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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef sw_VertexProgram_hpp
#define sw_VertexProgram_hpp
#include "VertexRoutine.hpp"
#include "ShaderCore.hpp"
#include "SamplerCore.hpp"
#include "Device/Stream.hpp"
#include "System/Types.hpp"
namespace sw
{
struct Stream;
class VertexShader;
class VertexProgram : public VertexRoutine, public ShaderCore
{
public:
VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader);
virtual ~VertexProgram();
private:
const VertexShader *const shader;
RegisterArray<NUM_TEMPORARY_REGISTERS> r; // Temporary registers
Vector4f a0;
Array<Int, 4> aL;
Vector4f p0;
Array<Int, 4> increment;
Array<Int, 4> iteration;
Int loopDepth;
Int stackIndex; // FIXME: Inc/decrement callStack
Array<UInt, 16> callStack;
Int enableIndex;
Array<Int4, 1 + 24> enableStack;
Int4 enableBreak;
Int4 enableContinue;
Int4 enableLeave;
Int instanceID;
Int4 vertexID;
typedef Shader::DestinationParameter Dst;
typedef Shader::SourceParameter Src;
typedef Shader::Control Control;
typedef Shader::Usage Usage;
void program(UInt &index) override;
Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int &offset);
Int relativeAddress(const Shader::Relative &rel, int bufferIndex = -1);
Int4 dynamicAddress(const Shader::Relative &rel);
Int4 enableMask(const Shader::Instruction *instruction);
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(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 ENDSWITCH();
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(const Src &integerRegister);
void REP(const Src &integerRegister);
void WHILE(const Src &temporaryRegister);
void SWITCH();
void RET();
void LEAVE();
void TEX(Vector4f &dst, Vector4f &src, const Src&);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset);
void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy);
void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy, Vector4f &offset);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
Vector4f sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
int ifDepth;
int loopRepDepth;
int currentLabel;
bool whileTest;
BasicBlock *ifFalseBlock[24 + 24];
BasicBlock *loopRepTestBlock[4];
BasicBlock *loopRepEndBlock[4];
BasicBlock *labelBlock[2048];
std::vector<BasicBlock*> callRetBlock[2048];
BasicBlock *returnBlock;
bool isConditionalIf[24 + 24];
};
}
#endif // sw_VertexProgram_hpp