Eliminate redundant register set argument passing.
Bug 22652760
Change-Id: If6bf124c3218847ecc4af0ae16102452a6b344d9
Reviewed-on: https://swiftshader-review.googlesource.com/4558
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/VertexPipeline.cpp b/src/Shader/VertexPipeline.cpp
index dd5f82e..f212b18 100644
--- a/src/Shader/VertexPipeline.cpp
+++ b/src/Shader/VertexPipeline.cpp
@@ -34,7 +34,7 @@
{
}
- Vector4f VertexPipeline::transformBlend(Registers &r, const Register &src, const Pointer<Byte> &matrix, bool homogeneous)
+ Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogeneous)
{
Vector4f dst;
@@ -55,7 +55,7 @@
{
Float4 B = r.v[BlendIndices].x;
UInt indices;
-
+
switch(i)
{
case 0: indices = As<UInt>(Float(B.x)); break;
@@ -155,14 +155,14 @@
return dst;
}
- void VertexPipeline::pipeline(Registers &r)
+ void VertexPipeline::pipeline()
{
Vector4f position;
Vector4f normal;
if(!state.preTransformed)
{
- position = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.transformT)), true);
+ position = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.transformT)), true);
}
else
{
@@ -174,11 +174,11 @@
r.o[Pos].z = position.z;
r.o[Pos].w = position.w;
- Vector4f vertexPosition = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+ Vector4f vertexPosition = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
if(state.vertexNormalActive)
{
- normal = transformBlend(r, r.v[Normal], Pointer<Byte>(r.data + OFFSET(DrawData,ff.normalTransformT)), false);
+ normal = transformBlend(r.v[Normal], Pointer<Byte>(r.data + OFFSET(DrawData,ff.normalTransformT)), false);
if(state.normalizeNormals)
{
@@ -532,13 +532,13 @@
for(int stage = 0; stage < 8; stage++)
{
- processTextureCoordinate(r, stage, normal, position);
+ processTextureCoordinate(stage, normal, position);
}
- processPointSize(r);
+ processPointSize();
}
- void VertexPipeline::processTextureCoordinate(Registers &r, int stage, Vector4f &normal, Vector4f &position)
+ void VertexPipeline::processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position)
{
if(state.output[T0 + stage].write)
{
@@ -605,7 +605,7 @@
}
Nc.w = Float4(1.0f);
-
+
r.o[T0 + stage].x = Nc.x;
r.o[T0 + stage].y = Nc.y;
r.o[T0 + stage].z = Nc.z;
@@ -614,10 +614,10 @@
break;
case TEXGEN_POSITION:
{
- Vector4f Pn = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true); // Position in camera space
+ Vector4f Pn = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true); // Position in camera space
Pn.w = Float4(1.0f);
-
+
r.o[T0 + stage].x = Pn.x;
r.o[T0 + stage].y = Pn.y;
r.o[T0 + stage].z = Pn.z;
@@ -639,7 +639,7 @@
Vector4f Ec; // Eye vector in camera space
Vector4f N2;
- Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+ Ec = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = normalize(Ec);
// R = E - 2 * N * (E . N)
@@ -690,12 +690,12 @@
Vector4f Ec; // Eye vector in camera space
Vector4f N2;
- Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+ Ec = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = normalize(Ec);
// R = E - 2 * N * (E . N)
Float4 dot = Float4(2.0f) * dot3(Ec, Nc);
-
+
R.x = Ec.x - Nc.x * dot;
R.y = Ec.y - Nc.y * dot;
R.z = Ec.z - Nc.z * dot;
@@ -792,7 +792,7 @@
}
}
- void VertexPipeline::processPointSize(Registers &r)
+ void VertexPipeline::processPointSize()
{
if(!state.pointSizeActive)
{
@@ -810,7 +810,7 @@
if(state.pointScaleActive && !state.preTransformed)
{
- Vector4f p = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
+ Vector4f p = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Float4 d = Sqrt(dot3(p, p)); // FIXME: length(p);
@@ -923,7 +923,7 @@
Vector4f dst;
Float4 rcpLength = RcpSqrt_pp(dot3(src, src));
-
+
dst.x = src.x * rcpLength;
dst.y = src.y * rcpLength;
dst.z = src.z * rcpLength;
@@ -934,11 +934,11 @@
Float4 VertexPipeline::power(Float4 &src0, Float4 &src1)
{
Float4 dst = src0;
-
+
dst = dst * dst;
dst = dst * dst;
dst = Float4(As<Int4>(dst) - As<Int4>(Float4(1.0f)));
-
+
dst *= src1;
dst = As<Float4>(Int4(dst) + As<Int4>(Float4(1.0f)));
diff --git a/src/Shader/VertexPipeline.hpp b/src/Shader/VertexPipeline.hpp
index 24b8a25..babe214 100644
--- a/src/Shader/VertexPipeline.hpp
+++ b/src/Shader/VertexPipeline.hpp
@@ -27,11 +27,11 @@
virtual ~VertexPipeline();
private:
- void pipeline(Registers &r);
- void processTextureCoordinate(Registers &r, int stage, Vector4f &normal, Vector4f &position);
- void processPointSize(Registers &r);
+ void pipeline() override;
+ void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position);
+ void processPointSize();
- Vector4f transformBlend(Registers &r, const Register &src, const Pointer<Byte> &matrix, bool homogenous);
+ Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenous);
Vector4f normalize(Vector4f &src);
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index c7cc5d6..a19cca6 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -42,7 +42,7 @@
}
}
- void VertexProgram::pipeline(Registers &r)
+ void VertexProgram::pipeline()
{
for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
@@ -51,15 +51,15 @@
if(!state.preTransformed)
{
- program(r);
+ program();
}
else
{
- passThrough(r);
+ passThrough();
}
}
- void VertexProgram::program(Registers &r)
+ void VertexProgram::program()
{
// shader->print("VertexShader-%0.8X.txt", state.shaderID);
@@ -87,7 +87,7 @@
callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
}
}
-
+
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
@@ -117,187 +117,187 @@
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);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
+ if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
+ if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(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_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_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_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_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_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_M3X2: M3X2(d, s0, src1); break;
+ case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
+ case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
+ case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
+ case Shader::OPCODE_M4X4: M4X4(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_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_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_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_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_MUL: mul(d, s0, s1); break;
case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
- case Shader::OPCODE_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_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_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_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_BREAK: BREAK(); break;
+ case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
+ case Shader::OPCODE_BREAKP: BREAKP(src0); break;
+ case Shader::OPCODE_CONTINUE: CONTINUE(); break;
+ case Shader::OPCODE_TEST: TEST(); break;
+ case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
+ case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
+ case Shader::OPCODE_ELSE: ELSE(); break;
+ case Shader::OPCODE_ENDIF: ENDIF(); break;
+ case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
+ case Shader::OPCODE_ENDREP: ENDREP(); break;
+ case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
+ case Shader::OPCODE_IF: IF(src0); break;
+ case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
+ case Shader::OPCODE_LABEL: LABEL(dst.index); break;
+ case Shader::OPCODE_LOOP: LOOP(src1); break;
+ case Shader::OPCODE_REP: REP(src0); break;
+ case Shader::OPCODE_WHILE: WHILE(src0); break;
+ case Shader::OPCODE_RET: RET(); break;
+ case Shader::OPCODE_LEAVE: LEAVE(); 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_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;
+ case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
+ case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
+ case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
+ case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
+ case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
+ case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
+ case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
+ case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
@@ -338,7 +338,7 @@
switch(dst.type)
{
- case Shader::PARAMETER_VOID: break;
+ case Shader::PARAMETER_VOID: break;
case Shader::PARAMETER_TEMP:
if(dst.rel.type == Shader::PARAMETER_VOID)
{
@@ -349,7 +349,7 @@
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
if(dst.x) pDst.x = r.r[dst.index + a].x;
if(dst.y) pDst.y = r.r[dst.index + a].y;
@@ -357,7 +357,7 @@
if(dst.w) pDst.w = r.r[dst.index + a].w;
}
break;
- case Shader::PARAMETER_ADDR: pDst = r.a0; break;
+ case Shader::PARAMETER_ADDR: pDst = r.a0; break;
case Shader::PARAMETER_RASTOUT:
switch(dst.index)
{
@@ -412,7 +412,7 @@
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
if(dst.x) pDst.x = r.o[dst.index + a].x;
if(dst.y) pDst.y = r.o[dst.index + a].y;
@@ -421,14 +421,14 @@
}
}
break;
- case Shader::PARAMETER_LABEL: break;
- case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
- case Shader::PARAMETER_INPUT: 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 enable = enableMask(instruction);
Int4 xEnable = enable;
Int4 yEnable = enable;
@@ -485,7 +485,7 @@
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
if(dst.x) r.r[dst.index + a].x = d.x;
if(dst.y) r.r[dst.index + a].y = d.y;
@@ -511,13 +511,13 @@
case 1:
r.o[Fog].x = d.x;
break;
- case 2:
+ case 2:
r.o[Pts].y = d.x;
break;
default: ASSERT(false);
}
break;
- case Shader::PARAMETER_ATTROUT:
+ 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;
@@ -552,7 +552,7 @@
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
if(dst.x) r.o[dst.index + a].x = d.x;
if(dst.y) r.o[dst.index + a].y = d.y;
@@ -561,9 +561,9 @@
}
}
break;
- case Shader::PARAMETER_LABEL: break;
- case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
- case Shader::PARAMETER_INPUT: break;
+ case Shader::PARAMETER_LABEL: break;
+ case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
+ case Shader::PARAMETER_INPUT: break;
default:
ASSERT(false);
}
@@ -576,7 +576,7 @@
}
}
- void VertexProgram::passThrough(Registers &r)
+ void VertexProgram::passThrough()
{
if(shader)
{
@@ -644,7 +644,7 @@
}
}
- Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, unsigned int offset)
+ Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
{
Vector4f reg;
unsigned int i = src.index + offset;
@@ -658,11 +658,11 @@
}
else
{
- reg = r.r[i + relativeAddress(r, src)];
+ reg = r.r[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_CONST:
- reg = readConstant(r, src, offset);
+ reg = readConstant(src, offset);
break;
case Shader::PARAMETER_INPUT:
if(src.rel.type == Shader::PARAMETER_VOID)
@@ -671,7 +671,7 @@
}
else
{
- reg = r.v[i + relativeAddress(r, src)];
+ reg = r.v[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
@@ -703,7 +703,7 @@
}
else
{
- reg = r.o[i + relativeAddress(r, src)];
+ reg = r.o[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_MISCTYPE:
@@ -759,7 +759,7 @@
return mod;
}
- Vector4f VertexProgram::readConstant(Registers &r, const Src &src, unsigned int offset)
+ Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
{
Vector4f c;
unsigned int i = src.index + offset;
@@ -809,8 +809,8 @@
{
if(src.rel.deterministic)
{
- Int a = relativeAddress(r, src);
-
+ Int a = relativeAddress(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;
@@ -836,7 +836,7 @@
Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
-
+
Int index0 = Extract(index, 0);
Int index1 = Extract(index, 1);
Int index2 = Extract(index, 2);
@@ -854,7 +854,7 @@
return c;
}
- Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+ Int VertexProgram::relativeAddress(const Shader::Parameter &var)
{
ASSERT(var.rel.deterministic);
@@ -881,10 +881,10 @@
return 0;
}
- Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+ Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
{
Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-
+
if(!whileTest)
{
if(shader->containsBreakInstruction() && instruction->analysisBreak)
@@ -906,32 +906,32 @@
return enable;
}
- void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
+ Vector4f row0 = fetchRegisterF(src1, 0);
+ Vector4f row1 = fetchRegisterF(src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
}
- void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M3X3(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 row0 = fetchRegisterF(src1, 0);
+ Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row2 = fetchRegisterF(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)
+ void VertexProgram::M3X4(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);
+ Vector4f row0 = fetchRegisterF(src1, 0);
+ Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row3 = fetchRegisterF(src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
@@ -939,23 +939,23 @@
dst.w = dot3(src0, row3);
}
- void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M4X3(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 row0 = fetchRegisterF(src1, 0);
+ Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row2 = fetchRegisterF(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)
+ void VertexProgram::M4X4(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);
+ Vector4f row0 = fetchRegisterF(src1, 0);
+ Vector4f row1 = fetchRegisterF(src1, 1);
+ Vector4f row2 = fetchRegisterF(src1, 2);
+ Vector4f row3 = fetchRegisterF(src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
@@ -963,7 +963,7 @@
dst.w = dot4(src0, row3);
}
- void VertexProgram::BREAK(Registers &r)
+ void VertexProgram::BREAK()
{
llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
@@ -986,7 +986,7 @@
r.enableIndex = r.enableIndex + breakDepth;
}
- void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
@@ -1002,10 +1002,10 @@
ASSERT(false);
}
- BREAK(r, condition);
+ BREAK(condition);
}
- void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
+ void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
@@ -1014,10 +1014,10 @@
condition = ~condition;
}
- BREAK(r, condition);
+ BREAK(condition);
}
- void VertexProgram::BREAK(Registers &r, Int4 &condition)
+ void VertexProgram::BREAK(Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
@@ -1034,7 +1034,7 @@
r.enableIndex = r.enableIndex + breakDepth;
}
- void VertexProgram::CONTINUE(Registers &r)
+ void VertexProgram::CONTINUE()
{
r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
}
@@ -1044,7 +1044,7 @@
whileTest = true;
}
- void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+ void VertexProgram::CALL(int labelIndex, int callSiteIndex)
{
if(!labelBlock[labelIndex])
{
@@ -1064,26 +1064,26 @@
r.enableLeave = restoreLeave;
}
- void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+ void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
- CALLNZb(r, labelIndex, callSiteIndex, src);
+ CALLNZb(labelIndex, callSiteIndex, src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
- CALLNZp(r, labelIndex, callSiteIndex, src);
+ CALLNZp(labelIndex, callSiteIndex, src);
}
else ASSERT(false);
}
- void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+ void VertexProgram::CALLNZb(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;
+ condition = !condition;
}
if(!labelBlock[labelIndex])
@@ -1104,7 +1104,7 @@
r.enableLeave = restoreLeave;
}
- void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+ void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
@@ -1137,7 +1137,7 @@
r.enableLeave = restoreLeave;
}
- void VertexProgram::ELSE(Registers &r)
+ void VertexProgram::ELSE()
{
ifDepth--;
@@ -1164,7 +1164,7 @@
ifDepth++;
}
- void VertexProgram::ENDIF(Registers &r)
+ void VertexProgram::ENDIF()
{
ifDepth--;
@@ -1180,7 +1180,7 @@
}
}
- void VertexProgram::ENDLOOP(Registers &r)
+ void VertexProgram::ENDLOOP()
{
loopRepDepth--;
@@ -1196,7 +1196,7 @@
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- void VertexProgram::ENDREP(Registers &r)
+ void VertexProgram::ENDREP()
{
loopRepDepth--;
@@ -1210,7 +1210,7 @@
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- void VertexProgram::ENDWHILE(Registers &r)
+ void VertexProgram::ENDWHILE()
{
loopRepDepth--;
@@ -1225,24 +1225,24 @@
whileTest = false;
}
- void VertexProgram::IF(Registers &r, const Src &src)
+ void VertexProgram::IF(const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
- IFb(r, src);
+ IFb(src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
- IFp(r, src);
+ IFp(src);
}
else
{
- Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
- IF(r, condition);
+ Int4 condition = As<Int4>(fetchRegisterF(src).x);
+ IF(condition);
}
}
- void VertexProgram::IFb(Registers &r, const Src &boolRegister)
+ void VertexProgram::IFb(const Src &boolRegister)
{
ASSERT(ifDepth < 24 + 4);
@@ -1264,7 +1264,7 @@
ifDepth++;
}
- void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
+ void VertexProgram::IFp(const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
@@ -1273,10 +1273,10 @@
condition = ~condition;
}
- IF(r, condition);
+ IF(condition);
}
- void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
@@ -1292,10 +1292,10 @@
ASSERT(false);
}
- IF(r, condition);
+ IF(condition);
}
- void VertexProgram::IF(Registers &r, Int4 &condition)
+ void VertexProgram::IF(Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
@@ -1327,7 +1327,7 @@
currentLabel = labelIndex;
}
- void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
+ void VertexProgram::LOOP(const Src &integerRegister)
{
r.loopDepth++;
@@ -1356,12 +1356,12 @@
Nucleus::setInsertBlock(loopBlock);
r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
-
+
loopRepDepth++;
breakDepth = 0;
}
- void VertexProgram::REP(Registers &r, const Src &integerRegister)
+ void VertexProgram::REP(const Src &integerRegister)
{
r.loopDepth++;
@@ -1388,14 +1388,14 @@
breakDepth = 0;
}
- void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
+ void VertexProgram::WHILE(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;
@@ -1407,24 +1407,24 @@
Nucleus::setInsertBlock(testBlock);
r.enableContinue = restoreContinue;
- const Vector4f &src = fetchRegisterF(r, temporaryRegister);
+ const Vector4f &src = fetchRegisterF(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)
+ void VertexProgram::RET()
{
if(currentLabel == -1)
{
@@ -1439,7 +1439,7 @@
{
// FIXME: Encapsulate
UInt index = r.callStack[--r.stackIndex];
-
+
llvm::Value *value = index.loadValue();
llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
@@ -1462,7 +1462,7 @@
}
}
- void VertexProgram::LEAVE(Registers &r)
+ void VertexProgram::LEAVE()
{
r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
@@ -1470,10 +1470,10 @@
// FIXME: Use enableLeave in other control-flow constructs
}
- void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
+ sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -1481,11 +1481,11 @@
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
- void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ void VertexProgram::TEX(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);
+ sampleTexture(tmp, src1, src0.x, src0.y, src0.z, lod);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
@@ -1493,37 +1493,37 @@
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
- void VertexProgram::TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+ void VertexProgram::TEXOFFSET(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)
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
{
UNIMPLEMENTED();
}
- void VertexProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
+ void VertexProgram::TEXELFETCH(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)
+ void VertexProgram::TEXELFETCH(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)
+ void VertexProgram::TEXGRAD(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)
+ void VertexProgram::TEXGRAD(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)
+ void VertexProgram::TEXSIZE(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)
@@ -1535,16 +1535,16 @@
}
}
- void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+ void VertexProgram::sampleTexture(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);
+ 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));
+ Int index = As<Int>(Float(fetchRegisterF(s).x.x));
for(int i = 0; i < 16; i++)
{
diff --git a/src/Shader/VertexProgram.hpp b/src/Shader/VertexProgram.hpp
index 519ee23..445801a 100644
--- a/src/Shader/VertexProgram.hpp
+++ b/src/Shader/VertexProgram.hpp
@@ -37,57 +37,57 @@
typedef Shader::Control Control;
typedef Shader::Usage Usage;
- void pipeline(Registers &r);
- void program(Registers &r);
- void passThrough(Registers &r);
+ void pipeline() override;
+ void program();
+ void passThrough();
- Vector4f fetchRegisterF(Registers &r, const Src &src, unsigned int offset = 0);
- Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0);
- Int relativeAddress(Registers &r, const Shader::Parameter &var);
- Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
+ Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
+ Vector4f readConstant(const Src &src, unsigned int offset = 0);
+ Int relativeAddress(const Shader::Parameter &var);
+ Int4 enableMask(const Shader::Instruction *instruction);
- void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
- void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
- void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
- void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
- void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
- 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 M3X2(Vector4f &dst, Vector4f &src0, Src &src1);
+ void M3X3(Vector4f &dst, Vector4f &src0, Src &src1);
+ void M3X4(Vector4f &dst, Vector4f &src0, Src &src1);
+ void M4X3(Vector4f &dst, Vector4f &src0, Src &src1);
+ void M4X4(Vector4f &dst, Vector4f &src0, Src &src1);
+ void BREAK();
+ void BREAKC(Vector4f &src0, Vector4f &src1, Control);
+ void BREAKP(const Src &predicateRegister);
+ void BREAK(Int4 &condition);
+ void CONTINUE();
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 CALL(int labelIndex, int callSiteIndex);
+ void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
+ void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
+ void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
+ void ELSE();
+ void ENDIF();
+ void ENDLOOP();
+ void ENDREP();
+ void ENDWHILE();
+ void IF(const Src &src);
+ void IFb(const Src &boolRegister);
+ void IFp(const Src &predicateRegister);
+ void IFC(Vector4f &src0, Vector4f &src1, Control);
+ void IF(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 TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&);
- void TEX(Registers &r, Vector4f &dst, Vector4f &src, const Src&);
- void TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
- void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
- void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
- void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
- void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
- void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
- void TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src&);
+ void LOOP(const Src &integerRegister);
+ void REP(const Src &integerRegister);
+ void WHILE(const Src &temporaryRegister);
+ void RET();
+ void LEAVE();
+ void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);
+ void TEX(Vector4f &dst, Vector4f &src, const Src&);
+ void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
+ void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
+ void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
+ void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
+ void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
+ void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
+ void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
- void sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
+ void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];
diff --git a/src/Shader/VertexRoutine.cpp b/src/Shader/VertexRoutine.cpp
index d41b2b7..50bbf14 100644
--- a/src/Shader/VertexRoutine.cpp
+++ b/src/Shader/VertexRoutine.cpp
@@ -63,13 +63,13 @@
{
*Pointer<UInt>(tagCache + tagIndex) = indexQ;
- readInput(r, indexQ);
- pipeline(r);
- postTransform(r);
- computeClipFlags(r);
+ readInput(indexQ);
+ pipeline();
+ postTransform();
+ computeClipFlags();
Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
- writeCache(cacheLine0, r);
+ writeCache(cacheLine0);
}
UInt cacheIndex = index & 0x0000003F;
@@ -85,18 +85,18 @@
Return();
}
- void VertexRoutine::readInput(Registers &r, UInt &index)
+ void VertexRoutine::readInput(UInt &index)
{
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
{
Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
- r.v[i] = readStream(r, input, stride, state.input[i], index);
+ r.v[i] = readStream(input, stride, state.input[i], index);
}
}
- void VertexRoutine::computeClipFlags(Registers &r)
+ void VertexRoutine::computeClipFlags()
{
int pos = state.positionRegister;
@@ -136,7 +136,7 @@
}
}
- Vector4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
+ Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
{
const bool texldl = state.shaderContainsTexldl;
@@ -444,7 +444,7 @@
return v;
}
- void VertexRoutine::postTransform(Registers &r)
+ void VertexRoutine::postTransform()
{
int pos = state.positionRegister;
@@ -482,7 +482,7 @@
}
}
- void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r)
+ void VertexRoutine::writeCache(Pointer<Byte> &cacheLine)
{
Vector4f v;
diff --git a/src/Shader/VertexRoutine.hpp b/src/Shader/VertexRoutine.hpp
index 55b1018..66ec137 100644
--- a/src/Shader/VertexRoutine.hpp
+++ b/src/Shader/VertexRoutine.hpp
@@ -85,15 +85,15 @@
const VertexShader *const shader;
private:
- virtual void pipeline(Registers &r) = 0;
+ virtual void pipeline() = 0;
typedef VertexProcessor::State::Input Stream;
- Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
- void readInput(Registers &r, UInt &index);
- void computeClipFlags(Registers &r);
- void postTransform(Registers &r);
- void writeCache(Pointer<Byte> &cacheLine, Registers &r);
+ Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
+ void readInput(UInt &index);
+ void computeClipFlags();
+ void postTransform();
+ void writeCache(Pointer<Byte> &cacheLine);
void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);
};
}