| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2013 TransGaming Inc. |
| // |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, |
| // transcribed, stored in a retrieval system, translated into any human or computer |
| // language by any means, or disclosed to third parties without the explicit written |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express |
| // or implied, including but not limited to any patent rights, are granted to you. |
| // |
| |
| #ifndef sw_PixelRoutine_hpp |
| #define sw_PixelRoutine_hpp |
| |
| #include "Rasterizer.hpp" |
| #include "ShaderCore.hpp" |
| #include "PixelShader.hpp" |
| |
| #include "Types.hpp" |
| |
| namespace sw |
| { |
| extern bool forceClearRegisters; |
| |
| class PixelShader; |
| class SamplerCore; |
| |
| class PixelRoutine : public Rasterizer, public ShaderCore |
| { |
| friend class PixelProcessor; // FIXME |
| |
| public: |
| PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader); |
| |
| ~PixelRoutine(); |
| |
| protected: |
| struct Registers |
| { |
| Registers(const PixelShader *shader) : |
| current(ri[0]), diffuse(vi[0]), specular(vi[1]), |
| rf(shader && shader->dynamicallyIndexedTemporaries), |
| vf(shader && shader->dynamicallyIndexedInput) |
| { |
| if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters) |
| { |
| for(int i = 0; i < 10; i++) |
| { |
| vf[i].x = Float4(0.0f); |
| vf[i].y = Float4(0.0f); |
| vf[i].z = Float4(0.0f); |
| vf[i].w = Float4(0.0f); |
| } |
| } |
| |
| loopDepth = -1; |
| enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| |
| if(shader && shader->containsBreakInstruction()) |
| { |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| if(shader && shader->containsContinueInstruction()) |
| { |
| enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); |
| } |
| |
| occlusion = 0; |
| |
| #if PERF_PROFILE |
| for(int i = 0; i < PERF_TIMERS; i++) |
| { |
| cycles[i] = 0; |
| } |
| #endif |
| } |
| |
| Pointer<Byte> constants; |
| |
| Pointer<Byte> primitive; |
| Int cluster; |
| Pointer<Byte> data; |
| |
| Float4 z[4]; |
| Float4 w; |
| Float4 rhw; |
| |
| Float4 Dz[4]; |
| Float4 Dw; |
| Float4 Dv[10][4]; |
| Float4 Df; |
| |
| Vector4i ¤t; |
| Vector4i &diffuse; |
| Vector4i &specular; |
| |
| Vector4i ri[6]; |
| Vector4i vi[2]; |
| Vector4i ti[6]; |
| |
| RegisterArray<4096> rf; |
| RegisterArray<10> vf; |
| |
| Vector4f vPos; |
| Vector4f vFace; |
| |
| Vector4f oC[4]; |
| Float4 oDepth; |
| |
| Vector4f p0; |
| Array<Int, 4> aL; |
| |
| 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; |
| |
| // bem(l) offsets and luminance |
| Float4 du; |
| Float4 dv; |
| Short4 L; |
| |
| // texm3x3 temporaries |
| Float4 u_; // FIXME |
| Float4 v_; // FIXME |
| Float4 w_; // FIXME |
| Float4 U; // FIXME |
| Float4 V; // FIXME |
| Float4 W; // FIXME |
| |
| UInt occlusion; |
| |
| #if PERF_PROFILE |
| Long cycles[PERF_TIMERS]; |
| #endif |
| }; |
| |
| typedef Shader::DestinationParameter Dst; |
| typedef Shader::SourceParameter Src; |
| typedef Shader::Control Control; |
| |
| void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y); |
| |
| Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); |
| Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); |
| void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask); |
| void stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW); |
| void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask); |
| void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW); |
| Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); |
| void blendTexture(Registers &r, Vector4i ¤t, Vector4i &temp, Vector4i &texture, int stage); |
| void alphaTest(Registers &r, Int &aMask, Short4 &alpha); |
| void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha); |
| Bool alphaTest(Registers &r, Int cMask[4], Vector4i ¤t); |
| Bool alphaTest(Registers &r, Int cMask[4], Vector4f &c0); |
| void fogBlend(Registers &r, Vector4i ¤t, Float4 &fog, Float4 &z, Float4 &rhw); |
| void fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw); |
| void pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw); |
| void specularPixel(Vector4i ¤t, Vector4i &specular); |
| |
| void sampleTexture(Registers &r, Vector4i &c, int coordinates, int sampler, bool project = false); |
| void sampleTexture(Registers &r, Vector4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false, bool fixed12 = true); |
| void sampleTexture(Registers &r, Vector4i &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool fixed12 = true, bool gradients = false, bool lodProvided = false); |
| void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); |
| void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false); |
| |
| // Raster operations |
| void clampColor(Vector4f oC[4]); |
| void rasterOperation(Vector4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); |
| void rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); |
| void blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorActive); |
| void blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive); |
| void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i ¤t, Int &x); |
| void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4i ¤t, Int &sMask, Int &zMask, Int &cMask); |
| void blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive); |
| void blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive); |
| void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); |
| void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask); |
| void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask); |
| void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); |
| |
| void ps_1_x(Registers &r, Int cMask[4]); |
| void ps_2_x(Registers &r, Int cMask[4]); |
| |
| Short4 convertFixed12(RValue<Float4> cf); |
| void convertFixed12(Vector4i &ci, Vector4f &cf); |
| Float4 convertSigned12(Short4 &ci); |
| void convertSigned12(Vector4f &cf, Vector4i &ci); |
| Float4 convertUnsigned16(UShort4 ci); |
| UShort4 convertFixed16(Float4 &cf, bool saturate = true); |
| void convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate = true); |
| void sRGBtoLinear16_16(Registers &r, Vector4i &c); |
| void sRGBtoLinear12_16(Registers &r, Vector4i &c); |
| void linearToSRGB16_16(Registers &r, Vector4i &c); |
| void linearToSRGB12_16(Registers &r, Vector4i &c); |
| Float4 sRGBtoLinear(const Float4 &x); |
| Float4 linearToSRGB(const Float4 &x); |
| |
| // ps_1_x instructions |
| void MOV(Vector4i &dst, Vector4i &src0); |
| void ADD(Vector4i &dst, Vector4i &src0, Vector4i &src1); |
| void SUB(Vector4i &dst, Vector4i &src0, Vector4i &src1); |
| void MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); |
| void MUL(Vector4i &dst, Vector4i &src0, Vector4i &src1); |
| void DP3(Vector4i &dst, Vector4i &src0, Vector4i &src1); |
| void DP4(Vector4i &dst, Vector4i &src0, Vector4i &src1); |
| void LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); |
| void TEXCOORD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); |
| void TEXCRD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project); |
| void TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src); |
| void TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0); |
| void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s); |
| void TEXKILL(Int cMask[4], Vector4i &dst); |
| void TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); |
| void TEXLD(Registers &r, Vector4i &dst, Vector4i &src, int stage, bool project); |
| void TEXBEM(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXBEML(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &src0, int stage); |
| void TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &src0, int stage); |
| void TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &src0, int stage); |
| void TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src, bool signedScaling); |
| void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling); |
| void TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling); |
| void TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, bool signedScaling); |
| void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling); |
| void TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &src1); |
| void TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool singedScaling); |
| void TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0); |
| void TEXDEPTH(Registers &r); |
| void CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); |
| void CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2); |
| void BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &src1, int stage); |
| |
| // ps_2_x instructions |
| void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); |
| void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); |
| void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); |
| void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); |
| void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); |
| void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); |
| void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias); |
| void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); |
| void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask); |
| void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction); |
| void DFDX(Vector4f &dst, Vector4f &src); |
| void DFDY(Vector4f &dst, Vector4f &src); |
| void FWIDTH(Vector4f &dst, Vector4f &src); |
| 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 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 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 writeDestination(Registers &r, Vector4i &d, const Dst &dst); |
| Vector4i regi(Registers &r, const Src &src); |
| Vector4f reg(Registers &r, const Src &src, int offset = 0); |
| Vector4f readConstant(Registers &r, const Src &src, int offset = 0); |
| Int relativeAddress(Registers &r, const Shader::Parameter &var); |
| Int4 enableMask(Registers &r, const Shader::Instruction *instruction); |
| |
| bool colorUsed(); |
| unsigned short shaderVersion() const; |
| bool interpolateZ() const; |
| bool interpolateW() const; |
| |
| const PixelShader *const shader; |
| |
| private: |
| SamplerCore *sampler[16]; |
| |
| bool perturbate; |
| bool luminance; |
| bool previousScaling; |
| |
| int ifDepth; |
| int loopRepDepth; |
| int breakDepth; |
| int currentLabel; |
| bool whileTest; |
| |
| // FIXME: Get rid of llvm:: |
| llvm::BasicBlock *ifFalseBlock[24 + 24]; |
| llvm::BasicBlock *loopRepTestBlock[4]; |
| llvm::BasicBlock *loopRepEndBlock[4]; |
| llvm::BasicBlock *labelBlock[2048]; |
| std::vector<llvm::BasicBlock*> callRetBlock[2048]; |
| llvm::BasicBlock *returnBlock; |
| bool isConditionalIf[24 + 24]; |
| }; |
| } |
| |
| #endif // sw_PixelRoutine_hpp |