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); }; }