) d.y = Trunc(d.y); | 
|  | if(dst.z) d.z = Trunc(d.z); | 
|  | if(dst.w) d.w = Trunc(d.w); | 
|  | break; | 
|  | default: | 
|  | break;   // No truncation to integer required when arguments are integer | 
|  | } | 
|  | } | 
|  |  | 
|  | 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_VOID:																		break; | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | if(dst.x) pDst.x = r.r[dst.index].x; | 
|  | if(dst.y) pDst.y = r.r[dst.index].y; | 
|  | if(dst.z) pDst.z = r.r[dst.index].z; | 
|  | if(dst.w) pDst.w = r.r[dst.index].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int a = relativeAddress(r, dst); | 
|  |  | 
|  | if(dst.x) pDst.x = r.r[dst.index + a].x; | 
|  | if(dst.y) pDst.y = r.r[dst.index + a].y; | 
|  | if(dst.z) pDst.z = r.r[dst.index + a].z; | 
|  | if(dst.w) pDst.w = r.r[dst.index + a].w; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ADDR:		pDst = r.a0;													break; | 
|  | case Shader::PARAMETER_RASTOUT: | 
|  | switch(dst.index) | 
|  | { | 
|  | case 0: | 
|  | if(dst.x) pDst.x = r.o[Pos].x; | 
|  | if(dst.y) pDst.y = r.o[Pos].y; | 
|  | if(dst.z) pDst.z = r.o[Pos].z; | 
|  | if(dst.w) pDst.w = r.o[Pos].w; | 
|  | break; | 
|  | case 1: | 
|  | pDst.x = r.o[Fog].x; | 
|  | break; | 
|  | case 2: | 
|  | pDst.x = r.o[Pts].y; | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ATTROUT: | 
|  | if(dst.x) pDst.x = r.o[D0 + dst.index].x; | 
|  | if(dst.y) pDst.y = r.o[D0 + dst.index].y; | 
|  | if(dst.z) pDst.z = r.o[D0 + dst.index].z; | 
|  | if(dst.w) pDst.w = r.o[D0 + dst.index].w; | 
|  | break; | 
|  | case Shader::PARAMETER_TEXCRDOUT: | 
|  | //	case Shader::PARAMETER_OUTPUT: | 
|  | if(version < 0x0300) | 
|  | { | 
|  | if(dst.x) pDst.x = r.o[T0 + dst.index].x; | 
|  | if(dst.y) pDst.y = r.o[T0 + dst.index].y; | 
|  | if(dst.z) pDst.z = r.o[T0 + dst.index].z; | 
|  | if(dst.w) pDst.w = r.o[T0 + dst.index].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | if(dst.x) pDst.x = r.o[dst.index].x; | 
|  | if(dst.y) pDst.y = r.o[dst.index].y; | 
|  | if(dst.z) pDst.z = r.o[dst.index].z; | 
|  | if(dst.w) pDst.w = r.o[dst.index].w; | 
|  | } | 
|  | else if(dst.rel.type == Shader::PARAMETER_LOOP) | 
|  | { | 
|  | Int aL = r.aL[r.loopDepth]; | 
|  |  | 
|  | if(dst.x) pDst.x = r.o[dst.index + aL].x; | 
|  | if(dst.y) pDst.y = r.o[dst.index + aL].y; | 
|  | if(dst.z) pDst.z = r.o[dst.index + aL].z; | 
|  | if(dst.w) pDst.w = r.o[dst.index + aL].w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int a = relativeAddress(r, dst); | 
|  |  | 
|  | if(dst.x) pDst.x = r.o[dst.index + a].x; | 
|  | if(dst.y) pDst.y = r.o[dst.index + a].y; | 
|  | if(dst.z) pDst.z = r.o[dst.index + a].z; | 
|  | if(dst.w) pDst.w = r.o[dst.index + a].w; | 
|  | } | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_LABEL:																		break; | 
|  | case Shader::PARAMETER_PREDICATE:	pDst = r.p0;													break; | 
|  | case Shader::PARAMETER_INPUT:																		break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  |  | 
|  | Int4 enable = enableMask(r, instruction); | 
|  |  | 
|  | Int4 xEnable = enable; | 
|  | Int4 yEnable = enable; | 
|  | Int4 zEnable = enable; | 
|  | Int4 wEnable = enable; | 
|  |  | 
|  | if(predicate) | 
|  | { | 
|  | unsigned char pSwizzle = instruction->predicateSwizzle; | 
|  |  | 
|  | Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03]; | 
|  | Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03]; | 
|  | Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03]; | 
|  | Float4 wPredicate = r.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_VOID: | 
|  | break; | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | if(dst.x) r.r[dst.index].x = d.x; | 
|  | if(dst.y) r.r[dst.index].y = d.y; | 
|  | if(dst.z) r.r[dst.index].z = d.z; | 
|  | if(dst.w) r.r[dst.index].w = d.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int a = relativeAddress(r, dst); | 
|  |  | 
|  | if(dst.x) r.r[dst.index + a].x = d.x; | 
|  | if(dst.y) r.r[dst.index + a].y = d.y; | 
|  | if(dst.z) r.r[dst.index + a].z = d.z; | 
|  | if(dst.w) r.r[dst.index + a].w = d.w; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ADDR: | 
|  | if(dst.x) r.a0.x = d.x; | 
|  | if(dst.y) r.a0.y = d.y; | 
|  | if(dst.z) r.a0.z = d.z; | 
|  | if(dst.w) r.a0.w = d.w; | 
|  | break; | 
|  | case Shader::PARAMETER_RASTOUT: | 
|  | switch(dst.index) | 
|  | { | 
|  | case 0: | 
|  | if(dst.x) r.o[Pos].x = d.x; | 
|  | if(dst.y) r.o[Pos].y = d.y; | 
|  | if(dst.z) r.o[Pos].z = d.z; | 
|  | if(dst.w) r.o[Pos].w = d.w; | 
|  | break; | 
|  | case 1: | 
|  | r.o[Fog].x = d.x; | 
|  | break; | 
|  | case 2: | 
|  | r.o[Pts].y = d.x; | 
|  | break; | 
|  | default:	ASSERT(false); | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_ATTROUT: | 
|  | if(dst.x) r.o[D0 + dst.index].x = d.x; | 
|  | if(dst.y) r.o[D0 + dst.index].y = d.y; | 
|  | if(dst.z) r.o[D0 + dst.index].z = d.z; | 
|  | if(dst.w) r.o[D0 + dst.index].w = d.w; | 
|  | break; | 
|  | case Shader::PARAMETER_TEXCRDOUT: | 
|  | //	case Shader::PARAMETER_OUTPUT: | 
|  | if(version < 0x0300) | 
|  | { | 
|  | if(dst.x) r.o[T0 + dst.index].x = d.x; | 
|  | if(dst.y) r.o[T0 + dst.index].y = d.y; | 
|  | if(dst.z) r.o[T0 + dst.index].z = d.z; | 
|  | if(dst.w) r.o[T0 + dst.index].w = d.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | if(dst.x) r.o[dst.index].x = d.x; | 
|  | if(dst.y) r.o[dst.index].y = d.y; | 
|  | if(dst.z) r.o[dst.index].z = d.z; | 
|  | if(dst.w) r.o[dst.index].w = d.w; | 
|  | } | 
|  | else if(dst.rel.type == Shader::PARAMETER_LOOP) | 
|  | { | 
|  | Int aL = r.aL[r.loopDepth]; | 
|  |  | 
|  | if(dst.x) r.o[dst.index + aL].x = d.x; | 
|  | if(dst.y) r.o[dst.index + aL].y = d.y; | 
|  | if(dst.z) r.o[dst.index + aL].z = d.z; | 
|  | if(dst.w) r.o[dst.index + aL].w = d.w; | 
|  | } | 
|  | else | 
|  | { | 
|  | Int a = relativeAddress(r, dst); | 
|  |  | 
|  | if(dst.x) r.o[dst.index + a].x = d.x; | 
|  | if(dst.y) r.o[dst.index + a].y = d.y; | 
|  | if(dst.z) r.o[dst.index + a].z = d.z; | 
|  | if(dst.w) r.o[dst.index + a].w = d.w; | 
|  | } | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_LABEL:																		break; | 
|  | case Shader::PARAMETER_PREDICATE:	r.p0 = d;														break; | 
|  | case Shader::PARAMETER_INPUT:																		break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(currentLabel != -1) | 
|  | { | 
|  | Nucleus::setInsertBlock(returnBlock); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::passThrough(Registers &r) | 
|  | { | 
|  | if(shader) | 
|  | { | 
|  | for(int i = 0; i < 12; i++) | 
|  | { | 
|  | unsigned char usage = shader->output[i][0].usage; | 
|  |  | 
|  | switch(usage) | 
|  | { | 
|  | case 0xFF: | 
|  | continue; | 
|  | case Shader::USAGE_PSIZE: | 
|  | r.o[i].y = r.v[i].x; | 
|  | break; | 
|  | case Shader::USAGE_TEXCOORD: | 
|  | r.o[i].x = r.v[i].x; | 
|  | r.o[i].y = r.v[i].y; | 
|  | r.o[i].z = r.v[i].z; | 
|  | r.o[i].w = r.v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_POSITION: | 
|  | r.o[i].x = r.v[i].x; | 
|  | r.o[i].y = r.v[i].y; | 
|  | r.o[i].z = r.v[i].z; | 
|  | r.o[i].w = r.v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_COLOR: | 
|  | r.o[i].x = r.v[i].x; | 
|  | r.o[i].y = r.v[i].y; | 
|  | r.o[i].z = r.v[i].z; | 
|  | r.o[i].w = r.v[i].w; | 
|  | break; | 
|  | case Shader::USAGE_FOG: | 
|  | r.o[i].x = r.v[i].x; | 
|  | break; | 
|  | default: | 
|  | ASSERT(false); | 
|  | } | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | r.o[Pos].x = r.v[PositionT].x; | 
|  | r.o[Pos].y = r.v[PositionT].y; | 
|  | r.o[Pos].z = r.v[PositionT].z; | 
|  | r.o[Pos].w = r.v[PositionT].w; | 
|  |  | 
|  | for(int i = 0; i < 2; i++) | 
|  | { | 
|  | r.o[D0 + i].x = r.v[Color0 + i].x; | 
|  | r.o[D0 + i].y = r.v[Color0 + i].y; | 
|  | r.o[D0 + i].z = r.v[Color0 + i].z; | 
|  | r.o[D0 + i].w = r.v[Color0 + i].w; | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | r.o[T0 + i].x = r.v[TexCoord0 + i].x; | 
|  | r.o[T0 + i].y = r.v[TexCoord0 + i].y; | 
|  | r.o[T0 + i].z = r.v[TexCoord0 + i].z; | 
|  | r.o[T0 + i].w = r.v[TexCoord0 + i].w; | 
|  | } | 
|  |  | 
|  | r.o[Pts].y = r.v[PointSize].x; | 
|  | } | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, int offset) | 
|  | { | 
|  | int i = src.index + offset; | 
|  |  | 
|  | Vector4f reg; | 
|  |  | 
|  | switch(src.type) | 
|  | { | 
|  | case Shader::PARAMETER_TEMP: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = r.r[i]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = r.r[i + relativeAddress(r, src)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_CONST: | 
|  | reg = readConstant(r, src, offset); | 
|  | break; | 
|  | case Shader::PARAMETER_INPUT: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = r.v[i]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = r.v[i + relativeAddress(r, src)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_VOID:			return r.r[0];   // 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_ADDR:			reg = r.a0;		break; | 
|  | case Shader::PARAMETER_CONSTBOOL:		return r.r[0];   // Dummy | 
|  | case Shader::PARAMETER_CONSTINT:		return r.r[0];   // Dummy | 
|  | case Shader::PARAMETER_LOOP:			return r.r[0];   // Dummy | 
|  | case Shader::PARAMETER_PREDICATE:		return r.r[0];   // Dummy | 
|  | 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.r[src.rel.index].x)); | 
|  | } | 
|  | return reg; | 
|  | case Shader::PARAMETER_OUTPUT: | 
|  | if(src.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | reg = r.o[i]; | 
|  | } | 
|  | else | 
|  | { | 
|  | reg = r.o[i + relativeAddress(r, src)]; | 
|  | } | 
|  | break; | 
|  | case Shader::PARAMETER_MISCTYPE: | 
|  | reg.x = As<Float>(Int(r.instanceID)); | 
|  | return reg; | 
|  | 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; | 
|  | } | 
|  |  | 
|  | Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset) | 
|  | { | 
|  | Vector4f c; | 
|  |  | 
|  | int i = src.index + offset; | 
|  |  | 
|  | if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative | 
|  | { | 
|  | c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[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.type == Shader::PARAMETER_LOOP) | 
|  | { | 
|  | Int loopCounter = r.aL[r.loopDepth]; | 
|  |  | 
|  | c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16); | 
|  |  | 
|  | c.x = c.x.xxxx; | 
|  | c.y = c.y.yyyy; | 
|  | c.z = c.z.zzzz; | 
|  | c.w = c.w.wwww; | 
|  | } | 
|  | else | 
|  | { | 
|  | if(src.rel.deterministic) | 
|  | { | 
|  | Int a = relativeAddress(r, src); | 
|  |  | 
|  | c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16); | 
|  |  | 
|  | 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_ADDR:   a = r.a0[component]; break; | 
|  | case Shader::PARAMETER_TEMP:   a = r.r[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_INPUT:  a = r.v[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break; | 
|  | case Shader::PARAMETER_CONST:  a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break; | 
|  | default: ASSERT(false); | 
|  | } | 
|  |  | 
|  | Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); | 
|  |  | 
|  | index = Min(As<UInt4>(index), UInt4(256));   // Clamp to constant register range, c[256] = {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>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16); | 
|  | c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16); | 
|  | c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16); | 
|  | c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16); | 
|  |  | 
|  | transpose4x4(c.x, c.y, c.z, c.w); | 
|  | } | 
|  | } | 
|  |  | 
|  | return c; | 
|  | } | 
|  |  | 
|  | Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var) | 
|  | { | 
|  | ASSERT(var.rel.deterministic); | 
|  |  | 
|  | if(var.rel.type == Shader::PARAMETER_TEMP) | 
|  | { | 
|  | return As<Int>(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale; | 
|  | } | 
|  | else if(var.rel.type == Shader::PARAMETER_INPUT) | 
|  | { | 
|  | return As<Int>(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale; | 
|  | } | 
|  | else if(var.rel.type == Shader::PARAMETER_OUTPUT) | 
|  | { | 
|  | return As<Int>(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale; | 
|  | } | 
|  | else if(var.rel.type == Shader::PARAMETER_CONST) | 
|  | { | 
|  | RValue<Int4> c = *Pointer<Int4>(r.data + OFFSET(DrawData, vs.c[var.rel.index])); | 
|  |  | 
|  | return Extract(c, 0) * var.rel.scale; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction) | 
|  | { | 
|  | Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF); | 
|  |  | 
|  | if(!whileTest) | 
|  | { | 
|  | if(shader->containsBreakInstruction() && instruction->analysisBreak) | 
|  | { | 
|  | enable &= r.enableBreak; | 
|  | } | 
|  |  | 
|  | if(shader->containsContinueInstruction() && instruction->analysisContinue) | 
|  | { | 
|  | enable &= r.enableContinue; | 
|  | } | 
|  |  | 
|  | if(shader->containsLeaveInstruction() && instruction->analysisLeave) | 
|  | { | 
|  | enable &= r.enableLeave; | 
|  | } | 
|  | } | 
|  |  | 
|  | return enable; | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegisterF(r, src1, 0); | 
|  | Vector4f row1 = fetchRegisterF(r, src1, 1); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegisterF(r, src1, 0); | 
|  | Vector4f row1 = fetchRegisterF(r, src1, 1); | 
|  | Vector4f row2 = fetchRegisterF(r, src1, 2); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | dst.z = dot3(src0, row2); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegisterF(r, src1, 0); | 
|  | Vector4f row1 = fetchRegisterF(r, src1, 1); | 
|  | Vector4f row2 = fetchRegisterF(r, src1, 2); | 
|  | Vector4f row3 = fetchRegisterF(r, src1, 3); | 
|  |  | 
|  | dst.x = dot3(src0, row0); | 
|  | dst.y = dot3(src0, row1); | 
|  | dst.z = dot3(src0, row2); | 
|  | dst.w = dot3(src0, row3); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegisterF(r, src1, 0); | 
|  | Vector4f row1 = fetchRegisterF(r, src1, 1); | 
|  | Vector4f row2 = fetchRegisterF(r, src1, 2); | 
|  |  | 
|  | dst.x = dot4(src0, row0); | 
|  | dst.y = dot4(src0, row1); | 
|  | dst.z = dot4(src0, row2); | 
|  | } | 
|  |  | 
|  | void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1) | 
|  | { | 
|  | Vector4f row0 = fetchRegisterF(r, src1, 0); | 
|  | Vector4f row1 = fetchRegisterF(r, src1, 1); | 
|  | Vector4f row2 = fetchRegisterF(r, src1, 2); | 
|  | Vector4f row3 = fetchRegisterF(r, src1, 3); | 
|  |  | 
|  | dst.x = dot4(src0, row0); | 
|  | dst.y = dot4(src0, row1); | 
|  | dst.z = dot4(src0, row2); | 
|  | dst.w = dot4(src0, row3); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAK(Registers &r) | 
|  | { | 
|  | llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | 
|  |  | 
|  | if(breakDepth == 0) | 
|  | { | 
|  | r.enableIndex = r.enableIndex - breakDepth; | 
|  | Nucleus::createBr(endBlock); | 
|  | } | 
|  | else | 
|  | { | 
|  | r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex]; | 
|  | Bool allBreak = SignMask(r.enableBreak) == 0x0; | 
|  |  | 
|  | r.enableIndex = r.enableIndex - breakDepth; | 
|  | branch(allBreak, endBlock, deadBlock); | 
|  | } | 
|  |  | 
|  | Nucleus::setInsertBlock(deadBlock); | 
|  | r.enableIndex = r.enableIndex + breakDepth; | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAKC(Registers &r, 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(r, condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC | 
|  | { | 
|  | Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | BREAK(r, condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::BREAK(Registers &r, Int4 &condition) | 
|  | { | 
|  | condition &= r.enableStack[r.enableIndex]; | 
|  |  | 
|  | llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | 
|  |  | 
|  | r.enableBreak = r.enableBreak & ~condition; | 
|  | Bool allBreak = SignMask(r.enableBreak) == 0x0; | 
|  |  | 
|  | r.enableIndex = r.enableIndex - breakDepth; | 
|  | branch(allBreak, endBlock, continueBlock); | 
|  |  | 
|  | Nucleus::setInsertBlock(continueBlock); | 
|  | r.enableIndex = r.enableIndex + breakDepth; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CONTINUE(Registers &r) | 
|  | { | 
|  | r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex]; | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEST() | 
|  | { | 
|  | whileTest = true; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex) | 
|  | { | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | if(callRetBlock[labelIndex].size() > 1) | 
|  | { | 
|  | r.callStack[r.stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | Int4 restoreLeave = r.enableLeave; | 
|  |  | 
|  | Nucleus::createBr(labelBlock[labelIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | r.enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src) | 
|  | { | 
|  | if(src.type == Shader::PARAMETER_CONSTBOOL) | 
|  | { | 
|  | CALLNZb(r, labelIndex, callSiteIndex, src); | 
|  | } | 
|  | else if(src.type == Shader::PARAMETER_PREDICATE) | 
|  | { | 
|  | CALLNZp(r, labelIndex, callSiteIndex, src); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister) | 
|  | { | 
|  | Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.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) | 
|  | { | 
|  | r.callStack[r.stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | Int4 restoreLeave = r.enableLeave; | 
|  |  | 
|  | branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | r.enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister) | 
|  | { | 
|  | Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | condition &= r.enableStack[r.enableIndex]; | 
|  |  | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | if(callRetBlock[labelIndex].size() > 1) | 
|  | { | 
|  | r.callStack[r.stackIndex++] = UInt(callSiteIndex); | 
|  | } | 
|  |  | 
|  | r.enableIndex++; | 
|  | r.enableStack[r.enableIndex] = condition; | 
|  | Int4 restoreLeave = r.enableLeave; | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  | branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
|  | Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
|  |  | 
|  | r.enableIndex--; | 
|  | r.enableLeave = restoreLeave; | 
|  | } | 
|  |  | 
|  | void VertexProgram::ELSE(Registers &r) | 
|  | { | 
|  | ifDepth--; | 
|  |  | 
|  | llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth]; | 
|  | llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | if(isConditionalIf[ifDepth]) | 
|  | { | 
|  | Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1]; | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  |  | 
|  | branch(notAllFalse, falseBlock, endBlock); | 
|  |  | 
|  | r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1]; | 
|  | } | 
|  | else | 
|  | { | 
|  | Nucleus::createBr(endBlock); | 
|  | Nucleus::setInsertBlock(falseBlock); | 
|  | } | 
|  |  | 
|  | ifFalseBlock[ifDepth] = endBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDIF(Registers &r) | 
|  | { | 
|  | ifDepth--; | 
|  |  | 
|  | llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth]; | 
|  |  | 
|  | Nucleus::createBr(endBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | if(isConditionalIf[ifDepth]) | 
|  | { | 
|  | breakDepth--; | 
|  | r.enableIndex--; | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDLOOP(Registers &r) | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth];   // FIXME: += | 
|  |  | 
|  | llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | r.loopDepth--; | 
|  | r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDREP(Registers &r) | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | r.loopDepth--; | 
|  | r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | } | 
|  |  | 
|  | void VertexProgram::ENDWHILE(Registers &r) | 
|  | { | 
|  | loopRepDepth--; | 
|  |  | 
|  | llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
|  | llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
|  |  | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  |  | 
|  | r.enableIndex--; | 
|  | r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
|  | whileTest = false; | 
|  | } | 
|  |  | 
|  | void VertexProgram::IF(Registers &r, const Src &src) | 
|  | { | 
|  | if(src.type == Shader::PARAMETER_CONSTBOOL) | 
|  | { | 
|  | IFb(r, src); | 
|  | } | 
|  | else if(src.type == Shader::PARAMETER_PREDICATE) | 
|  | { | 
|  | IFp(r, src); | 
|  | } | 
|  | else | 
|  | { | 
|  | Int4 condition = As<Int4>(fetchRegisterF(r, src).x); | 
|  | IF(r, condition); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFb(Registers &r, const Src &boolRegister) | 
|  | { | 
|  | ASSERT(ifDepth < 24 + 4); | 
|  |  | 
|  | Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME | 
|  |  | 
|  | if(boolRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = !condition; | 
|  | } | 
|  |  | 
|  | llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | branch(condition, trueBlock, falseBlock); | 
|  |  | 
|  | isConditionalIf[ifDepth] = false; | 
|  | ifFalseBlock[ifDepth] = falseBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFp(Registers &r, const Src &predicateRegister) | 
|  | { | 
|  | Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]); | 
|  |  | 
|  | if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
|  | { | 
|  | condition = ~condition; | 
|  | } | 
|  |  | 
|  | IF(r, condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::IFC(Registers &r, 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(r, condition); | 
|  | } | 
|  |  | 
|  | void VertexProgram::IF(Registers &r, Int4 &condition) | 
|  | { | 
|  | condition &= r.enableStack[r.enableIndex]; | 
|  |  | 
|  | r.enableIndex++; | 
|  | r.enableStack[r.enableIndex] = condition; | 
|  |  | 
|  | llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  |  | 
|  | branch(notAllFalse, trueBlock, falseBlock); | 
|  |  | 
|  | isConditionalIf[ifDepth] = true; | 
|  | ifFalseBlock[ifDepth] = falseBlock; | 
|  |  | 
|  | ifDepth++; | 
|  | breakDepth++; | 
|  | } | 
|  |  | 
|  | void VertexProgram::LABEL(int labelIndex) | 
|  | { | 
|  | if(!labelBlock[labelIndex]) | 
|  | { | 
|  | labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
|  | } | 
|  |  | 
|  | Nucleus::setInsertBlock(labelBlock[labelIndex]); | 
|  | currentLabel = labelIndex; | 
|  | } | 
|  |  | 
|  | void VertexProgram::LOOP(Registers &r, const Src &integerRegister) | 
|  | { | 
|  | r.loopDepth++; | 
|  |  | 
|  | r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
|  | r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1])); | 
|  | r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2])); | 
|  |  | 
|  | // FIXME: Compiles to two instructions? | 
|  | If(r.increment[r.loopDepth] == 0) | 
|  | { | 
|  | r.increment[r.loopDepth] = 1; | 
|  | } | 
|  |  | 
|  | llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | // FIXME: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  |  | 
|  | branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock); | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: -- | 
|  |  | 
|  | loopRepDepth++; | 
|  | breakDepth = 0; | 
|  | } | 
|  |  | 
|  | void VertexProgram::REP(Registers &r, const Src &integerRegister) | 
|  | { | 
|  | r.loopDepth++; | 
|  |  | 
|  | r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
|  | r.aL[r.loopDepth] = r.aL[r.loopDepth - 1]; | 
|  |  | 
|  | llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | // FIXME: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  |  | 
|  | branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock); | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1;   // FIXME: -- | 
|  |  | 
|  | loopRepDepth++; | 
|  | breakDepth = 0; | 
|  | } | 
|  |  | 
|  | void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister) | 
|  | { | 
|  | r.enableIndex++; | 
|  |  | 
|  | llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
|  | llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | loopRepTestBlock[loopRepDepth] = testBlock; | 
|  | loopRepEndBlock[loopRepDepth] = endBlock; | 
|  |  | 
|  | Int4 restoreBreak = r.enableBreak; | 
|  | Int4 restoreContinue = r.enableContinue; | 
|  |  | 
|  | // FIXME: jump(testBlock) | 
|  | Nucleus::createBr(testBlock); | 
|  | Nucleus::setInsertBlock(testBlock); | 
|  | r.enableContinue = restoreContinue; | 
|  |  | 
|  | const Vector4f &src = fetchRegisterF(r, temporaryRegister); | 
|  | Int4 condition = As<Int4>(src.x); | 
|  | condition &= r.enableStack[r.enableIndex - 1]; | 
|  | r.enableStack[r.enableIndex] = condition; | 
|  |  | 
|  | Bool notAllFalse = SignMask(condition) != 0; | 
|  | branch(notAllFalse, loopBlock, endBlock); | 
|  |  | 
|  | Nucleus::setInsertBlock(endBlock); | 
|  | r.enableBreak = restoreBreak; | 
|  |  | 
|  | Nucleus::setInsertBlock(loopBlock); | 
|  |  | 
|  | loopRepDepth++; | 
|  | breakDepth = 0; | 
|  | } | 
|  |  | 
|  | void VertexProgram::RET(Registers &r) | 
|  | { | 
|  | if(currentLabel == -1) | 
|  | { | 
|  | returnBlock = Nucleus::createBasicBlock(); | 
|  | Nucleus::createBr(returnBlock); | 
|  | } | 
|  | else | 
|  | { | 
|  | llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); | 
|  |  | 
|  | if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack | 
|  | { | 
|  | // FIXME: Encapsulate | 
|  | UInt index = r.callStack[--r.stackIndex]; | 
|  |  | 
|  | llvm::Value *value = index.loadValue(); | 
|  | llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); | 
|  |  | 
|  | for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) | 
|  | { | 
|  | Nucleus::addSwitchCase(switchInst, 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 VertexProgram::LEAVE(Registers &r) | 
|  | { | 
|  | r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex]; | 
|  |  | 
|  | // FIXME: Return from function if all instances left | 
|  | // FIXME: Use enableLeave in other control-flow constructs | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | 
|  | { | 
|  | Vector4f tmp; | 
|  | sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w); | 
|  |  | 
|  | dst.x = tmp[(src1.swizzle >> 0) & 0x3]; | 
|  | dst.y = tmp[(src1.swizzle >> 2) & 0x3]; | 
|  | dst.z = tmp[(src1.swizzle >> 4) & 0x3]; | 
|  | dst.w = tmp[(src1.swizzle >> 6) & 0x3]; | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) | 
|  | { | 
|  | Float4 lod = Float4(0.0f); | 
|  | Vector4f tmp; | 
|  | sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod); | 
|  |  | 
|  | dst.x = tmp[(src1.swizzle >> 0) & 0x3]; | 
|  | dst.y = tmp[(src1.swizzle >> 2) & 0x3]; | 
|  | dst.z = tmp[(src1.swizzle >> 4) & 0x3]; | 
|  | dst.w = tmp[(src1.swizzle >> 6) & 0x3]; | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset) | 
|  | { | 
|  | UNIMPLEMENTED(); | 
|  | } | 
|  |  | 
|  | void VertexProgram::TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1) | 
|  | { | 
|  | Pointer<Byte> textureMipmap = r.data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap); | 
|  | for(int i = 0; i < 4; ++i) | 
|  | { | 
|  | Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap); | 
|  | dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i); | 
|  | dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i); | 
|  | dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q) | 
|  | { | 
|  | if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) | 
|  | { | 
|  | Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture); | 
|  | sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true); | 
|  | } | 
|  | else | 
|  | { | 
|  | Int index = As<Int>(Float(fetchRegisterF(r, s).x.x)); | 
|  |  | 
|  | for(int i = 0; i < 16; i++) | 
|  | { | 
|  | if(shader->usesSampler(i)) | 
|  | { | 
|  | If(index == i) | 
|  | { | 
|  | Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture); | 
|  | sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true); | 
|  | // FIXME: When the sampler states are the same, we could use one sampler and just index the texture | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  | } | 
|  | } |