Splitting PixelRoutine into PixelProgram and PixelPipeline
This cl splits PixelRoutine into 2 specialized classes:
PixelProgram and PixelPipeline.
In this cl:
- Moved all specialized behavior of PixelRoutine into the
PixelProgram and PixelPipeline classes.
- Inverted hierarchical dependency between PixelRoutine and
QuadRasterizer. QuadRasterizer is now the base class.
- Added a check to PixelProcessor::routine() to either create
a PixelPipeline object or a PixelProgram object.
- Moved a few interpolation related utility functions from
PixelRoutine down to QuadRasterizer.
- Added Registers hierarchy. PixelProgram specific Registers
and PixelPipeline specific Registers are now mutually
exclusive.
- Made the quad functions virtual
- Added a few virtual functions (setBuiltins, ps, alphaTest,
rasterOperation) for Program/Pipeline specific implementations
Bug 20257503
Change-Id: I6abe536a5521d9842f757a8bbb52e3947e3c9250
Reviewed-on: https://swiftshader-review.googlesource.com/3634
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Android.mk b/src/Android.mk
index 248fd28..3372d78 100644
--- a/src/Android.mk
+++ b/src/Android.mk
@@ -55,6 +55,8 @@
LOCAL_SRC_FILES += \
Shader/Constants.cpp \
+ Shader/PixelPipeline.cpp \
+ Shader/PixelProgram.cpp \
Shader/PixelRoutine.cpp \
Shader/PixelShader.cpp \
Shader/SamplerCore.cpp \
diff --git a/src/OpenGL/libGLES_CM/libGLES_CM.cbp b/src/OpenGL/libGLES_CM/libGLES_CM.cbp
index 511f127..905a884 100644
--- a/src/OpenGL/libGLES_CM/libGLES_CM.cbp
+++ b/src/OpenGL/libGLES_CM/libGLES_CM.cbp
@@ -233,6 +233,10 @@
<Unit filename="../../Renderer/VertexProcessor.hpp" />
<Unit filename="../../Shader/Constants.cpp" />
<Unit filename="../../Shader/Constants.hpp" />
+ <Unit filename="../../Shader/PixelPipeline.cpp" />
+ <Unit filename="../../Shader/PixelPipeline.hpp" />
+ <Unit filename="../../Shader/PixelProgram.cpp" />
+ <Unit filename="../../Shader/PixelProgram.hpp" />
<Unit filename="../../Shader/PixelRoutine.cpp" />
<Unit filename="../../Shader/PixelRoutine.hpp" />
<Unit filename="../../Shader/PixelShader.cpp" />
diff --git a/src/OpenGL/libGLESv2/libGLESv2.cbp b/src/OpenGL/libGLESv2/libGLESv2.cbp
index b797561..cd3d3d1 100644
--- a/src/OpenGL/libGLESv2/libGLESv2.cbp
+++ b/src/OpenGL/libGLESv2/libGLESv2.cbp
@@ -232,6 +232,10 @@
<Unit filename="../../Renderer/VertexProcessor.hpp" />
<Unit filename="../../Shader/Constants.cpp" />
<Unit filename="../../Shader/Constants.hpp" />
+ <Unit filename="../../Shader/PixelPipeline.cpp" />
+ <Unit filename="../../Shader/PixelPipeline.hpp" />
+ <Unit filename="../../Shader/PixelProgram.cpp" />
+ <Unit filename="../../Shader/PixelProgram.hpp" />
<Unit filename="../../Shader/PixelRoutine.cpp" />
<Unit filename="../../Shader/PixelRoutine.hpp" />
<Unit filename="../../Shader/PixelShader.cpp" />
diff --git a/src/Renderer/PixelProcessor.cpp b/src/Renderer/PixelProcessor.cpp
index 9f2b4ff..e21cbee 100644
--- a/src/Renderer/PixelProcessor.cpp
+++ b/src/Renderer/PixelProcessor.cpp
@@ -11,7 +11,8 @@
#include "PixelProcessor.hpp"
-#include "QuadRasterizer.hpp"
+#include "PixelPipeline.hpp"
+#include "PixelProgram.hpp"
#include "PixelShader.hpp"
#include "MetaMacro.hpp"
#include "Surface.hpp"
@@ -1057,7 +1058,16 @@
if(!routine)
{
- Rasterizer *generator = new QuadRasterizer(state, context->pixelShader);
+ const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104);
+ Rasterizer *generator = nullptr;
+ if(integerPipeline)
+ {
+ generator = new PixelPipeline(state, context->pixelShader);
+ }
+ else
+ {
+ generator = new PixelProgram(state, context->pixelShader);
+ }
generator->generate();
routine = generator->getRoutine();
delete generator;
diff --git a/src/Renderer/QuadRasterizer.cpp b/src/Renderer/QuadRasterizer.cpp
index 543c0ce..a9298d4 100644
--- a/src/Renderer/QuadRasterizer.cpp
+++ b/src/Renderer/QuadRasterizer.cpp
@@ -21,10 +21,23 @@
{
extern bool veryEarlyDepthTest;
extern bool complementaryDepthBuffer;
+ extern bool fullPixelPositionRegister;
extern int clusterCount;
- QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : PixelRoutine(state, pixelShader)
+ QuadRasterizer::Registers::Registers()
+ {
+ occlusion = 0;
+
+#if PERF_PROFILE
+ for(int i = 0; i < PERF_TIMERS; i++)
+ {
+ cycles[i] = 0;
+ }
+#endif
+ }
+
+ QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : Rasterizer(state), shader(pixelShader)
{
}
@@ -45,7 +58,7 @@
Int cluster(function.arg(2));
Pointer<Byte> data(function.arg(3));
- Registers r(shader);
+ Registers& r = *createRegisters(shader);
r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
r.cluster = cluster;
r.data = data;
@@ -89,6 +102,8 @@
#endif
Return();
+
+ delete &r;
}
routine = function(L"PixelRoutine_%0.8X", state.shaderID);
@@ -317,4 +332,31 @@
}
Until(y >= yMax)
}
+
+ Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
+ {
+ Float4 interpolant = D;
+
+ if(!flat)
+ {
+ interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation, A), 16);
+
+ if(perspective)
+ {
+ interpolant *= rhw;
+ }
+ }
+
+ return interpolant;
+ }
+
+ bool QuadRasterizer::interpolateZ() const
+ {
+ return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+ }
+
+ bool QuadRasterizer::interpolateW() const
+ {
+ return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+ }
}
diff --git a/src/Renderer/QuadRasterizer.hpp b/src/Renderer/QuadRasterizer.hpp
index 36184cc..c1b05c0 100644
--- a/src/Renderer/QuadRasterizer.hpp
+++ b/src/Renderer/QuadRasterizer.hpp
@@ -13,17 +13,51 @@
#define sw_QuadRasterizer_hpp
#include "Rasterizer.hpp"
-#include "PixelRoutine.hpp"
+#include "ShaderCore.hpp"
+#include "PixelShader.hpp"
+
+#include "Types.hpp"
namespace sw
{
- class QuadRasterizer : public PixelRoutine
+ class QuadRasterizer : public Rasterizer
{
- public:
- QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader);
+ protected:
+ QuadRasterizer(const PixelProcessor::State &state, const PixelShader *shader);
virtual ~QuadRasterizer();
+ struct Registers
+ {
+ Registers();
+
+ Pointer<Byte> constants;
+
+ Pointer<Byte> primitive;
+ Int cluster;
+ Pointer<Byte> data;
+
+ Float4 Dz[4];
+ Float4 Dw;
+ Float4 Dv[10][4];
+ Float4 Df;
+
+ UInt occlusion;
+
+#if PERF_PROFILE
+ Long cycles[PERF_TIMERS];
+#endif
+ };
+
+ virtual void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
+ virtual Registers* createRegisters(const PixelShader *shader) = 0;
+
+ bool interpolateZ() const;
+ bool interpolateW() const;
+ Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
+
+ const PixelShader *const shader;
+
private:
void generate();
diff --git a/src/Shader/PixelPipeline.cpp b/src/Shader/PixelPipeline.cpp
new file mode 100644
index 0000000..8a38bed
--- /dev/null
+++ b/src/Shader/PixelPipeline.cpp
@@ -0,0 +1,1968 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2015 Google 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 Google Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#include "PixelPipeline.hpp"
+#include "Renderer.hpp"
+#include "SamplerCore.hpp"
+
+namespace sw
+{
+ extern bool postBlendSRGB;
+
+ void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
+ if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
+ if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
+ if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
+
+ if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
+ void PixelPipeline::fixedFunction(Registers& r)
+ {
+ r.current = r.diffuse;
+ Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
+
+ for(int stage = 0; stage < 8; stage++)
+ {
+ if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
+ {
+ break;
+ }
+
+ Vector4s texture;
+
+ if(state.textureStage[stage].usesTexture)
+ {
+ sampleTexture(r, texture, stage, stage);
+ }
+
+ blendTexture(r, temp, texture, stage);
+ }
+
+ specularPixel(r.current, r.specular);
+ }
+
+ void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ if(!shader)
+ {
+ fixedFunction(r);
+ return;
+ }
+
+ int pad = 0; // Count number of texm3x3pad instructions
+ Vector4s dPairing; // Destination for first pairing instruction
+
+ for(size_t i = 0; i < shader->getLength(); i++)
+ {
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
+
+ // #ifndef NDEBUG // FIXME: Centralize debug output control
+ // shader->printInstruction(i, "debug.txt");
+ // #endif
+
+ if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
+ {
+ continue;
+ }
+
+ const Dst &dst = instruction->dst;
+ const Src &src0 = instruction->src[0];
+ const Src &src1 = instruction->src[1];
+ const Src &src2 = instruction->src[2];
+
+ unsigned short version = shader->getVersion();
+ bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
+ bool coissue = instruction->coissue; // Second instruction of pair
+
+ Vector4s d;
+ Vector4s s0;
+ Vector4s s1;
+ Vector4s s2;
+
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
+
+ Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
+ Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
+ Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
+ Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
+
+ switch(opcode)
+ {
+ case Shader::OPCODE_PS_1_0: break;
+ case Shader::OPCODE_PS_1_1: break;
+ case Shader::OPCODE_PS_1_2: break;
+ case Shader::OPCODE_PS_1_3: break;
+ case Shader::OPCODE_PS_1_4: break;
+
+ case Shader::OPCODE_DEF: break;
+
+ case Shader::OPCODE_NOP: break;
+ case Shader::OPCODE_MOV: MOV(d, s0); break;
+ case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
+ case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
+ case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
+ case Shader::OPCODE_MUL: MUL(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_LRP: LRP(d, s0, s1, s2); break;
+ case Shader::OPCODE_TEXCOORD:
+ if(version < 0x0104)
+ {
+ TEXCOORD(d, u, v, s, dst.index);
+ }
+ else
+ {
+ if((src0.swizzle & 0x30) == 0x20) // .xyz
+ {
+ TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ }
+ else // .xyw
+ {
+ TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ }
+ }
+ break;
+ case Shader::OPCODE_TEXKILL:
+ if(version < 0x0104)
+ {
+ TEXKILL(cMask, u, v, s);
+ }
+ else if(version == 0x0104)
+ {
+ if(dst.type == Shader::PARAMETER_TEXTURE)
+ {
+ TEXKILL(cMask, u, v, s);
+ }
+ else
+ {
+ TEXKILL(cMask, r.rs[dst.index]);
+ }
+ }
+ else ASSERT(false);
+ break;
+ case Shader::OPCODE_TEX:
+ if(version < 0x0104)
+ {
+ TEX(r, d, u, v, s, dst.index, false);
+ }
+ else if(version == 0x0104)
+ {
+ if(src0.type == Shader::PARAMETER_TEXTURE)
+ {
+ if((src0.swizzle & 0x30) == 0x20) // .xyz
+ {
+ TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ }
+ else // .xyw
+ {
+ TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ }
+ }
+ else
+ {
+ TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
+ }
+ }
+ else ASSERT(false);
+ break;
+ case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
+ case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
+ case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
+ case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
+ case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
+ case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
+ case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
+ case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
+ case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
+ case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
+ case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
+ case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
+ case Shader::OPCODE_PHASE: break;
+ case Shader::OPCODE_END: break;
+ default:
+ ASSERT(false);
+ }
+
+ if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
+ {
+ if(dst.shift > 0)
+ {
+ if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x); }
+ if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y); }
+ if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z); }
+ if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w); }
+ }
+ else if(dst.shift < 0)
+ {
+ if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
+ if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
+ if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
+ if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
+ }
+
+ if(dst.saturate)
+ {
+ if(dst.mask & 0x1) { d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
+ if(dst.mask & 0x2) { d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
+ if(dst.mask & 0x4) { d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
+ if(dst.mask & 0x8) { d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
+ }
+
+ if(pairing)
+ {
+ if(dst.mask & 0x1) dPairing.x = d.x;
+ if(dst.mask & 0x2) dPairing.y = d.y;
+ if(dst.mask & 0x4) dPairing.z = d.z;
+ if(dst.mask & 0x8) dPairing.w = d.w;
+ }
+
+ if(coissue)
+ {
+ const Dst &dst = shader->getInstruction(i - 1)->dst;
+
+ writeDestination(r, dPairing, dst);
+ }
+
+ if(!pairing)
+ {
+ writeDestination(r, d, dst);
+ }
+ }
+ }
+ }
+
+ Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+
+ if(!state.alphaTestActive())
+ {
+ return true;
+ }
+
+ Int aMask;
+
+ if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
+ {
+ PixelRoutine::alphaTest(r, aMask, r.current.w);
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= aMask;
+ }
+ }
+ else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
+ {
+ Float4 alpha = Float4(r.current.w) * Float4(1.0f / 0x1000);
+
+ alphaToCoverage(r, cMask, alpha);
+ }
+ else ASSERT(false);
+
+ Int pass = cMask[0];
+
+ for(unsigned int q = 1; q < state.multiSample; q++)
+ {
+ pass = pass | cMask[q];
+ }
+
+ return pass != 0x0;
+ }
+
+ void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ if(!state.colorWriteActive(0))
+ {
+ return;
+ }
+
+ Vector4f oC;
+
+ switch(state.targetFormat[0])
+ {
+ case FORMAT_R5G6B5:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_A8:
+ case FORMAT_G16R16:
+ case FORMAT_A16B16G16R16:
+ if(!postBlendSRGB && state.writeSRGB)
+ {
+ linearToSRGB12_16(r, r.current);
+ }
+ else
+ {
+ r.current.x <<= 4;
+ r.current.y <<= 4;
+ r.current.z <<= 4;
+ r.current.w <<= 4;
+ }
+
+ if(state.targetFormat[0] == FORMAT_R5G6B5)
+ {
+ r.current.x &= Short4(0xF800u);
+ r.current.y &= Short4(0xFC00u);
+ r.current.z &= Short4(0xF800u);
+ }
+
+ fogBlend(r, r.current, fog, r.z[0], r.rhw);
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
+ Vector4s color = r.current;
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(r, 0, buffer, color, x);
+ logicOperation(r, 0, buffer, color, x);
+ writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ case FORMAT_R32F:
+ case FORMAT_G32R32F:
+ case FORMAT_A32B32G32R32F:
+ convertSigned12(oC, r.current);
+ PixelRoutine::fogBlend(r, oC, fog, r.z[0], r.rhw);
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
+ Vector4f color = oC;
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(r, 0, buffer, color, x);
+ writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+
+ void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
+ {
+ Vector4s *arg1;
+ Vector4s *arg2;
+ Vector4s *arg3;
+ Vector4s res;
+
+ Vector4s constant;
+ Vector4s tfactor;
+
+ const TextureStage::State &textureStage = state.textureStage[stage];
+
+ if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
+ textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
+ textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
+ textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
+ textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
+ textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
+ {
+ constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
+ constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
+ constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
+ constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
+ }
+
+ if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
+ textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
+ textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
+ textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
+ textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
+ textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
+ {
+ tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[0]));
+ tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[1]));
+ tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[2]));
+ tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]));
+ }
+
+ // Premodulate
+ if(stage > 0 && textureStage.usesTexture)
+ {
+ if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
+ {
+ r.current.x = MulHigh(r.current.x, texture.x) << 4;
+ r.current.y = MulHigh(r.current.y, texture.y) << 4;
+ r.current.z = MulHigh(r.current.z, texture.z) << 4;
+ }
+
+ if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
+ {
+ r.current.w = MulHigh(r.current.w, texture.w) << 4;
+ }
+ }
+
+ if(luminance)
+ {
+ texture.x = MulHigh(texture.x, r.L) << 4;
+ texture.y = MulHigh(texture.y, r.L) << 4;
+ texture.z = MulHigh(texture.z, r.L) << 4;
+
+ luminance = false;
+ }
+
+ switch(textureStage.firstArgument)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.secondArgument)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.thirdArgument)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ Vector4s mod1;
+ Vector4s mod2;
+ Vector4s mod3;
+
+ switch(textureStage.firstModifier)
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod1.x = SubSat(Short4(0x1000), arg1->x);
+ mod1.y = SubSat(Short4(0x1000), arg1->y);
+ mod1.z = SubSat(Short4(0x1000), arg1->z);
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
+
+ arg1 = &mod1;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ mod1.x = arg1->w;
+ mod1.y = arg1->w;
+ mod1.z = arg1->w;
+ mod1.w = arg1->w;
+
+ arg1 = &mod1;
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod1.x = SubSat(Short4(0x1000), arg1->w);
+ mod1.y = SubSat(Short4(0x1000), arg1->w);
+ mod1.z = SubSat(Short4(0x1000), arg1->w);
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
+
+ arg1 = &mod1;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.secondModifier)
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod2.x = SubSat(Short4(0x1000), arg2->x);
+ mod2.y = SubSat(Short4(0x1000), arg2->y);
+ mod2.z = SubSat(Short4(0x1000), arg2->z);
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
+
+ arg2 = &mod2;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ mod2.x = arg2->w;
+ mod2.y = arg2->w;
+ mod2.z = arg2->w;
+ mod2.w = arg2->w;
+
+ arg2 = &mod2;
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod2.x = SubSat(Short4(0x1000), arg2->w);
+ mod2.y = SubSat(Short4(0x1000), arg2->w);
+ mod2.z = SubSat(Short4(0x1000), arg2->w);
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
+
+ arg2 = &mod2;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.thirdModifier)
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod3.x = SubSat(Short4(0x1000), arg3->x);
+ mod3.y = SubSat(Short4(0x1000), arg3->y);
+ mod3.z = SubSat(Short4(0x1000), arg3->z);
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
+
+ arg3 = &mod3;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ mod3.x = arg3->w;
+ mod3.y = arg3->w;
+ mod3.z = arg3->w;
+ mod3.w = arg3->w;
+
+ arg3 = &mod3;
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod3.x = SubSat(Short4(0x1000), arg3->w);
+ mod3.y = SubSat(Short4(0x1000), arg3->w);
+ mod3.z = SubSat(Short4(0x1000), arg3->w);
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
+
+ arg3 = &mod3;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.stageOperation)
+ {
+ case TextureStage::STAGE_DISABLE:
+ break;
+ case TextureStage::STAGE_SELECTARG1: // Arg1
+ res.x = arg1->x;
+ res.y = arg1->y;
+ res.z = arg1->z;
+ break;
+ case TextureStage::STAGE_SELECTARG2: // Arg2
+ res.x = arg2->x;
+ res.y = arg2->y;
+ res.z = arg2->z;
+ break;
+ case TextureStage::STAGE_SELECTARG3: // Arg3
+ res.x = arg3->x;
+ res.y = arg3->y;
+ res.z = arg3->z;
+ break;
+ case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
+ res.x = MulHigh(arg1->x, arg2->x) << 4;
+ res.y = MulHigh(arg1->y, arg2->y) << 4;
+ res.z = MulHigh(arg1->z, arg2->z) << 4;
+ break;
+ case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
+ res.x = MulHigh(arg1->x, arg2->x) << 5;
+ res.y = MulHigh(arg1->y, arg2->y) << 5;
+ res.z = MulHigh(arg1->z, arg2->z) << 5;
+ break;
+ case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
+ res.x = MulHigh(arg1->x, arg2->x) << 6;
+ res.y = MulHigh(arg1->y, arg2->y) << 6;
+ res.z = MulHigh(arg1->z, arg2->z) << 6;
+ break;
+ case TextureStage::STAGE_ADD: // Arg1 + Arg2
+ res.x = AddSat(arg1->x, arg2->x);
+ res.y = AddSat(arg1->y, arg2->y);
+ res.z = AddSat(arg1->z, arg2->z);
+ break;
+ case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
+ res.x = AddSat(arg1->x, arg2->x);
+ res.y = AddSat(arg1->y, arg2->y);
+ res.z = AddSat(arg1->z, arg2->z);
+
+ res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ break;
+ case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
+ res.x = AddSat(arg1->x, arg2->x);
+ res.y = AddSat(arg1->y, arg2->y);
+ res.z = AddSat(arg1->z, arg2->z);
+
+ res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+
+ res.x = AddSat(res.x, res.x);
+ res.y = AddSat(res.y, res.y);
+ res.z = AddSat(res.z, res.z);
+ break;
+ case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
+ res.x = SubSat(arg1->x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z);
+ break;
+ case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
+ {
+ Short4 tmp;
+
+ tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
+ tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
+ tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
+ }
+ break;
+ case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
+ res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
+ res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
+ res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
+ break;
+ case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
+ break;
+ case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
+ {
+ Short4 tmp;
+
+ res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
+ res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
+ res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
+
+ res.x = res.x << 6;
+ res.y = res.y << 6;
+ res.z = res.z << 6;
+
+ res.x = AddSat(res.x, res.y);
+ res.x = AddSat(res.x, res.z);
+
+ // Clamp to [0, 1]
+ res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.x = Min(res.x, Short4(0x1000));
+
+ res.y = res.x;
+ res.z = res.x;
+ res.w = res.x;
+ }
+ break;
+ case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
+ break;
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
+ break;
+ case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
+ break;
+ case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
+ res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
+ res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
+ res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
+ break;
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
+ res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
+ res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
+ res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
+ break;
+ case TextureStage::STAGE_PREMODULATE:
+ res.x = arg1->x;
+ res.y = arg1->y;
+ res.z = arg1->z;
+ break;
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
+ res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
+ res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
+ res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
+ break;
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
+ res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
+ res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
+ res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
+ break;
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
+ {
+ Short4 tmp;
+
+ res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
+ res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
+ res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
+ }
+ break;
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
+ {
+ Short4 tmp;
+
+ res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
+ res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
+ res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
+ }
+ break;
+ case TextureStage::STAGE_BUMPENVMAP:
+ {
+ r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+
+ Float4 du2;
+ Float4 dv2;
+
+ du2 = r.du;
+ dv2 = r.dv;
+ r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ r.du += dv2;
+ r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ r.dv += du2;
+
+ perturbate = true;
+
+ res.x = r.current.x;
+ res.y = r.current.y;
+ res.z = r.current.z;
+ res.w = r.current.w;
+ }
+ break;
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ {
+ r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
+ r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
+
+ Float4 du2;
+ Float4 dv2;
+
+ du2 = r.du;
+ dv2 = r.dv;
+
+ r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ r.du += dv2;
+ r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ r.dv += du2;
+
+ perturbate = true;
+
+ r.L = texture.z;
+ r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+ r.L = r.L << 4;
+ r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+ r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ r.L = Min(r.L, Short4(0x1000));
+
+ luminance = true;
+
+ res.x = r.current.x;
+ res.y = r.current.y;
+ res.z = r.current.z;
+ res.w = r.current.w;
+ }
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
+ {
+ switch(textureStage.firstArgumentAlpha)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.secondArgumentAlpha)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.thirdArgumentAlpha)
+ {
+ case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
+ case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
+ case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
+ case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
+ case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
+ case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
+ case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
+
+ arg1 = &mod1;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ // Redudant
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod1.w = SubSat(Short4(0x1000), arg1->w);
+
+ arg1 = &mod1;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
+
+ arg2 = &mod2;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ // Redudant
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod2.w = SubSat(Short4(0x1000), arg2->w);
+
+ arg2 = &mod2;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
+ {
+ case TextureStage::MODIFIER_COLOR:
+ break;
+ case TextureStage::MODIFIER_INVCOLOR:
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
+
+ arg3 = &mod3;
+ break;
+ case TextureStage::MODIFIER_ALPHA:
+ // Redudant
+ break;
+ case TextureStage::MODIFIER_INVALPHA:
+ mod3.w = SubSat(Short4(0x1000), arg3->w);
+
+ arg3 = &mod3;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.stageOperationAlpha)
+ {
+ case TextureStage::STAGE_DISABLE:
+ break;
+ case TextureStage::STAGE_SELECTARG1: // Arg1
+ res.w = arg1->w;
+ break;
+ case TextureStage::STAGE_SELECTARG2: // Arg2
+ res.w = arg2->w;
+ break;
+ case TextureStage::STAGE_SELECTARG3: // Arg3
+ res.w = arg3->w;
+ break;
+ case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
+ res.w = MulHigh(arg1->w, arg2->w) << 4;
+ break;
+ case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
+ res.w = MulHigh(arg1->w, arg2->w) << 5;
+ break;
+ case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
+ res.w = MulHigh(arg1->w, arg2->w) << 6;
+ break;
+ case TextureStage::STAGE_ADD: // Arg1 + Arg2
+ res.w = AddSat(arg1->w, arg2->w);
+ break;
+ case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
+ res.w = AddSat(arg1->w, arg2->w);
+ res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ break;
+ case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
+ res.w = AddSat(arg1->w, arg2->w);
+ res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ res.w = AddSat(res.w, res.w);
+ break;
+ case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
+ res.w = SubSat(arg1->w, arg2->w);
+ break;
+ case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
+ {
+ Short4 tmp;
+
+ tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
+ }
+ break;
+ case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
+ res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
+ break;
+ case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
+ break;
+ case TextureStage::STAGE_DOT3:
+ break; // Already computed in color channel
+ case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
+ break;
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
+ break;
+ case TextureStage::STAGE_BLENDFACTORALPHA:
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
+ break;
+ case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
+ res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
+ break;
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
+ res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
+ break;
+ case TextureStage::STAGE_PREMODULATE:
+ res.w = arg1->w;
+ break;
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+ case TextureStage::STAGE_BUMPENVMAP:
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ break; // Invalid alpha operations
+ default:
+ ASSERT(false);
+ }
+ }
+
+ // Clamp result to [0, 1]
+
+ switch(textureStage.stageOperation)
+ {
+ case TextureStage::STAGE_DISABLE:
+ case TextureStage::STAGE_SELECTARG1:
+ case TextureStage::STAGE_SELECTARG2:
+ case TextureStage::STAGE_SELECTARG3:
+ case TextureStage::STAGE_MODULATE:
+ case TextureStage::STAGE_MODULATE2X:
+ case TextureStage::STAGE_MODULATE4X:
+ case TextureStage::STAGE_ADD:
+ case TextureStage::STAGE_MULTIPLYADD:
+ case TextureStage::STAGE_LERP:
+ case TextureStage::STAGE_BLENDCURRENTALPHA:
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+ case TextureStage::STAGE_BLENDFACTORALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+ case TextureStage::STAGE_DOT3: // Already clamped
+ case TextureStage::STAGE_PREMODULATE:
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+ case TextureStage::STAGE_BUMPENVMAP:
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ if(state.textureStage[stage].cantUnderflow)
+ {
+ break; // Can't go below zero
+ }
+ case TextureStage::STAGE_ADDSIGNED:
+ case TextureStage::STAGE_ADDSIGNED2X:
+ case TextureStage::STAGE_SUBTRACT:
+ case TextureStage::STAGE_ADDSMOOTH:
+ res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.stageOperationAlpha)
+ {
+ case TextureStage::STAGE_DISABLE:
+ case TextureStage::STAGE_SELECTARG1:
+ case TextureStage::STAGE_SELECTARG2:
+ case TextureStage::STAGE_SELECTARG3:
+ case TextureStage::STAGE_MODULATE:
+ case TextureStage::STAGE_MODULATE2X:
+ case TextureStage::STAGE_MODULATE4X:
+ case TextureStage::STAGE_ADD:
+ case TextureStage::STAGE_MULTIPLYADD:
+ case TextureStage::STAGE_LERP:
+ case TextureStage::STAGE_BLENDCURRENTALPHA:
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+ case TextureStage::STAGE_BLENDFACTORALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+ case TextureStage::STAGE_DOT3: // Already clamped
+ case TextureStage::STAGE_PREMODULATE:
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+ case TextureStage::STAGE_BUMPENVMAP:
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ if(state.textureStage[stage].cantUnderflow)
+ {
+ break; // Can't go below zero
+ }
+ case TextureStage::STAGE_ADDSIGNED:
+ case TextureStage::STAGE_ADDSIGNED2X:
+ case TextureStage::STAGE_SUBTRACT:
+ case TextureStage::STAGE_ADDSMOOTH:
+ res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.stageOperation)
+ {
+ case TextureStage::STAGE_DISABLE:
+ case TextureStage::STAGE_SELECTARG1:
+ case TextureStage::STAGE_SELECTARG2:
+ case TextureStage::STAGE_SELECTARG3:
+ case TextureStage::STAGE_MODULATE:
+ case TextureStage::STAGE_SUBTRACT:
+ case TextureStage::STAGE_ADDSMOOTH:
+ case TextureStage::STAGE_LERP:
+ case TextureStage::STAGE_BLENDCURRENTALPHA:
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+ case TextureStage::STAGE_BLENDFACTORALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHA:
+ case TextureStage::STAGE_DOT3: // Already clamped
+ case TextureStage::STAGE_PREMODULATE:
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+ case TextureStage::STAGE_BUMPENVMAP:
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ break; // Can't go above one
+ case TextureStage::STAGE_MODULATE2X:
+ case TextureStage::STAGE_MODULATE4X:
+ case TextureStage::STAGE_ADD:
+ case TextureStage::STAGE_ADDSIGNED:
+ case TextureStage::STAGE_ADDSIGNED2X:
+ case TextureStage::STAGE_MULTIPLYADD:
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+ res.x = Min(res.x, Short4(0x1000));
+ res.y = Min(res.y, Short4(0x1000));
+ res.z = Min(res.z, Short4(0x1000));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.stageOperationAlpha)
+ {
+ case TextureStage::STAGE_DISABLE:
+ case TextureStage::STAGE_SELECTARG1:
+ case TextureStage::STAGE_SELECTARG2:
+ case TextureStage::STAGE_SELECTARG3:
+ case TextureStage::STAGE_MODULATE:
+ case TextureStage::STAGE_SUBTRACT:
+ case TextureStage::STAGE_ADDSMOOTH:
+ case TextureStage::STAGE_LERP:
+ case TextureStage::STAGE_BLENDCURRENTALPHA:
+ case TextureStage::STAGE_BLENDDIFFUSEALPHA:
+ case TextureStage::STAGE_BLENDFACTORALPHA:
+ case TextureStage::STAGE_BLENDTEXTUREALPHA:
+ case TextureStage::STAGE_DOT3: // Already clamped
+ case TextureStage::STAGE_PREMODULATE:
+ case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
+ case TextureStage::STAGE_BUMPENVMAP:
+ case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
+ break; // Can't go above one
+ case TextureStage::STAGE_MODULATE2X:
+ case TextureStage::STAGE_MODULATE4X:
+ case TextureStage::STAGE_ADD:
+ case TextureStage::STAGE_ADDSIGNED:
+ case TextureStage::STAGE_ADDSIGNED2X:
+ case TextureStage::STAGE_MULTIPLYADD:
+ case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
+ case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
+ case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
+ res.w = Min(res.w, Short4(0x1000));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ switch(textureStage.destinationArgument)
+ {
+ case TextureStage::DESTINATION_CURRENT:
+ r.current.x = res.x;
+ r.current.y = res.y;
+ r.current.z = res.z;
+ r.current.w = res.w;
+ break;
+ case TextureStage::DESTINATION_TEMP:
+ temp.x = res.x;
+ temp.y = res.y;
+ temp.z = res.z;
+ temp.w = res.w;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+
+ void PixelPipeline::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
+ {
+ if(!state.fogActive)
+ {
+ return;
+ }
+
+ if(state.pixelFogMode != FOG_NONE)
+ {
+ pixelFog(r, f, z, rhw);
+ }
+
+ UShort4 fog = convertFixed16(f, true);
+
+ current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
+ current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
+ current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
+
+ UShort4 invFog = UShort4(0xFFFFu) - fog;
+
+ current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[0]))));
+ current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[1]))));
+ current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[2]))));
+ }
+
+ void PixelPipeline::specularPixel(Vector4s ¤t, Vector4s &specular)
+ {
+ if(!state.specularAdd)
+ {
+ return;
+ }
+
+ current.x = AddSat(current.x, specular.x);
+ current.y = AddSat(current.y, specular.y);
+ current.z = AddSat(current.z, specular.z);
+ }
+
+ void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
+ {
+ Float4 u = r.vf[2 + coordinates].x;
+ Float4 v = r.vf[2 + coordinates].y;
+ Float4 w = r.vf[2 + coordinates].z;
+ Float4 q = r.vf[2 + coordinates].w;
+
+ if(perturbate)
+ {
+ u += r.du;
+ v += r.dv;
+
+ perturbate = false;
+ }
+
+ sampleTexture(r, c, stage, u, v, w, q, project);
+ }
+
+ void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
+ {
+ Vector4f dsx;
+ Vector4f dsy;
+
+ sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
+ }
+
+ void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ {
+#if PERF_PROFILE
+ Long texTime = Ticks();
+#endif
+
+ Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
+
+ if(!project)
+ {
+ sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+ }
+ else
+ {
+ Float4 rq = reciprocal(q);
+
+ Float4 u_q = u * rq;
+ Float4 v_q = v * rq;
+ Float4 w_q = w * rq;
+
+ sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+ }
+
+#if PERF_PROFILE
+ r.cycles[PERF_TEX] += Ticks() - texTime;
+#endif
+ }
+
+ Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
+ {
+ return RoundShort4(cf * Float4(0x1000));
+ }
+
+ void PixelPipeline::convertFixed12(Vector4s &cs, Vector4f &cf)
+ {
+ cs.x = convertFixed12(cf.x);
+ cs.y = convertFixed12(cf.y);
+ cs.z = convertFixed12(cf.z);
+ cs.w = convertFixed12(cf.w);
+ }
+
+ Float4 PixelPipeline::convertSigned12(Short4 &cs)
+ {
+ return Float4(cs) * Float4(1.0f / 0x0FFE);
+ }
+
+ void PixelPipeline::convertSigned12(Vector4f &cf, Vector4s &cs)
+ {
+ cf.x = convertSigned12(cs.x);
+ cf.y = convertSigned12(cs.y);
+ cf.z = convertSigned12(cs.z);
+ cf.w = convertSigned12(cs.w);
+ }
+
+ void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
+ {
+ switch(dst.type)
+ {
+ case Shader::PARAMETER_TEMP:
+ if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
+ if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
+ if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
+ if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
+ break;
+ case Shader::PARAMETER_INPUT:
+ if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
+ if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
+ if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
+ if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+ break;
+ case Shader::PARAMETER_CONST: ASSERT(false); break;
+ case Shader::PARAMETER_TEXTURE:
+ if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
+ if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
+ if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
+ if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
+ break;
+ case Shader::PARAMETER_COLOROUT:
+ if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
+ if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
+ if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
+ if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+
+ Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
+ {
+ Vector4s *reg;
+ int i = src.index;
+
+ Vector4s c;
+
+ if(src.type == Shader::PARAMETER_CONST)
+ {
+ c.x = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][0]));
+ c.y = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][1]));
+ c.z = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][2]));
+ c.w = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][3]));
+ }
+
+ switch(src.type)
+ {
+ case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
+ case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
+ case Shader::PARAMETER_CONST: reg = &c; break;
+ case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
+ case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
+ default:
+ ASSERT(false);
+ }
+
+ const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
+ const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
+ const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
+ const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
+
+ Vector4s mod;
+
+ switch(src.modifier)
+ {
+ case Shader::MODIFIER_NONE:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
+ break;
+ case Shader::MODIFIER_BIAS:
+ mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ break;
+ case Shader::MODIFIER_BIAS_NEGATE:
+ mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+ mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+ mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+ mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
+ break;
+ case Shader::MODIFIER_COMPLEMENT:
+ mod.x = SubSat(Short4(0x1000), x);
+ mod.y = SubSat(Short4(0x1000), y);
+ mod.z = SubSat(Short4(0x1000), z);
+ mod.w = SubSat(Short4(0x1000), w);
+ break;
+ case Shader::MODIFIER_NEGATE:
+ mod.x = -x;
+ mod.y = -y;
+ mod.z = -z;
+ mod.w = -w;
+ break;
+ case Shader::MODIFIER_X2:
+ mod.x = AddSat(x, x);
+ mod.y = AddSat(y, y);
+ mod.z = AddSat(z, z);
+ mod.w = AddSat(w, w);
+ break;
+ case Shader::MODIFIER_X2_NEGATE:
+ mod.x = -AddSat(x, x);
+ mod.y = -AddSat(y, y);
+ mod.z = -AddSat(z, z);
+ mod.w = -AddSat(w, w);
+ break;
+ case Shader::MODIFIER_SIGN:
+ mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ mod.x = AddSat(mod.x, mod.x);
+ mod.y = AddSat(mod.y, mod.y);
+ mod.z = AddSat(mod.z, mod.z);
+ mod.w = AddSat(mod.w, mod.w);
+ break;
+ case Shader::MODIFIER_SIGN_NEGATE:
+ mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
+ mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
+ mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
+ mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
+ mod.x = AddSat(mod.x, mod.x);
+ mod.y = AddSat(mod.y, mod.y);
+ mod.z = AddSat(mod.z, mod.z);
+ mod.w = AddSat(mod.w, mod.w);
+ break;
+ case Shader::MODIFIER_DZ:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
+ // Projection performed by texture sampler
+ break;
+ case Shader::MODIFIER_DW:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
+ // Projection performed by texture sampler
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
+ {
+ mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
+ }
+
+ return mod;
+ }
+
+ void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0)
+ {
+ dst.x = src0.x;
+ dst.y = src0.y;
+ dst.z = src0.z;
+ dst.w = src0.w;
+ }
+
+ void PixelPipeline::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ {
+ dst.x = AddSat(src0.x, src1.x);
+ dst.y = AddSat(src0.y, src1.y);
+ dst.z = AddSat(src0.z, src1.z);
+ dst.w = AddSat(src0.w, src1.w);
+ }
+
+ void PixelPipeline::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ {
+ dst.x = SubSat(src0.x, src1.x);
+ dst.y = SubSat(src0.y, src1.y);
+ dst.z = SubSat(src0.z, src1.z);
+ dst.w = SubSat(src0.w, src1.w);
+ }
+
+ void PixelPipeline::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
+ {
+ // FIXME: Long fixed-point multiply fixup
+ { dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
+ {
+ dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
+ }
+ {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
+ {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
+ }
+
+ void PixelPipeline::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ {
+ // FIXME: Long fixed-point multiply fixup
+ { dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); }
+ {
+ dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);
+ }
+ {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); }
+ {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); }
+ }
+
+ void PixelPipeline::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ {
+ Short4 t0;
+ Short4 t1;
+
+ // FIXME: Long fixed-point multiply fixup
+ t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
+ t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
+ t0 = AddSat(t0, t1);
+ t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
+ t0 = AddSat(t0, t1);
+
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
+ }
+
+ void PixelPipeline::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ {
+ Short4 t0;
+ Short4 t1;
+
+ // FIXME: Long fixed-point multiply fixup
+ t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
+ t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
+ t0 = AddSat(t0, t1);
+ t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
+ t0 = AddSat(t0, t1);
+ t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
+ t0 = AddSat(t0, t1);
+
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
+ }
+
+ void PixelPipeline::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
+ {
+ // FIXME: Long fixed-point multiply fixup
+ { dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
+ {
+ dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
+ }
+ {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
+ {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
+ }
+
+ void PixelPipeline::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
+ {
+ Float4 uw;
+ Float4 vw;
+ Float4 sw;
+
+ if(state.interpolant[2 + coordinate].component & 0x01)
+ {
+ uw = Max(u, Float4(0.0f));
+ uw = Min(uw, Float4(1.0f));
+ dst.x = convertFixed12(uw);
+ }
+ else
+ {
+ dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
+ if(state.interpolant[2 + coordinate].component & 0x02)
+ {
+ vw = Max(v, Float4(0.0f));
+ vw = Min(vw, Float4(1.0f));
+ dst.y = convertFixed12(vw);
+ }
+ else
+ {
+ dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
+ if(state.interpolant[2 + coordinate].component & 0x04)
+ {
+ sw = Max(s, Float4(0.0f));
+ sw = Min(sw, Float4(1.0f));
+ dst.z = convertFixed12(sw);
+ }
+ else
+ {
+ dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
+ dst.w = Short4(0x1000);
+ }
+
+ void PixelPipeline::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
+ {
+ Float4 uw = u;
+ Float4 vw = v;
+ Float4 sw = s;
+
+ if(project)
+ {
+ uw *= Rcp_pp(s);
+ vw *= Rcp_pp(s);
+ }
+
+ if(state.interpolant[2 + coordinate].component & 0x01)
+ {
+ uw *= Float4(0x1000);
+ uw = Max(uw, Float4(-0x8000));
+ uw = Min(uw, Float4(0x7FFF));
+ dst.x = RoundShort4(uw);
+ }
+ else
+ {
+ dst.x = Short4(0x0000);
+ }
+
+ if(state.interpolant[2 + coordinate].component & 0x02)
+ {
+ vw *= Float4(0x1000);
+ vw = Max(vw, Float4(-0x8000));
+ vw = Min(vw, Float4(0x7FFF));
+ dst.y = RoundShort4(vw);
+ }
+ else
+ {
+ dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
+ if(state.interpolant[2 + coordinate].component & 0x04)
+ {
+ sw *= Float4(0x1000);
+ sw = Max(sw, Float4(-0x8000));
+ sw = Min(sw, Float4(0x7FFF));
+ dst.z = RoundShort4(sw);
+ }
+ else
+ {
+ dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+ }
+
+ void PixelPipeline::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
+ {
+ TEXM3X3PAD(r, u, v, s, src, 0, false);
+
+ Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
+
+ dst.x = t0;
+ dst.y = t0;
+ dst.z = t0;
+ dst.w = t0;
+ }
+
+ void PixelPipeline::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, 0, false);
+
+ r.v_ = Float4(0.0f);
+ r.w_ = Float4(0.0f);
+
+ sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ }
+
+ void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
+ {
+ Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
+ SignMask(CmpNLT(v, Float4(0.0f))) &
+ SignMask(CmpNLT(s, Float4(0.0f)));
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+ }
+
+ void PixelPipeline::TEXKILL(Int cMask[4], Vector4s &src)
+ {
+ Short4 test = src.x | src.y | src.z;
+ Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+ }
+
+ void PixelPipeline::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
+ {
+ sampleTexture(r, dst, sampler, u, v, s, s, project);
+ }
+
+ void PixelPipeline::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
+ {
+ Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
+ Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
+ Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
+
+ sampleTexture(r, dst, sampler, u, v, s, s, project);
+ }
+
+ void PixelPipeline::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ {
+ Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
+ Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
+
+ Float4 du2 = du;
+ Float4 dv2 = dv;
+
+ du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du += dv2;
+ dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv += du2;
+
+ Float4 u_ = u + du;
+ Float4 v_ = v + dv;
+
+ sampleTexture(r, dst, stage, u_, v_, s, s);
+ }
+
+ void PixelPipeline::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
+ {
+ Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
+ Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
+
+ Float4 du2 = du;
+ Float4 dv2 = dv;
+
+ du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
+ dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
+ du += dv2;
+ dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
+ du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
+ dv += du2;
+
+ Float4 u_ = u + du;
+ Float4 v_ = v + dv;
+
+ sampleTexture(r, dst, stage, u_, v_, s, s);
+
+ Short4 L;
+
+ L = src.z;
+ L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
+ L = L << 4;
+ L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
+ L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
+ L = Min(L, Short4(0x1000));
+
+ dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
+ dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
+ dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
+ }
+
+ void PixelPipeline::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ {
+ Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
+ Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
+ Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+
+ sampleTexture(r, dst, stage, u, v, s, s);
+ }
+
+ void PixelPipeline::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ {
+ Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
+ Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+ Float4 s = v;
+
+ sampleTexture(r, dst, stage, u, v, s, s);
+ }
+
+ void PixelPipeline::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
+ {
+ Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
+ Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
+ Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+
+ sampleTexture(r, dst, stage, u, v, s, s);
+ }
+
+ void PixelPipeline::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
+ {
+ TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+
+ // z / w
+ r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+
+ r.oDepth = r.u_;
+ }
+
+ void PixelPipeline::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
+ }
+
+ void PixelPipeline::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+ {
+ TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+
+ r.w_ = Float4(0.0f);
+
+ sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ }
+
+ void PixelPipeline::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+
+ dst.x = RoundShort4(r.u_ * Float4(0x1000));
+ dst.y = RoundShort4(r.v_ * Float4(0x1000));
+ dst.z = RoundShort4(r.w_ * Float4(0x1000));
+ dst.w = Short4(0x1000);
+ }
+
+ void PixelPipeline::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
+ {
+ if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
+ {
+ r.U = Float4(src0.x);
+ r.V = Float4(src0.y);
+ r.W = Float4(src0.z);
+
+ previousScaling = signedScaling;
+ }
+
+ Float4 x = r.U * u + r.V * v + r.W * s;
+
+ x *= Float4(1.0f / 0x1000);
+
+ switch(component)
+ {
+ case 0: r.u_ = x; break;
+ case 1: r.v_ = x; break;
+ case 2: r.w_ = x; break;
+ default: ASSERT(false);
+ }
+ }
+
+ void PixelPipeline::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, 2, false);
+
+ Float4 E[3]; // Eye vector
+
+ E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
+ E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
+ E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
+
+ // Reflection
+ Float4 u__;
+ Float4 v__;
+ Float4 w__;
+
+ // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
+ u__ = r.u_ * E[0];
+ v__ = r.v_ * E[1];
+ w__ = r.w_ * E[2];
+ u__ += v__ + w__;
+ u__ += u__;
+ v__ = u__;
+ w__ = u__;
+ u__ *= r.u_;
+ v__ *= r.v_;
+ w__ *= r.w_;
+ r.u_ *= r.u_;
+ r.v_ *= r.v_;
+ r.w_ *= r.w_;
+ r.u_ += r.v_ + r.w_;
+ u__ -= E[0] * r.u_;
+ v__ -= E[1] * r.u_;
+ w__ -= E[2] * r.u_;
+
+ sampleTexture(r, dst, stage, u__, v__, w__, w__);
+ }
+
+ void PixelPipeline::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+
+ sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ }
+
+ void PixelPipeline::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+ {
+ TEXM3X3PAD(r, u, v, s, src0, 2, false);
+
+ Float4 E[3]; // Eye vector
+
+ E[0] = r.vf[2 + stage - 2].w;
+ E[1] = r.vf[2 + stage - 1].w;
+ E[2] = r.vf[2 + stage - 0].w;
+
+ // Reflection
+ Float4 u__;
+ Float4 v__;
+ Float4 w__;
+
+ // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
+ u__ = r.u_ * E[0];
+ v__ = r.v_ * E[1];
+ w__ = r.w_ * E[2];
+ u__ += v__ + w__;
+ u__ += u__;
+ v__ = u__;
+ w__ = u__;
+ u__ *= r.u_;
+ v__ *= r.v_;
+ w__ *= r.w_;
+ r.u_ *= r.u_;
+ r.v_ *= r.v_;
+ r.w_ *= r.w_;
+ r.u_ += r.v_ + r.w_;
+ u__ -= E[0] * r.u_;
+ v__ -= E[1] * r.u_;
+ w__ -= E[2] * r.u_;
+
+ sampleTexture(r, dst, stage, u__, v__, w__, w__);
+ }
+
+ void PixelPipeline::TEXDEPTH(Registers &r)
+ {
+ r.u_ = Float4(r.rs[5].x);
+ r.v_ = Float4(r.rs[5].y);
+
+ // z / w
+ r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+
+ r.oDepth = r.u_;
+ }
+
+ void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
+ {
+ { Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0; };
+ {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0; };
+ {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0; };
+ {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0; };
+ }
+
+ void PixelPipeline::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
+ {
+ { Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0; };
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0; };
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0; };
+ {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0; };
+ }
+
+ void PixelPipeline::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
+ {
+ Short4 t0;
+ Short4 t1;
+
+ // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
+ t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t0 = AddSat(t0, t1);
+ t0 = AddSat(t0, src0.x);
+ dst.x = t0;
+
+ // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
+ t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
+ t0 = AddSat(t0, t1);
+ t0 = AddSat(t0, src0.y);
+ dst.y = t0;
+ }
+}
+
diff --git a/src/Shader/PixelPipeline.hpp b/src/Shader/PixelPipeline.hpp
new file mode 100644
index 0000000..2b49ad7
--- /dev/null
+++ b/src/Shader/PixelPipeline.hpp
@@ -0,0 +1,118 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2015 Google 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 Google 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_PixelPipeline_hpp
+#define sw_PixelPipeline_hpp
+
+#include "PixelRoutine.hpp"
+
+namespace sw
+{
+ class PixelPipeline : public PixelRoutine
+ {
+ public:
+ PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :
+ PixelRoutine(state, shader), perturbate(false), luminance(false), previousScaling(false) {}
+ virtual ~PixelPipeline() {}
+
+ protected:
+ virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
+ virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
+ virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
+ virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
+ virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelPipeline::Registers(shader); };
+
+ private:
+ struct Registers : public PixelRoutine::Registers
+ {
+ Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {}
+
+ Vector4s ¤t;
+ Vector4s &diffuse;
+ Vector4s &specular;
+
+ Vector4s rs[6];
+ Vector4s vs[2];
+ Vector4s ts[6];
+
+ // 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
+ };
+
+ void fixedFunction(Registers& r);
+ void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);
+ void fogBlend(Registers &r, Vector4s ¤t, Float4 &fog, Float4 &z, Float4 &rhw);
+ void specularPixel(Vector4s ¤t, Vector4s &specular);
+
+ void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
+ void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
+ void sampleTexture(Registers &r, Vector4s &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);
+
+ Short4 convertFixed12(RValue<Float4> cf);
+ void convertFixed12(Vector4s &cs, Vector4f &cf);
+ Float4 convertSigned12(Short4 &cs);
+ void convertSigned12(Vector4f &cf, Vector4s &cs);
+
+ void writeDestination(Registers &r, Vector4s &d, const Dst &dst);
+ Vector4s fetchRegisterS(Registers &r, const Src &src);
+
+ // Instructions
+ void MOV(Vector4s &dst, Vector4s &src0);
+ void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
+ void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
+ void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
+ void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
+ void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
+ void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
+ void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
+ void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
+ void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
+ void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
+ void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
+ void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
+ void TEXKILL(Int cMask[4], Vector4s &dst);
+ void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
+ void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
+ void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
+ void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
+ void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
+ void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
+ void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
+ void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
+ void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
+ void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
+ void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
+ void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
+ void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
+ void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
+ void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
+ void TEXDEPTH(Registers &r);
+ void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
+ void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
+ void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
+
+ bool perturbate;
+ bool luminance;
+ bool previousScaling;
+ };
+}
+
+#endif
diff --git a/src/Shader/PixelProgram.cpp b/src/Shader/PixelProgram.cpp
new file mode 100644
index 0000000..1dbab7a
--- /dev/null
+++ b/src/Shader/PixelProgram.cpp
@@ -0,0 +1,1559 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2015 Google 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 Google Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#include "PixelProgram.hpp"
+#include "Primitive.hpp"
+#include "Renderer.hpp"
+#include "SamplerCore.hpp"
+
+namespace sw
+{
+ extern bool postBlendSRGB;
+ extern bool booleanFaceRegister;
+ extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
+ extern bool fullPixelPositionRegister;
+
+ void PixelProgram::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ if(shader->getVersion() >= 0x0300)
+ {
+ if(shader->vPosDeclared)
+ {
+ if(!halfIntegerCoordinates)
+ {
+ r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
+ r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
+ }
+ else
+ {
+ r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
+ r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
+ }
+
+ if(fullPixelPositionRegister)
+ {
+ r.vPos.z = z[0]; // FIXME: Centroid?
+ r.vPos.w = w; // FIXME: Centroid?
+ }
+ }
+
+ if(shader->vFaceDeclared)
+ {
+ Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive, area));
+ Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
+
+ r.vFace.x = face;
+ r.vFace.y = face;
+ r.vFace.z = face;
+ r.vFace.w = face;
+ }
+ }
+ }
+
+ void PixelProgram::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ r.enableIndex = 0;
+ r.stackIndex = 0;
+
+ if(shader->containsLeaveInstruction())
+ {
+ r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ bool out[4][4] = { false };
+
+ // Create all call site return blocks up front
+ for(size_t i = 0; i < shader->getLength(); i++)
+ {
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
+
+ if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
+ {
+ const Dst &dst = instruction->dst;
+
+ ASSERT(callRetBlock[dst.label].size() == dst.callSite);
+ callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
+ }
+ }
+
+ for(size_t i = 0; i < shader->getLength(); i++)
+ {
+ const Shader::Instruction *instruction = shader->getInstruction(i);
+ Shader::Opcode opcode = instruction->opcode;
+
+ if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
+ {
+ continue;
+ }
+
+ const Dst &dst = instruction->dst;
+ const Src &src0 = instruction->src[0];
+ const Src &src1 = instruction->src[1];
+ const Src &src2 = instruction->src[2];
+ const Src &src3 = instruction->src[3];
+
+ bool predicate = instruction->predicate;
+ Control control = instruction->control;
+ bool pp = dst.partialPrecision;
+ bool project = instruction->project;
+ bool bias = instruction->bias;
+
+ Vector4f d;
+ Vector4f s0;
+ Vector4f s1;
+ Vector4f s2;
+ Vector4f s3;
+
+ if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
+ {
+ if(dst.type == Shader::PARAMETER_TEXTURE)
+ {
+ d.x = r.vf[2 + dst.index].x;
+ d.y = r.vf[2 + dst.index].y;
+ d.z = r.vf[2 + dst.index].z;
+ d.w = r.vf[2 + dst.index].w;
+ }
+ else
+ {
+ d = r.rf[dst.index];
+ }
+ }
+
+ 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);
+
+ switch(opcode)
+ {
+ case Shader::OPCODE_PS_2_0: break;
+ case Shader::OPCODE_PS_2_x: break;
+ case Shader::OPCODE_PS_3_0: break;
+ case Shader::OPCODE_DEF: break;
+ case Shader::OPCODE_DCL: break;
+ case Shader::OPCODE_NOP: break;
+ case Shader::OPCODE_MOV: mov(d, s0); break;
+ case Shader::OPCODE_F2B: f2b(d, s0); break;
+ case Shader::OPCODE_B2F: b2f(d, s0); break;
+ case Shader::OPCODE_ADD: add(d, s0, s1); break;
+ case Shader::OPCODE_SUB: sub(d, s0, s1); break;
+ case Shader::OPCODE_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
+ case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
+ case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
+ case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
+ case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
+ case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
+ case Shader::OPCODE_ICMP: icmp(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_FRC: frc(d, s0); break;
+ case Shader::OPCODE_TRUNC: trunc(d, s0); break;
+ case Shader::OPCODE_FLOOR: floor(d, s0); break;
+ case Shader::OPCODE_ROUND: round(d, s0); break;
+ case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
+ case Shader::OPCODE_CEIL: ceil(d, s0); break;
+ case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
+ case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
+ case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
+ case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
+ case Shader::OPCODE_EXP: exp(d, s0, pp); break;
+ case Shader::OPCODE_LOG: log(d, s0, pp); break;
+ case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
+ case Shader::OPCODE_DIV: div(d, s0, s1); break;
+ case Shader::OPCODE_MOD: mod(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_MIN: min(d, s0, s1); break;
+ case Shader::OPCODE_MAX: max(d, s0, s1); 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_POWX: powx(d, s0, s1, pp); break;
+ case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
+ case Shader::OPCODE_SGN: sgn(d, s0); 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_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_ABS: abs(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, pp); break;
+ case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
+ case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
+ case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
+ case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); 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_M4X4: M4X4(r, d, s0, src1); break;
+ case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
+ case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
+ case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
+ case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
+ case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
+ case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
+ case Shader::OPCODE_DFDX: DFDX(d, s0); break;
+ case Shader::OPCODE_DFDY: DFDY(d, s0); break;
+ case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); 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_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.x, s0.x, s1.x); break;
+ case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
+ case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
+ case Shader::OPCODE_END: break;
+ default:
+ ASSERT(false);
+ }
+
+ if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
+ {
+ if(dst.integer)
+ {
+ switch(opcode)
+ {
+ case Shader::OPCODE_DIV:
+ if(dst.x) d.x = Trunc(d.x);
+ if(dst.y) d.y = Trunc(d.y);
+ if(dst.z) d.z = Trunc(d.z);
+ if(dst.w) d.w = Trunc(d.w);
+ break;
+ default:
+ break; // No truncation to integer required when arguments are integer
+ }
+ }
+
+ if(dst.saturate)
+ {
+ if(dst.x) d.x = Max(d.x, Float4(0.0f));
+ if(dst.y) d.y = Max(d.y, Float4(0.0f));
+ if(dst.z) d.z = Max(d.z, Float4(0.0f));
+ if(dst.w) d.w = Max(d.w, Float4(0.0f));
+
+ if(dst.x) d.x = Min(d.x, Float4(1.0f));
+ if(dst.y) d.y = Min(d.y, Float4(1.0f));
+ if(dst.z) d.z = Min(d.z, Float4(1.0f));
+ if(dst.w) d.w = Min(d.w, Float4(1.0f));
+ }
+
+ if(instruction->isPredicated())
+ {
+ Vector4f pDst; // FIXME: Rename
+
+ switch(dst.type)
+ {
+ case Shader::PARAMETER_TEMP:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) pDst.x = r.rf[dst.index].x;
+ if(dst.y) pDst.y = r.rf[dst.index].y;
+ if(dst.z) pDst.z = r.rf[dst.index].z;
+ if(dst.w) pDst.w = r.rf[dst.index].w;
+ }
+ else
+ {
+ Int a = relativeAddress(r, dst);
+
+ if(dst.x) pDst.x = r.rf[dst.index + a].x;
+ if(dst.y) pDst.y = r.rf[dst.index + a].y;
+ if(dst.z) pDst.z = r.rf[dst.index + a].z;
+ if(dst.w) pDst.w = r.rf[dst.index + a].w;
+ }
+ break;
+ case Shader::PARAMETER_COLOROUT:
+ ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
+ if(dst.x) pDst.x = r.oC[dst.index].x;
+ if(dst.y) pDst.y = r.oC[dst.index].y;
+ if(dst.z) pDst.z = r.oC[dst.index].z;
+ if(dst.w) pDst.w = r.oC[dst.index].w;
+ break;
+ case Shader::PARAMETER_PREDICATE:
+ if(dst.x) pDst.x = r.p0.x;
+ if(dst.y) pDst.y = r.p0.y;
+ if(dst.z) pDst.z = r.p0.z;
+ if(dst.w) pDst.w = r.p0.w;
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ pDst.x = r.oDepth;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ Int4 enable = enableMask(r, instruction);
+
+ Int4 xEnable = enable;
+ Int4 yEnable = enable;
+ Int4 zEnable = enable;
+ Int4 wEnable = enable;
+
+ if(predicate)
+ {
+ unsigned char pSwizzle = instruction->predicateSwizzle;
+
+ Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
+ Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
+ Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
+ Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
+
+ if(!instruction->predicateNot)
+ {
+ if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
+ if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
+ if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
+ if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
+ }
+ else
+ {
+ if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
+ if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
+ if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
+ if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
+ }
+ }
+
+ if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
+ if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
+ if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
+ if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
+
+ if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
+ if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
+ if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
+ if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
+ }
+
+ switch(dst.type)
+ {
+ case Shader::PARAMETER_TEMP:
+ if(dst.rel.type == Shader::PARAMETER_VOID)
+ {
+ if(dst.x) r.rf[dst.index].x = d.x;
+ if(dst.y) r.rf[dst.index].y = d.y;
+ if(dst.z) r.rf[dst.index].z = d.z;
+ if(dst.w) r.rf[dst.index].w = d.w;
+ }
+ else
+ {
+ Int a = relativeAddress(r, dst);
+
+ if(dst.x) r.rf[dst.index + a].x = d.x;
+ if(dst.y) r.rf[dst.index + a].y = d.y;
+ if(dst.z) r.rf[dst.index + a].z = d.z;
+ if(dst.w) r.rf[dst.index + a].w = d.w;
+ }
+ break;
+ case Shader::PARAMETER_COLOROUT:
+ ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
+ if(dst.x) { r.oC[dst.index].x = d.x; out[dst.index][0] = true; }
+ if(dst.y) { r.oC[dst.index].y = d.y; out[dst.index][1] = true; }
+ if(dst.z) { r.oC[dst.index].z = d.z; out[dst.index][2] = true; }
+ if(dst.w) { r.oC[dst.index].w = d.w; out[dst.index][3] = true; }
+ break;
+ case Shader::PARAMETER_PREDICATE:
+ if(dst.x) r.p0.x = d.x;
+ if(dst.y) r.p0.y = d.y;
+ if(dst.z) r.p0.z = d.z;
+ if(dst.w) r.p0.w = d.w;
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ r.oDepth = d.x;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ if(currentLabel != -1)
+ {
+ Nucleus::setInsertBlock(returnBlock);
+ }
+
+ for(int i = 0; i < 4; i++)
+ {
+ if(state.targetFormat[i] != FORMAT_NULL)
+ {
+ if(!out[i][0]) r.oC[i].x = Float4(0.0f);
+ if(!out[i][1]) r.oC[i].y = Float4(0.0f);
+ if(!out[i][2]) r.oC[i].z = Float4(0.0f);
+ if(!out[i][3]) r.oC[i].w = Float4(0.0f);
+ }
+ }
+ }
+
+ Bool PixelProgram::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ clampColor(r.oC);
+
+ if(!state.alphaTestActive())
+ {
+ return true;
+ }
+
+ Int aMask;
+
+ if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
+ {
+ Short4 alpha = RoundShort4(r.oC[0].w * Float4(0x1000));
+
+ PixelRoutine::alphaTest(r, aMask, alpha);
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= aMask;
+ }
+ }
+ else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
+ {
+ alphaToCoverage(r, cMask, r.oC[0].w);
+ }
+ else ASSERT(false);
+
+ Int pass = cMask[0];
+
+ for(unsigned int q = 1; q < state.multiSample; q++)
+ {
+ pass = pass | cMask[q];
+ }
+
+ return pass != 0x0;
+ }
+
+ void PixelProgram::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
+ for(int index = 0; index < 4; index++)
+ {
+ if(!state.colorWriteActive(index))
+ {
+ continue;
+ }
+
+ if(!postBlendSRGB && state.writeSRGB)
+ {
+ r.oC[index].x = linearToSRGB(r.oC[index].x);
+ r.oC[index].y = linearToSRGB(r.oC[index].y);
+ r.oC[index].z = linearToSRGB(r.oC[index].z);
+ }
+
+ if(index == 0)
+ {
+ fogBlend(r, r.oC[index], fog, r.z[0], r.rhw);
+ }
+
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_R5G6B5:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_A8:
+ case FORMAT_G16R16:
+ case FORMAT_A16B16G16R16:
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
+ Vector4s color;
+
+ color.x = convertFixed16(r.oC[index].x, false);
+ color.y = convertFixed16(r.oC[index].y, false);
+ color.z = convertFixed16(r.oC[index].z, false);
+ color.w = convertFixed16(r.oC[index].w, false);
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(r, index, buffer, color, x);
+ logicOperation(r, index, buffer, color, x);
+ writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ case FORMAT_R32F:
+ case FORMAT_G32R32F:
+ case FORMAT_A32B32G32R32F:
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
+ Vector4f color = r.oC[index];
+
+ if(state.multiSampleMask & (1 << q))
+ {
+ alphaBlend(r, index, buffer, color, x);
+ writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
+ }
+ }
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ void PixelProgram::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ {
+ if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
+ {
+ sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ }
+ else
+ {
+ Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
+
+ for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
+ {
+ if(shader->usesSampler(i))
+ {
+ If(index == i)
+ {
+ sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
+ // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
+ }
+ }
+ }
+ }
+ }
+
+ void PixelProgram::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
+ {
+#if PERF_PROFILE
+ Long texTime = Ticks();
+#endif
+
+ Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
+
+ if(!project)
+ {
+ sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
+ }
+ else
+ {
+ Float4 rq = reciprocal(q);
+
+ Float4 u_q = u * rq;
+ Float4 v_q = v * rq;
+ Float4 w_q = w * rq;
+
+ sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
+ }
+
+#if PERF_PROFILE
+ r.cycles[PERF_TEX] += Ticks() - texTime;
+#endif
+ }
+
+ void PixelProgram::clampColor(Vector4f oC[4])
+ {
+ for(int index = 0; index < 4; index++)
+ {
+ if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
+ {
+ continue;
+ }
+
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_NULL:
+ break;
+ case FORMAT_R5G6B5:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8:
+ case FORMAT_G16R16:
+ case FORMAT_A16B16G16R16:
+ oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
+ oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
+ oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
+ oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
+ break;
+ case FORMAT_R32F:
+ case FORMAT_G32R32F:
+ case FORMAT_A32B32G32R32F:
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ }
+
+ Int4 PixelProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+ {
+ Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
+
+ if(!whileTest)
+ {
+ if(shader->containsBreakInstruction() && instruction->analysisBreak)
+ {
+ enable &= r.enableBreak;
+ }
+
+ if(shader->containsContinueInstruction() && instruction->analysisContinue)
+ {
+ enable &= r.enableContinue;
+ }
+
+ if(shader->containsLeaveInstruction() && instruction->analysisLeave)
+ {
+ enable &= r.enableLeave;
+ }
+ }
+
+ return enable;
+ }
+
+ Vector4f PixelProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
+ {
+ Vector4f reg;
+ int i = src.index + offset;
+
+ switch(src.type)
+ {
+ case Shader::PARAMETER_TEMP:
+ if(src.rel.type == Shader::PARAMETER_VOID)
+ {
+ reg = r.rf[i];
+ }
+ else
+ {
+ Int a = relativeAddress(r, src);
+
+ reg = r.rf[i + a];
+ }
+ break;
+ case Shader::PARAMETER_INPUT:
+ {
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ {
+ reg = r.vf[i];
+ }
+ else if(src.rel.type == Shader::PARAMETER_LOOP)
+ {
+ Int aL = r.aL[r.loopDepth];
+
+ reg = r.vf[i + aL];
+ }
+ else
+ {
+ Int a = relativeAddress(r, src);
+
+ reg = r.vf[i + a];
+ }
+ }
+ break;
+ case Shader::PARAMETER_CONST:
+ reg = readConstant(r, src, offset);
+ break;
+ case Shader::PARAMETER_TEXTURE:
+ reg = r.vf[2 + i];
+ break;
+ case Shader::PARAMETER_MISCTYPE:
+ if(src.index == 0) reg = r.vPos;
+ if(src.index == 1) reg = r.vFace;
+ break;
+ case Shader::PARAMETER_SAMPLER:
+ if(src.rel.type == Shader::PARAMETER_VOID)
+ {
+ reg.x = As<Float4>(Int4(i));
+ }
+ else if(src.rel.type == Shader::PARAMETER_TEMP)
+ {
+ reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
+ }
+ return reg;
+ case Shader::PARAMETER_PREDICATE: return reg; // Dummy
+ case Shader::PARAMETER_VOID: return reg; // Dummy
+ case Shader::PARAMETER_FLOAT4LITERAL:
+ reg.x = Float4(src.value[0]);
+ reg.y = Float4(src.value[1]);
+ reg.z = Float4(src.value[2]);
+ reg.w = Float4(src.value[3]);
+ break;
+ case Shader::PARAMETER_CONSTINT: return reg; // Dummy
+ case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
+ case Shader::PARAMETER_LOOP: return reg; // Dummy
+ case Shader::PARAMETER_COLOROUT:
+ reg = r.oC[i];
+ break;
+ case Shader::PARAMETER_DEPTHOUT:
+ reg.x = r.oDepth;
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
+ const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
+ const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
+ const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+
+ Vector4f mod;
+
+ switch(src.modifier)
+ {
+ case Shader::MODIFIER_NONE:
+ mod.x = x;
+ mod.y = y;
+ mod.z = z;
+ mod.w = w;
+ break;
+ case Shader::MODIFIER_NEGATE:
+ mod.x = -x;
+ mod.y = -y;
+ mod.z = -z;
+ mod.w = -w;
+ break;
+ case Shader::MODIFIER_ABS:
+ mod.x = Abs(x);
+ mod.y = Abs(y);
+ mod.z = Abs(z);
+ mod.w = Abs(w);
+ break;
+ case Shader::MODIFIER_ABS_NEGATE:
+ mod.x = -Abs(x);
+ mod.y = -Abs(y);
+ mod.z = -Abs(z);
+ mod.w = -Abs(w);
+ break;
+ case Shader::MODIFIER_NOT:
+ mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
+ mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
+ mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
+ mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ return mod;
+ }
+
+ Vector4f PixelProgram::readConstant(Registers &r, const Src &src, int offset)
+ {
+ Vector4f c;
+
+ int i = src.index + offset;
+
+ if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ {
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]));
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+
+ if(shader->containsDefineInstruction()) // Constant may be known at compile time
+ {
+ for(size_t j = 0; j < shader->getLength(); j++)
+ {
+ const Shader::Instruction &instruction = *shader->getInstruction(j);
+
+ if(instruction.opcode == Shader::OPCODE_DEF)
+ {
+ if(instruction.dst.index == i)
+ {
+ c.x = Float4(instruction.src[0].value[0]);
+ c.y = Float4(instruction.src[0].value[1]);
+ c.z = Float4(instruction.src[0].value[2]);
+ c.w = Float4(instruction.src[0].value[3]);
+
+ break;
+ }
+ }
+ }
+ }
+ }
+ else if(src.rel.type == Shader::PARAMETER_LOOP)
+ {
+ Int loopCounter = r.aL[r.loopDepth];
+
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+ }
+ else
+ {
+ Int a = relativeAddress(r, src);
+
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + a * 16);
+
+ c.x = c.x.xxxx;
+ c.y = c.y.yyyy;
+ c.z = c.z.zzzz;
+ c.w = c.w.wwww;
+ }
+
+ return c;
+ }
+
+ Int PixelProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+ {
+ ASSERT(var.rel.deterministic);
+
+ if(var.rel.type == Shader::PARAMETER_TEMP)
+ {
+ return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_INPUT)
+ {
+ return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_OUTPUT)
+ {
+ return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_CONST)
+ {
+ RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[var.rel.index]));
+
+ return RoundInt(Extract(c, 0)) * var.rel.scale;
+ }
+ else ASSERT(false);
+
+ return 0;
+ }
+
+ Float4 PixelProgram::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
+ {
+ Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
+ Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
+
+ return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
+ }
+
+ void PixelProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegisterF(r, src1, 0);
+ Vector4f row1 = fetchRegisterF(r, src1, 1);
+
+ dst.x = dot3(src0, row0);
+ dst.y = dot3(src0, row1);
+ }
+
+ void PixelProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegisterF(r, src1, 0);
+ Vector4f row1 = fetchRegisterF(r, src1, 1);
+ Vector4f row2 = fetchRegisterF(r, src1, 2);
+
+ dst.x = dot3(src0, row0);
+ dst.y = dot3(src0, row1);
+ dst.z = dot3(src0, row2);
+ }
+
+ void PixelProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegisterF(r, src1, 0);
+ Vector4f row1 = fetchRegisterF(r, src1, 1);
+ Vector4f row2 = fetchRegisterF(r, src1, 2);
+ Vector4f row3 = fetchRegisterF(r, src1, 3);
+
+ dst.x = dot3(src0, row0);
+ dst.y = dot3(src0, row1);
+ dst.z = dot3(src0, row2);
+ dst.w = dot3(src0, row3);
+ }
+
+ void PixelProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegisterF(r, src1, 0);
+ Vector4f row1 = fetchRegisterF(r, src1, 1);
+ Vector4f row2 = fetchRegisterF(r, src1, 2);
+
+ dst.x = dot4(src0, row0);
+ dst.y = dot4(src0, row1);
+ dst.z = dot4(src0, row2);
+ }
+
+ void PixelProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ Vector4f row0 = fetchRegisterF(r, src1, 0);
+ Vector4f row1 = fetchRegisterF(r, src1, 1);
+ Vector4f row2 = fetchRegisterF(r, src1, 2);
+ Vector4f row3 = fetchRegisterF(r, src1, 3);
+
+ dst.x = dot4(src0, row0);
+ dst.y = dot4(src0, row1);
+ dst.z = dot4(src0, row2);
+ dst.w = dot4(src0, row3);
+ }
+
+ void PixelProgram::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+ {
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
+
+ dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+ dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+ dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+ dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ }
+
+ void PixelProgram::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
+ {
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
+
+ dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+ dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+ dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+ dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ }
+
+ void PixelProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
+ {
+ Vector4f tmp;
+ sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
+
+ dst.x = tmp[(src1.swizzle >> 0) & 0x3];
+ dst.y = tmp[(src1.swizzle >> 2) & 0x3];
+ dst.z = tmp[(src1.swizzle >> 4) & 0x3];
+ dst.w = tmp[(src1.swizzle >> 6) & 0x3];
+ }
+
+ void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
+ {
+ Int kill = -1;
+
+ if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
+ if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
+ if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
+ if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
+
+ // FIXME: Dynamic branching affects TEXKILL?
+ // if(shader->containsDynamicBranching())
+ // {
+ // kill = ~SignMask(enableMask(r));
+ // }
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+
+ // FIXME: Branch to end of shader if all killed?
+ }
+
+ void PixelProgram::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
+ {
+ Int kill = 0;
+
+ if(shader->containsDynamicBranching())
+ {
+ kill = ~SignMask(enableMask(r, instruction));
+ }
+
+ for(unsigned int q = 0; q < state.multiSample; q++)
+ {
+ cMask[q] &= kill;
+ }
+
+ // FIXME: Branch to end of shader if all killed?
+ }
+
+ void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
+ {
+ dst.x = src.x.yyww - src.x.xxzz;
+ dst.y = src.y.yyww - src.y.xxzz;
+ dst.z = src.z.yyww - src.z.xxzz;
+ dst.w = src.w.yyww - src.w.xxzz;
+ }
+
+ void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
+ {
+ dst.x = src.x.zwzw - src.x.xyxy;
+ dst.y = src.y.zwzw - src.y.xyxy;
+ dst.z = src.z.zwzw - src.z.xyxy;
+ dst.w = src.w.zwzw - src.w.xyxy;
+ }
+
+ void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
+ {
+ // abs(dFdx(src)) + abs(dFdy(src));
+ dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
+ dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
+ dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
+ dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
+ }
+
+ void PixelProgram::BREAK(Registers &r)
+ {
+ llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+ if(breakDepth == 0)
+ {
+ r.enableIndex = r.enableIndex - breakDepth;
+ Nucleus::createBr(endBlock);
+ }
+ else
+ {
+ r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
+ Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+ r.enableIndex = r.enableIndex - breakDepth;
+ branch(allBreak, endBlock, deadBlock);
+ }
+
+ Nucleus::setInsertBlock(deadBlock);
+ r.enableIndex = r.enableIndex + breakDepth;
+ }
+
+ void PixelProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ {
+ Int4 condition;
+
+ switch(control)
+ {
+ case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+ case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+ case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
+ case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
+ default:
+ ASSERT(false);
+ }
+
+ BREAK(r, condition);
+ }
+
+ void PixelProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
+ {
+ Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = ~condition;
+ }
+
+ BREAK(r, condition);
+ }
+
+ void PixelProgram::BREAK(Registers &r, Int4 &condition)
+ {
+ condition &= r.enableStack[r.enableIndex];
+
+ llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+
+ r.enableBreak = r.enableBreak & ~condition;
+ Bool allBreak = SignMask(r.enableBreak) == 0x0;
+
+ r.enableIndex = r.enableIndex - breakDepth;
+ branch(allBreak, endBlock, continueBlock);
+
+ Nucleus::setInsertBlock(continueBlock);
+ r.enableIndex = r.enableIndex + breakDepth;
+ }
+
+ void PixelProgram::CONTINUE(Registers &r)
+ {
+ r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+ }
+
+ void PixelProgram::TEST()
+ {
+ whileTest = true;
+ }
+
+ void PixelProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+ {
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
+
+ Int4 restoreLeave = r.enableLeave;
+
+ Nucleus::createBr(labelBlock[labelIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ r.enableLeave = restoreLeave;
+ }
+
+ void PixelProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+ {
+ if(src.type == Shader::PARAMETER_CONSTBOOL)
+ {
+ CALLNZb(r, labelIndex, callSiteIndex, src);
+ }
+ else if(src.type == Shader::PARAMETER_PREDICATE)
+ {
+ CALLNZp(r, labelIndex, callSiteIndex, src);
+ }
+ else ASSERT(false);
+ }
+
+ void PixelProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+ {
+ Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
+
+ if(boolRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = !condition;
+ }
+
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
+
+ Int4 restoreLeave = r.enableLeave;
+
+ branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ r.enableLeave = restoreLeave;
+ }
+
+ void PixelProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+ {
+ Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = ~condition;
+ }
+
+ condition &= r.enableStack[r.enableIndex];
+
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ if(callRetBlock[labelIndex].size() > 1)
+ {
+ r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ }
+
+ r.enableIndex++;
+ r.enableStack[r.enableIndex] = condition;
+ Int4 restoreLeave = r.enableLeave;
+
+ Bool notAllFalse = SignMask(condition) != 0;
+ branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
+ Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+
+ r.enableIndex--;
+ r.enableLeave = restoreLeave;
+ }
+
+ void PixelProgram::ELSE(Registers &r)
+ {
+ ifDepth--;
+
+ llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+ llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ if(isConditionalIf[ifDepth])
+ {
+ Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+ Bool notAllFalse = SignMask(condition) != 0;
+
+ branch(notAllFalse, falseBlock, endBlock);
+
+ r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+ }
+ else
+ {
+ Nucleus::createBr(endBlock);
+ Nucleus::setInsertBlock(falseBlock);
+ }
+
+ ifFalseBlock[ifDepth] = endBlock;
+
+ ifDepth++;
+ }
+
+ void PixelProgram::ENDIF(Registers &r)
+ {
+ ifDepth--;
+
+ llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+
+ Nucleus::createBr(endBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ if(isConditionalIf[ifDepth])
+ {
+ breakDepth--;
+ r.enableIndex--;
+ }
+ }
+
+ void PixelProgram::ENDLOOP(Registers &r)
+ {
+ loopRepDepth--;
+
+ r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
+
+ llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ r.loopDepth--;
+ r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ void PixelProgram::ENDREP(Registers &r)
+ {
+ loopRepDepth--;
+
+ llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ r.loopDepth--;
+ r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ void PixelProgram::ENDWHILE(Registers &r)
+ {
+ loopRepDepth--;
+
+ llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(endBlock);
+
+ r.enableIndex--;
+ r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ whileTest = false;
+ }
+
+ void PixelProgram::IF(Registers &r, const Src &src)
+ {
+ if(src.type == Shader::PARAMETER_CONSTBOOL)
+ {
+ IFb(r, src);
+ }
+ else if(src.type == Shader::PARAMETER_PREDICATE)
+ {
+ IFp(r, src);
+ }
+ else
+ {
+ Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
+ IF(r, condition);
+ }
+ }
+
+ void PixelProgram::IFb(Registers &r, const Src &boolRegister)
+ {
+ ASSERT(ifDepth < 24 + 4);
+
+ Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
+
+ if(boolRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = !condition;
+ }
+
+ llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+ branch(condition, trueBlock, falseBlock);
+
+ isConditionalIf[ifDepth] = false;
+ ifFalseBlock[ifDepth] = falseBlock;
+
+ ifDepth++;
+ }
+
+ void PixelProgram::IFp(Registers &r, const Src &predicateRegister)
+ {
+ Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+
+ if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ {
+ condition = ~condition;
+ }
+
+ IF(r, condition);
+ }
+
+ void PixelProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ {
+ Int4 condition;
+
+ switch(control)
+ {
+ case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
+ case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
+ case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
+ case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
+ case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
+ default:
+ ASSERT(false);
+ }
+
+ IF(r, condition);
+ }
+
+ void PixelProgram::IF(Registers &r, Int4 &condition)
+ {
+ condition &= r.enableStack[r.enableIndex];
+
+ r.enableIndex++;
+ r.enableStack[r.enableIndex] = condition;
+
+ llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+
+ Bool notAllFalse = SignMask(condition) != 0;
+
+ branch(notAllFalse, trueBlock, falseBlock);
+
+ isConditionalIf[ifDepth] = true;
+ ifFalseBlock[ifDepth] = falseBlock;
+
+ ifDepth++;
+ breakDepth++;
+ }
+
+ void PixelProgram::LABEL(int labelIndex)
+ {
+ if(!labelBlock[labelIndex])
+ {
+ labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ }
+
+ Nucleus::setInsertBlock(labelBlock[labelIndex]);
+ currentLabel = labelIndex;
+ }
+
+ void PixelProgram::LOOP(Registers &r, const Src &integerRegister)
+ {
+ r.loopDepth++;
+
+ r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
+ r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
+ r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
+
+ // If(r.increment[r.loopDepth] == 0)
+ // {
+ // r.increment[r.loopDepth] = 1;
+ // }
+
+ llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ loopRepTestBlock[loopRepDepth] = testBlock;
+ loopRepEndBlock[loopRepDepth] = endBlock;
+
+ // FIXME: jump(testBlock)
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(testBlock);
+
+ branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+ Nucleus::setInsertBlock(loopBlock);
+
+ r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
+
+ loopRepDepth++;
+ breakDepth = 0;
+ }
+
+ void PixelProgram::REP(Registers &r, const Src &integerRegister)
+ {
+ r.loopDepth++;
+
+ r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
+ r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+
+ llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ loopRepTestBlock[loopRepDepth] = testBlock;
+ loopRepEndBlock[loopRepDepth] = endBlock;
+
+ // FIXME: jump(testBlock)
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(testBlock);
+
+ branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+ Nucleus::setInsertBlock(loopBlock);
+
+ r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
+
+ loopRepDepth++;
+ breakDepth = 0;
+ }
+
+ void PixelProgram::WHILE(Registers &r, const Src &temporaryRegister)
+ {
+ r.enableIndex++;
+
+ llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
+ llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ loopRepTestBlock[loopRepDepth] = testBlock;
+ loopRepEndBlock[loopRepDepth] = endBlock;
+
+ Int4 restoreBreak = r.enableBreak;
+ Int4 restoreContinue = r.enableContinue;
+
+ // FIXME: jump(testBlock)
+ Nucleus::createBr(testBlock);
+ Nucleus::setInsertBlock(testBlock);
+ r.enableContinue = restoreContinue;
+
+ const Vector4f &src = fetchRegisterF(r, temporaryRegister);
+ Int4 condition = As<Int4>(src.x);
+ condition &= r.enableStack[r.enableIndex - 1];
+ r.enableStack[r.enableIndex] = condition;
+
+ Bool notAllFalse = SignMask(condition) != 0;
+ branch(notAllFalse, loopBlock, endBlock);
+
+ Nucleus::setInsertBlock(endBlock);
+ r.enableBreak = restoreBreak;
+
+ Nucleus::setInsertBlock(loopBlock);
+
+ loopRepDepth++;
+ breakDepth = 0;
+ }
+
+ void PixelProgram::RET(Registers &r)
+ {
+ if(currentLabel == -1)
+ {
+ returnBlock = Nucleus::createBasicBlock();
+ Nucleus::createBr(returnBlock);
+ }
+ else
+ {
+ llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+
+ if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
+ {
+ // FIXME: Encapsulate
+ UInt index = r.callStack[--r.stackIndex];
+
+ llvm::Value *value = index.loadValue();
+ llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+
+ for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+ {
+ Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+ }
+ }
+ else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
+ {
+ Nucleus::createBr(callRetBlock[currentLabel][0]);
+ }
+ else // Function isn't called
+ {
+ Nucleus::createBr(unreachableBlock);
+ }
+
+ Nucleus::setInsertBlock(unreachableBlock);
+ Nucleus::createUnreachable();
+ }
+ }
+
+ void PixelProgram::LEAVE(Registers &r)
+ {
+ r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+
+ // FIXME: Return from function if all instances left
+ // FIXME: Use enableLeave in other control-flow constructs
+ }
+
+}
diff --git a/src/Shader/PixelProgram.hpp b/src/Shader/PixelProgram.hpp
new file mode 100644
index 0000000..276b11c
--- /dev/null
+++ b/src/Shader/PixelProgram.hpp
@@ -0,0 +1,152 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2015 Google 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 Google 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_PixelProgram_hpp
+#define sw_PixelProgram_hpp
+
+#include "PixelRoutine.hpp"
+
+namespace sw
+{
+ class PixelProgram : public PixelRoutine
+ {
+ public:
+ PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) :
+ PixelRoutine(state, shader), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)
+ {
+ for(int i = 0; i < 2048; ++i)
+ {
+ labelBlock[i] = 0;
+ }
+ }
+ virtual ~PixelProgram() {}
+ protected:
+ virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
+ virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
+ virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
+ virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
+ virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelProgram::Registers(shader); };
+
+ private:
+ struct Registers : public PixelRoutine::Registers
+ {
+ Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), 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);
+ }
+ }
+
+ // Shader variables
+ Vector4f vPos;
+ Vector4f vFace;
+
+ // DX9 specific variables
+ Vector4f p0;
+ Array<Int, 4> aL;
+ Array<Int, 4> increment;
+ Array<Int, 4> iteration;
+
+ Int loopDepth; // FIXME: Add support for switch
+ Int stackIndex; // FIXME: Inc/decrement callStack
+ Array<UInt, 16> callStack;
+
+ // Per pixel based on conditions reached
+ Int enableIndex;
+ Array<Int4, 1 + 24> enableStack;
+ Int4 enableBreak;
+ Int4 enableContinue;
+ Int4 enableLeave;
+ };
+
+ 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]);
+
+ Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
+
+ Vector4f fetchRegisterF(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);
+
+ Float4 linearToSRGB(const Float4 &x);
+
+ // Instructions
+ typedef Shader::Control Control;
+
+ 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);
+
+ 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
diff --git a/src/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
index ac27a4b..b53c031 100644
--- a/src/Shader/PixelRoutine.cpp
+++ b/src/Shader/PixelRoutine.cpp
@@ -25,28 +25,29 @@
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
- extern bool booleanFaceRegister;
- extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
- extern bool fullPixelPositionRegister;
+ extern bool forceClearRegisters;
- PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
+ PixelRoutine::Registers::Registers(const PixelShader *shader) :
+ QuadRasterizer::Registers(),
+ rf(shader && shader->dynamicallyIndexedTemporaries),
+ vf(shader && shader->dynamicallyIndexedInput)
{
- perturbate = false;
- luminance = false;
- previousScaling = false;
-
- ifDepth = 0;
- loopRepDepth = 0;
- breakDepth = 0;
- currentLabel = -1;
- whileTest = false;
-
- for(int i = 0; i < 2048; i++)
+ if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
{
- labelBlock[i] = 0;
+ 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);
+ }
}
}
+ PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader)
+ {
+ }
+
PixelRoutine::~PixelRoutine()
{
for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
@@ -55,8 +56,10 @@
}
}
- void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
+ void PixelRoutine::quad(QuadRasterizer::Registers &rBase, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
{
+ Registers& r = *static_cast<Registers*>(&rBase);
+
#if PERF_PROFILE
Long pipeTime = Ticks();
#endif
@@ -67,7 +70,6 @@
}
const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
- const bool integerPipeline = shaderVersion() <= 0x0104;
Int zMask[4]; // Depth mask
Int sMask[4]; // Stencil mask
@@ -167,11 +169,11 @@
{
if(!state.interpolant[interpolant].centroid)
{
- r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+ r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
else
{
- r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+ r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
}
}
@@ -205,51 +207,7 @@
f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
}
- if(integerPipeline)
- {
- if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
- if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
- if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
- if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
-
- if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
- else if(shaderVersion() >= 0x0300)
- {
- if(shader->vPosDeclared)
- {
- if(!halfIntegerCoordinates)
- {
- r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
- r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
- }
- else
- {
- r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
- r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
- }
-
- if(fullPixelPositionRegister)
- {
- r.vPos.z = z[0]; // FIXME: Centroid?
- r.vPos.w = w; // FIXME: Centroid?
- }
- }
-
- if(shader->vFaceDeclared)
- {
- Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
- Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
-
- r.vFace.x = face;
- r.vFace.y = face;
- r.vFace.z = face;
- r.vFace.w = face;
- }
- }
+ setBuiltins(r, x, y, z, w);
#if PERF_PROFILE
r.cycles[PERF_INTERP] += Ticks() - interpTime;
@@ -263,63 +221,13 @@
Long shaderTime = Ticks();
#endif
- if(shader)
- {
- // shader->print("PixelShader-%0.8X.txt", state.shaderID);
-
- if(shader->getVersion() <= 0x0104)
- {
- ps_1_x(r, cMask);
- }
- else
- {
- ps_2_x(r, cMask);
- }
- }
- else
- {
- r.current = r.diffuse;
- Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
-
- for(int stage = 0; stage < 8; stage++)
- {
- if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
- {
- break;
- }
-
- Vector4s texture;
-
- if(state.textureStage[stage].usesTexture)
- {
- sampleTexture(r, texture, stage, stage);
- }
-
- blendTexture(r, temp, texture, stage);
- }
-
- specularPixel(r.current, r.specular);
- }
+ applyShader(r, cMask);
#if PERF_PROFILE
r.cycles[PERF_SHADER] += Ticks() - shaderTime;
#endif
- if(integerPipeline)
- {
- r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-
- alphaPass = alphaTest(r, cMask, r.current);
- }
- else
- {
- clampColor(r.oC);
-
- alphaPass = alphaTest(r, cMask, r.oC[0]);
- }
+ alphaPass = alphaTest(r, cMask);
if((shader && shader->containsKill()) || state.alphaTestActive())
{
@@ -366,14 +274,7 @@
AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
#endif
- if(integerPipeline)
- {
- rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
- }
- else
- {
- rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
- }
+ rasterOperation(r, f, cBuffer, x, sMask, zMask, cMask);
}
}
@@ -396,23 +297,6 @@
#endif
}
- Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
- {
- Float4 interpolant = D;
-
- if(!flat)
- {
- interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
-
- if(perspective)
- {
- interpolant *= rhw;
- }
- }
-
- return interpolant;
- }
-
Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
@@ -656,912 +540,6 @@
return zMask != 0;
}
- void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
- {
- Vector4s *arg1;
- Vector4s *arg2;
- Vector4s *arg3;
- Vector4s res;
-
- Vector4s constant;
- Vector4s tfactor;
-
- const TextureStage::State &textureStage = state.textureStage[stage];
-
- if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
- textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
- textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
- {
- constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
- constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
- constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
- constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
- }
-
- if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
- textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
- textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
- {
- tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
- tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
- tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
- tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
- }
-
- // Premodulate
- if(stage > 0 && textureStage.usesTexture)
- {
- if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
- {
- r.current.x = MulHigh(r.current.x, texture.x) << 4;
- r.current.y = MulHigh(r.current.y, texture.y) << 4;
- r.current.z = MulHigh(r.current.z, texture.z) << 4;
- }
-
- if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
- {
- r.current.w = MulHigh(r.current.w, texture.w) << 4;
- }
- }
-
- if(luminance)
- {
- texture.x = MulHigh(texture.x, r.L) << 4;
- texture.y = MulHigh(texture.y, r.L) << 4;
- texture.z = MulHigh(texture.z, r.L) << 4;
-
- luminance = false;
- }
-
- switch(textureStage.firstArgument)
- {
- case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.secondArgument)
- {
- case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.thirdArgument)
- {
- case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- Vector4s mod1;
- Vector4s mod2;
- Vector4s mod3;
-
- switch(textureStage.firstModifier)
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod1.x = SubSat(Short4(0x1000), arg1->x);
- mod1.y = SubSat(Short4(0x1000), arg1->y);
- mod1.z = SubSat(Short4(0x1000), arg1->z);
- mod1.w = SubSat(Short4(0x1000), arg1->w);
-
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- mod1.x = arg1->w;
- mod1.y = arg1->w;
- mod1.z = arg1->w;
- mod1.w = arg1->w;
-
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod1.x = SubSat(Short4(0x1000), arg1->w);
- mod1.y = SubSat(Short4(0x1000), arg1->w);
- mod1.z = SubSat(Short4(0x1000), arg1->w);
- mod1.w = SubSat(Short4(0x1000), arg1->w);
-
- arg1 = &mod1;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.secondModifier)
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod2.x = SubSat(Short4(0x1000), arg2->x);
- mod2.y = SubSat(Short4(0x1000), arg2->y);
- mod2.z = SubSat(Short4(0x1000), arg2->z);
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- mod2.x = arg2->w;
- mod2.y = arg2->w;
- mod2.z = arg2->w;
- mod2.w = arg2->w;
-
- arg2 = &mod2;
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod2.x = SubSat(Short4(0x1000), arg2->w);
- mod2.y = SubSat(Short4(0x1000), arg2->w);
- mod2.z = SubSat(Short4(0x1000), arg2->w);
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.thirdModifier)
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod3.x = SubSat(Short4(0x1000), arg3->x);
- mod3.y = SubSat(Short4(0x1000), arg3->y);
- mod3.z = SubSat(Short4(0x1000), arg3->z);
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- mod3.x = arg3->w;
- mod3.y = arg3->w;
- mod3.z = arg3->w;
- mod3.w = arg3->w;
-
- arg3 = &mod3;
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod3.x = SubSat(Short4(0x1000), arg3->w);
- mod3.y = SubSat(Short4(0x1000), arg3->w);
- mod3.z = SubSat(Short4(0x1000), arg3->w);
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.stageOperation)
- {
- case TextureStage::STAGE_DISABLE:
- break;
- case TextureStage::STAGE_SELECTARG1: // Arg1
- {
- res.x = arg1->x;
- res.y = arg1->y;
- res.z = arg1->z;
- }
- break;
- case TextureStage::STAGE_SELECTARG2: // Arg2
- {
- res.x = arg2->x;
- res.y = arg2->y;
- res.z = arg2->z;
- }
- break;
- case TextureStage::STAGE_SELECTARG3: // Arg3
- {
- res.x = arg3->x;
- res.y = arg3->y;
- res.z = arg3->z;
- }
- break;
- case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
- {
- res.x = MulHigh(arg1->x, arg2->x) << 4;
- res.y = MulHigh(arg1->y, arg2->y) << 4;
- res.z = MulHigh(arg1->z, arg2->z) << 4;
- }
- break;
- case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
- {
- res.x = MulHigh(arg1->x, arg2->x) << 5;
- res.y = MulHigh(arg1->y, arg2->y) << 5;
- res.z = MulHigh(arg1->z, arg2->z) << 5;
- }
- break;
- case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
- {
- res.x = MulHigh(arg1->x, arg2->x) << 6;
- res.y = MulHigh(arg1->y, arg2->y) << 6;
- res.z = MulHigh(arg1->z, arg2->z) << 6;
- }
- break;
- case TextureStage::STAGE_ADD: // Arg1 + Arg2
- {
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
- }
- break;
- case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
- {
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
-
- res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- }
- break;
- case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
- {
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
-
- res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
-
- res.x = AddSat(res.x, res.x);
- res.y = AddSat(res.y, res.y);
- res.z = AddSat(res.z, res.z);
- }
- break;
- case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
- {
- res.x = SubSat(arg1->x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z);
- }
- break;
- case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
- {
- Short4 tmp;
-
- tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
- tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
- tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
- {
- res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
- res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
- res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
- }
- break;
- case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
- {
- Short4 tmp;
-
- res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
- res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
- res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
-
- res.x = res.x << 6;
- res.y = res.y << 6;
- res.z = res.z << 6;
-
- res.x = AddSat(res.x, res.y);
- res.x = AddSat(res.x, res.z);
-
- // Clamp to [0, 1]
- res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.x = Min(res.x, Short4(0x1000));
-
- res.y = res.x;
- res.z = res.x;
- res.w = res.x;
- }
- break;
- case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
- {
- res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
- res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
- res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
- }
- break;
- case TextureStage::STAGE_PREMODULATE:
- {
- res.x = arg1->x;
- res.y = arg1->y;
- res.z = arg1->z;
- }
- break;
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
- {
- res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
- res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
- res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
- }
- break;
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
- {
- res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
- res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
- res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
- }
- break;
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
- {
- Short4 tmp;
-
- res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
- res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
- res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
- {
- Short4 tmp;
-
- res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
- res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
- res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_BUMPENVMAP:
- {
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-
- Float4 du2;
- Float4 dv2;
-
- du2 = r.du;
- dv2 = r.dv;
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
-
- perturbate = true;
-
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
- }
- break;
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- {
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-
- Float4 du2;
- Float4 dv2;
-
- du2 = r.du;
- dv2 = r.dv;
-
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
-
- perturbate = true;
-
- r.L = texture.z;
- r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
- r.L = r.L << 4;
- r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
- r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.L = Min(r.L, Short4(0x1000));
-
- luminance = true;
-
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
- }
- break;
- default:
- ASSERT(false);
- }
-
- if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
- {
- switch(textureStage.firstArgumentAlpha)
- {
- case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.secondArgumentAlpha)
- {
- case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.thirdArgumentAlpha)
- {
- case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod1.w = SubSat(Short4(0x1000), arg1->w);
-
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod1.w = SubSat(Short4(0x1000), arg1->w);
-
- arg1 = &mod1;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.stageOperationAlpha)
- {
- case TextureStage::STAGE_DISABLE:
- break;
- case TextureStage::STAGE_SELECTARG1: // Arg1
- {
- res.w = arg1->w;
- }
- break;
- case TextureStage::STAGE_SELECTARG2: // Arg2
- {
- res.w = arg2->w;
- }
- break;
- case TextureStage::STAGE_SELECTARG3: // Arg3
- {
- res.w = arg3->w;
- }
- break;
- case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 4;
- }
- break;
- case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 5;
- }
- break;
- case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
- {
- res.w = MulHigh(arg1->w, arg2->w) << 6;
- }
- break;
- case TextureStage::STAGE_ADD: // Arg1 + Arg2
- {
- res.w = AddSat(arg1->w, arg2->w);
- }
- break;
- case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
- {
- res.w = AddSat(arg1->w, arg2->w);
- res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- }
- break;
- case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
- {
- res.w = AddSat(arg1->w, arg2->w);
- res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.w = AddSat(res.w, res.w);
- }
- break;
- case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
- {
- res.w = SubSat(arg1->w, arg2->w);
- }
- break;
- case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
- {
- Short4 tmp;
-
- tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
- }
- break;
- case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
- }
- break;
- case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_DOT3:
- break; // Already computed in color channel
- case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDFACTORALPHA:
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
- }
- break;
- case TextureStage::STAGE_PREMODULATE:
- {
- res.w = arg1->w;
- }
- break;
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Invalid alpha operations
- default:
- ASSERT(false);
- }
- }
-
- // Clamp result to [0, 1]
-
- switch(textureStage.stageOperation)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- if(state.textureStage[stage].cantUnderflow)
- {
- break; // Can't go below zero
- }
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.stageOperationAlpha)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- if(state.textureStage[stage].cantUnderflow)
- {
- break; // Can't go below zero
- }
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.stageOperation)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Can't go above one
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.x = Min(res.x, Short4(0x1000));
- res.y = Min(res.y, Short4(0x1000));
- res.z = Min(res.z, Short4(0x1000));
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.stageOperationAlpha)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Can't go above one
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.w = Min(res.w, Short4(0x1000));
- break;
- default:
- ASSERT(false);
- }
-
- switch(textureStage.destinationArgument)
- {
- case TextureStage::DESTINATION_CURRENT:
- r.current.x = res.x;
- r.current.y = res.y;
- r.current.z = res.z;
- r.current.w = res.w;
- break;
- case TextureStage::DESTINATION_TEMP:
- temp.x = res.x;
- temp.y = res.y;
- temp.z = res.z;
- temp.w = res.w;
- break;
- default:
- ASSERT(false);
- }
- }
-
void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
{
Short4 cmp;
@@ -1624,103 +602,6 @@
cMask[3] &= aMask3;
}
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s ¤t)
- {
- if(!state.alphaTestActive())
- {
- return true;
- }
-
- Int aMask;
-
- if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
- {
- alphaTest(r, aMask, current.w);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= aMask;
- }
- }
- else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
- {
- Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
-
- alphaToCoverage(r, cMask, alpha);
- }
- else ASSERT(false);
-
- Int pass = cMask[0];
-
- for(unsigned int q = 1; q < state.multiSample; q++)
- {
- pass = pass | cMask[q];
- }
-
- return pass != 0x0;
- }
-
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
- {
- if(!state.alphaTestActive())
- {
- return true;
- }
-
- Int aMask;
-
- if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
- {
- Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
-
- alphaTest(r, aMask, alpha);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= aMask;
- }
- }
- else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
- {
- alphaToCoverage(r, cMask, c0.w);
- }
- else ASSERT(false);
-
- Int pass = cMask[0];
-
- for(unsigned int q = 1; q < state.multiSample; q++)
- {
- pass = pass | cMask[q];
- }
-
- return pass != 0x0;
- }
-
- void PixelRoutine::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
- {
- if(!state.fogActive)
- {
- return;
- }
-
- if(state.pixelFogMode != FOG_NONE)
- {
- pixelFog(r, f, z, rhw);
- }
-
- UShort4 fog = convertFixed16(f, true);
-
- current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
- current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
- current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
-
- UShort4 invFog = UShort4(0xFFFFu) - fog;
-
- current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
- current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
- current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
- }
-
void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
{
if(!state.fogActive)
@@ -1795,18 +676,6 @@
}
}
- void PixelRoutine::specularPixel(Vector4s ¤t, Vector4s &specular)
- {
- if(!state.specularAdd)
- {
- return;
- }
-
- current.x = AddSat(current.x, specular.x);
- current.y = AddSat(current.y, specular.y);
- current.z = AddSat(current.z, specular.z);
- }
-
void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
{
if(!state.depthWriteEnable)
@@ -2010,294 +879,6 @@
}
}
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
- {
- Float4 u = r.vf[2 + coordinates].x;
- Float4 v = r.vf[2 + coordinates].y;
- Float4 w = r.vf[2 + coordinates].z;
- Float4 q = r.vf[2 + coordinates].w;
-
- if(perturbate)
- {
- u += r.du;
- v += r.dv;
-
- perturbate = false;
- }
-
- sampleTexture(r, c, stage, u, v, w, q, project);
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
- {
- Vector4f dsx;
- Vector4f dsy;
-
- sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- #if PERF_PROFILE
- Long texTime = Ticks();
- #endif
-
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
- if(!project)
- {
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
- }
- else
- {
- Float4 rq = reciprocal(q);
-
- Float4 u_q = u * rq;
- Float4 v_q = v * rq;
- Float4 w_q = w * rq;
-
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
- }
-
- #if PERF_PROFILE
- r.cycles[PERF_TEX] += Ticks() - texTime;
- #endif
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
- {
- sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
- }
- else
- {
- Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
-
- for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
- {
- if(shader->usesSampler(i))
- {
- If(index == i)
- {
- sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
- // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
- }
- }
- }
- }
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- #if PERF_PROFILE
- Long texTime = Ticks();
- #endif
-
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
- if(!project)
- {
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
- }
- else
- {
- Float4 rq = reciprocal(q);
-
- Float4 u_q = u * rq;
- Float4 v_q = v * rq;
- Float4 w_q = w * rq;
-
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
- }
-
- #if PERF_PROFILE
- r.cycles[PERF_TEX] += Ticks() - texTime;
- #endif
- }
-
- void PixelRoutine::clampColor(Vector4f oC[4])
- {
- for(int index = 0; index < 4; index++)
- {
- if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
- {
- continue;
- }
-
- switch(state.targetFormat[index])
- {
- case FORMAT_NULL:
- break;
- case FORMAT_R5G6B5:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
- oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
- oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
- oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
- void PixelRoutine::rasterOperation(Vector4s ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
- {
- if(!state.colorWriteActive(0))
- {
- return;
- }
-
- Vector4f oC;
-
- switch(state.targetFormat[0])
- {
- case FORMAT_R5G6B5:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- if(!postBlendSRGB && state.writeSRGB)
- {
- linearToSRGB12_16(r, current);
- }
- else
- {
- current.x <<= 4;
- current.y <<= 4;
- current.z <<= 4;
- current.w <<= 4;
- }
-
- if(state.targetFormat[0] == FORMAT_R5G6B5)
- {
- current.x &= Short4(0xF800u);
- current.y &= Short4(0xFC00u);
- current.z &= Short4(0xF800u);
- }
-
- fogBlend(r, current, fog, r.z[0], r.rhw);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Vector4s color = current;
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, 0, buffer, color, x);
- logicOperation(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- convertSigned12(oC, current);
- fogBlend(r, oC, fog, r.z[0], r.rhw);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Vector4f color = oC;
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
- {
- for(int index = 0; index < 4; index++)
- {
- if(!state.colorWriteActive(index))
- {
- continue;
- }
-
- if(!postBlendSRGB && state.writeSRGB)
- {
- oC[index].x = linearToSRGB(oC[index].x);
- oC[index].y = linearToSRGB(oC[index].y);
- oC[index].z = linearToSRGB(oC[index].z);
- }
-
- if(index == 0)
- {
- fogBlend(r, oC[index], fog, r.z[0], r.rhw);
- }
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Vector4s color;
-
- color.x = convertFixed16(oC[index].x, false);
- color.y = convertFixed16(oC[index].y, false);
- color.z = convertFixed16(oC[index].z, false);
- color.w = convertFixed16(oC[index].w, false);
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, index, buffer, color, x);
- logicOperation(r, index, buffer, color, x);
- writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Vector4f color = oC[index];
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, index, buffer, color, x);
- writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive)
{
switch(blendFactorActive)
@@ -3741,629 +2322,11 @@
}
}
- void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
- {
- int pad = 0; // Count number of texm3x3pad instructions
- Vector4s dPairing; // Destination for first pairing instruction
-
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- // #ifndef NDEBUG // FIXME: Centralize debug output control
- // shader->printInstruction(i, "debug.txt");
- // #endif
-
- if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
- {
- continue;
- }
-
- const Dst &dst = instruction->dst;
- const Src &src0 = instruction->src[0];
- const Src &src1 = instruction->src[1];
- const Src &src2 = instruction->src[2];
-
- unsigned short version = shader->getVersion();
- bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
- bool coissue = instruction->coissue; // Second instruction of pair
-
- Vector4s d;
- Vector4s s0;
- Vector4s s1;
- Vector4s s2;
-
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
-
- Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
- Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
- Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
- Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
-
- switch(opcode)
- {
- case Shader::OPCODE_PS_1_0: break;
- case Shader::OPCODE_PS_1_1: break;
- case Shader::OPCODE_PS_1_2: break;
- case Shader::OPCODE_PS_1_3: break;
- case Shader::OPCODE_PS_1_4: break;
-
- case Shader::OPCODE_DEF: break;
-
- case Shader::OPCODE_NOP: break;
- case Shader::OPCODE_MOV: MOV(d, s0); break;
- case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
- case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
- case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
- case Shader::OPCODE_MUL: MUL(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_LRP: LRP(d, s0, s1, s2); break;
- case Shader::OPCODE_TEXCOORD:
- if(version < 0x0104)
- {
- TEXCOORD(d, u, v, s, dst.index);
- }
- else
- {
- if((src0.swizzle & 0x30) == 0x20) // .xyz
- {
- TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- else // .xyw
- {
- TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- break;
- case Shader::OPCODE_TEXKILL:
- if(version < 0x0104)
- {
- TEXKILL(cMask, u, v, s);
- }
- else if(version == 0x0104)
- {
- if(dst.type == Shader::PARAMETER_TEXTURE)
- {
- TEXKILL(cMask, u, v, s);
- }
- else
- {
- TEXKILL(cMask, r.rs[dst.index]);
- }
- }
- else ASSERT(false);
- break;
- case Shader::OPCODE_TEX:
- if(version < 0x0104)
- {
- TEX(r, d, u, v, s, dst.index, false);
- }
- else if(version == 0x0104)
- {
- if(src0.type == Shader::PARAMETER_TEXTURE)
- {
- if((src0.swizzle & 0x30) == 0x20) // .xyz
- {
- TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- else // .xyw
- {
- TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- else
- {
- TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- else ASSERT(false);
- break;
- case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
- case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
- case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
- case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
- case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
- case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
- case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
- case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
- case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
- case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
- case Shader::OPCODE_PHASE: break;
- case Shader::OPCODE_END: break;
- default:
- ASSERT(false);
- }
-
- if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
- {
- if(dst.shift > 0)
- {
- if(dst.mask & 0x1) {d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x);}
- if(dst.mask & 0x2) {d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y);}
- if(dst.mask & 0x4) {d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z);}
- if(dst.mask & 0x8) {d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w);}
- }
- else if(dst.shift < 0)
- {
- if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
- if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
- if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
- if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
- }
-
- if(dst.saturate)
- {
- if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- }
-
- if(pairing)
- {
- if(dst.mask & 0x1) dPairing.x = d.x;
- if(dst.mask & 0x2) dPairing.y = d.y;
- if(dst.mask & 0x4) dPairing.z = d.z;
- if(dst.mask & 0x8) dPairing.w = d.w;
- }
-
- if(coissue)
- {
- const Dst &dst = shader->getInstruction(i - 1)->dst;
-
- writeDestination(r, dPairing, dst);
- }
-
- if(!pairing)
- {
- writeDestination(r, d, dst);
- }
- }
- }
- }
-
- void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
- {
- r.enableIndex = 0;
- r.stackIndex = 0;
-
- if(shader->containsLeaveInstruction())
- {
- r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- bool out[4][4] = {false};
-
- // Create all call site return blocks up front
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
- {
- const Dst &dst = instruction->dst;
-
- ASSERT(callRetBlock[dst.label].size() == dst.callSite);
- callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
- }
- }
-
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
- {
- continue;
- }
-
- const Dst &dst = instruction->dst;
- const Src &src0 = instruction->src[0];
- const Src &src1 = instruction->src[1];
- const Src &src2 = instruction->src[2];
- const Src &src3 = instruction->src[3];
-
- bool predicate = instruction->predicate;
- Control control = instruction->control;
- bool pp = dst.partialPrecision;
- bool project = instruction->project;
- bool bias = instruction->bias;
-
- Vector4f d;
- Vector4f s0;
- Vector4f s1;
- Vector4f s2;
- Vector4f s3;
-
- if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
- {
- if(dst.type == Shader::PARAMETER_TEXTURE)
- {
- d.x = r.vf[2 + dst.index].x;
- d.y = r.vf[2 + dst.index].y;
- d.z = r.vf[2 + dst.index].z;
- d.w = r.vf[2 + dst.index].w;
- }
- else
- {
- d = r.rf[dst.index];
- }
- }
-
- 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);
-
- switch(opcode)
- {
- case Shader::OPCODE_PS_2_0: break;
- case Shader::OPCODE_PS_2_x: break;
- case Shader::OPCODE_PS_3_0: break;
- case Shader::OPCODE_DEF: break;
- case Shader::OPCODE_DCL: break;
- case Shader::OPCODE_NOP: break;
- case Shader::OPCODE_MOV: mov(d, s0); break;
- case Shader::OPCODE_F2B: f2b(d, s0); break;
- case Shader::OPCODE_B2F: b2f(d, s0); break;
- case Shader::OPCODE_ADD: add(d, s0, s1); break;
- case Shader::OPCODE_SUB: sub(d, s0, s1); break;
- case Shader::OPCODE_MUL: mul(d, s0, s1); break;
- case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
- case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
- case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
- case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
- case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
- case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
- case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
- case Shader::OPCODE_ICMP: icmp(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_FRC: frc(d, s0); break;
- case Shader::OPCODE_TRUNC: trunc(d, s0); break;
- case Shader::OPCODE_FLOOR: floor(d, s0); break;
- case Shader::OPCODE_ROUND: round(d, s0); break;
- case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
- case Shader::OPCODE_CEIL: ceil(d, s0); break;
- case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
- case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
- case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
- case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
- case Shader::OPCODE_EXP: exp(d, s0, pp); break;
- case Shader::OPCODE_LOG: log(d, s0, pp); break;
- case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
- case Shader::OPCODE_DIV: div(d, s0, s1); break;
- case Shader::OPCODE_MOD: mod(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_MIN: min(d, s0, s1); break;
- case Shader::OPCODE_MAX: max(d, s0, s1); 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_POWX: powx(d, s0, s1, pp); break;
- case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
- case Shader::OPCODE_SGN: sgn(d, s0); 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_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_ABS: abs(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, pp); break;
- case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
- case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
- case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
- case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); 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_M4X4: M4X4(r, d, s0, src1); break;
- case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
- case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
- case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
- case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
- case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
- case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
- case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
- case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
- case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
- case Shader::OPCODE_DFDX: DFDX(d, s0); break;
- case Shader::OPCODE_DFDY: DFDY(d, s0); break;
- case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); 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_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.x, s0.x, s1.x); break;
- case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
- case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
- case Shader::OPCODE_END: break;
- default:
- ASSERT(false);
- }
-
- if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
- {
- if(dst.integer)
- {
- switch(opcode)
- {
- case Shader::OPCODE_DIV:
- if(dst.x) d.x = Trunc(d.x);
- if(dst.y) d.y = Trunc(d.y);
- if(dst.z) d.z = Trunc(d.z);
- if(dst.w) d.w = Trunc(d.w);
- break;
- default:
- break; // No truncation to integer required when arguments are integer
- }
- }
-
- if(dst.saturate)
- {
- if(dst.x) d.x = Max(d.x, Float4(0.0f));
- if(dst.y) d.y = Max(d.y, Float4(0.0f));
- if(dst.z) d.z = Max(d.z, Float4(0.0f));
- if(dst.w) d.w = Max(d.w, Float4(0.0f));
-
- if(dst.x) d.x = Min(d.x, Float4(1.0f));
- if(dst.y) d.y = Min(d.y, Float4(1.0f));
- if(dst.z) d.z = Min(d.z, Float4(1.0f));
- if(dst.w) d.w = Min(d.w, Float4(1.0f));
- }
-
- if(instruction->isPredicated())
- {
- Vector4f pDst; // FIXME: Rename
-
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.rel.type == Shader::PARAMETER_VOID)
- {
- if(dst.x) pDst.x = r.rf[dst.index].x;
- if(dst.y) pDst.y = r.rf[dst.index].y;
- if(dst.z) pDst.z = r.rf[dst.index].z;
- if(dst.w) pDst.w = r.rf[dst.index].w;
- }
- else
- {
- Int a = relativeAddress(r, dst);
-
- if(dst.x) pDst.x = r.rf[dst.index + a].x;
- if(dst.y) pDst.y = r.rf[dst.index + a].y;
- if(dst.z) pDst.z = r.rf[dst.index + a].z;
- if(dst.w) pDst.w = r.rf[dst.index + a].w;
- }
- break;
- case Shader::PARAMETER_COLOROUT:
- ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
- if(dst.x) pDst.x = r.oC[dst.index].x;
- if(dst.y) pDst.y = r.oC[dst.index].y;
- if(dst.z) pDst.z = r.oC[dst.index].z;
- if(dst.w) pDst.w = r.oC[dst.index].w;
- break;
- case Shader::PARAMETER_PREDICATE:
- if(dst.x) pDst.x = r.p0.x;
- if(dst.y) pDst.y = r.p0.y;
- if(dst.z) pDst.z = r.p0.z;
- if(dst.w) pDst.w = r.p0.w;
- break;
- case Shader::PARAMETER_DEPTHOUT:
- pDst.x = r.oDepth;
- break;
- default:
- ASSERT(false);
- }
-
- Int4 enable = enableMask(r, instruction);
-
- Int4 xEnable = enable;
- Int4 yEnable = enable;
- Int4 zEnable = enable;
- Int4 wEnable = enable;
-
- if(predicate)
- {
- unsigned char pSwizzle = instruction->predicateSwizzle;
-
- Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
- Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
- Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
- Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
-
- if(!instruction->predicateNot)
- {
- if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
- if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
- if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
- if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
- }
- else
- {
- if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
- if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
- if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
- if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
- }
- }
-
- if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
- if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
- if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
- if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
-
- if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
- if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
- if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
- if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
- }
-
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.rel.type == Shader::PARAMETER_VOID)
- {
- if(dst.x) r.rf[dst.index].x = d.x;
- if(dst.y) r.rf[dst.index].y = d.y;
- if(dst.z) r.rf[dst.index].z = d.z;
- if(dst.w) r.rf[dst.index].w = d.w;
- }
- else
- {
- Int a = relativeAddress(r, dst);
-
- if(dst.x) r.rf[dst.index + a].x = d.x;
- if(dst.y) r.rf[dst.index + a].y = d.y;
- if(dst.z) r.rf[dst.index + a].z = d.z;
- if(dst.w) r.rf[dst.index + a].w = d.w;
- }
- break;
- case Shader::PARAMETER_COLOROUT:
- ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
- if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
- if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
- if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
- if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
- break;
- case Shader::PARAMETER_PREDICATE:
- if(dst.x) r.p0.x = d.x;
- if(dst.y) r.p0.y = d.y;
- if(dst.z) r.p0.z = d.z;
- if(dst.w) r.p0.w = d.w;
- break;
- case Shader::PARAMETER_DEPTHOUT:
- r.oDepth = d.x;
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
- if(currentLabel != -1)
- {
- Nucleus::setInsertBlock(returnBlock);
- }
-
- for(int i = 0; i < 4; i++)
- {
- if(state.targetFormat[i] != FORMAT_NULL)
- {
- if(!out[i][0]) r.oC[i].x = Float4(0.0f);
- if(!out[i][1]) r.oC[i].y = Float4(0.0f);
- if(!out[i][2]) r.oC[i].z = Float4(0.0f);
- if(!out[i][3]) r.oC[i].w = Float4(0.0f);
- }
- }
- }
-
- Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
- {
- return RoundShort4(cf * Float4(0x1000));
- }
-
- void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
- {
- cs.x = convertFixed12(cf.x);
- cs.y = convertFixed12(cf.y);
- cs.z = convertFixed12(cf.z);
- cs.w = convertFixed12(cf.w);
- }
-
UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
{
return UShort4(cf * Float4(0xFFFF), saturate);
}
- void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
- {
- cs.x = convertFixed16(cf.x, saturate);
- cs.y = convertFixed16(cf.y, saturate);
- cs.z = convertFixed16(cf.z, saturate);
- cs.w = convertFixed16(cf.w, saturate);
- }
-
- Float4 PixelRoutine::convertSigned12(Short4 &cs)
- {
- return Float4(cs) * Float4(1.0f / 0x0FFE);
- }
-
- void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
- {
- cf.x = convertSigned12(cs.x);
- cf.y = convertSigned12(cs.y);
- cf.z = convertSigned12(cs.z);
- cf.w = convertSigned12(cs.w);
- }
-
- Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
- {
- return Float4(cs) * Float4(1.0f / 0xFFFF);
- }
-
void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c)
{
c.x = As<UShort4>(c.x) >> 4;
@@ -4422,14 +2385,6 @@
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
- Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
- {
- Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
- Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
-
- return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
- }
-
Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
{
Float4 linear = x * x;
@@ -4438,1592 +2393,8 @@
return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
}
- void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
- {
- dst.x = src0.x;
- dst.y = src0.y;
- dst.z = src0.z;
- dst.w = src0.w;
- }
-
- void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- dst.x = AddSat(src0.x, src1.x);
- dst.y = AddSat(src0.y, src1.y);
- dst.z = AddSat(src0.z, src1.z);
- dst.w = AddSat(src0.w, src1.w);
- }
-
- void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- dst.x = SubSat(src0.x, src1.x);
- dst.y = SubSat(src0.y, src1.y);
- dst.z = SubSat(src0.z, src1.z);
- dst.w = SubSat(src0.w, src1.w);
- }
-
- void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
- {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
- {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
- {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
- }
-
- void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);}
- {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);}
- {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);}
- {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);}
- }
-
- void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- Short4 t0;
- Short4 t1;
-
- // FIXME: Long fixed-point multiply fixup
- t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
- t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
-
- void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- Short4 t0;
- Short4 t1;
-
- // FIXME: Long fixed-point multiply fixup
- t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
- t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
-
- void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
- {dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
- {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
- {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
- }
-
- void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
- {
- Float4 uw;
- Float4 vw;
- Float4 sw;
-
- if(state.interpolant[2 + coordinate].component & 0x01)
- {
- uw = Max(u, Float4(0.0f));
- uw = Min(uw, Float4(1.0f));
- dst.x = convertFixed12(uw);
- }
- else
- {
- dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x02)
- {
- vw = Max(v, Float4(0.0f));
- vw = Min(vw, Float4(1.0f));
- dst.y = convertFixed12(vw);
- }
- else
- {
- dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x04)
- {
- sw = Max(s, Float4(0.0f));
- sw = Min(sw, Float4(1.0f));
- dst.z = convertFixed12(sw);
- }
- else
- {
- dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
-
- dst.w = Short4(0x1000);
- }
-
- void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
- {
- Float4 uw = u;
- Float4 vw = v;
- Float4 sw = s;
-
- if(project)
- {
- uw *= Rcp_pp(s);
- vw *= Rcp_pp(s);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x01)
- {
- uw *= Float4(0x1000);
- uw = Max(uw, Float4(-0x8000));
- uw = Min(uw, Float4(0x7FFF));
- dst.x = RoundShort4(uw);
- }
- else
- {
- dst.x = Short4(0x0000);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x02)
- {
- vw *= Float4(0x1000);
- vw = Max(vw, Float4(-0x8000));
- vw = Min(vw, Float4(0x7FFF));
- dst.y = RoundShort4(vw);
- }
- else
- {
- dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x04)
- {
- sw *= Float4(0x1000);
- sw = Max(sw, Float4(-0x8000));
- sw = Min(sw, Float4(0x7FFF));
- dst.z = RoundShort4(sw);
- }
- else
- {
- dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
- }
-
- void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
- {
- TEXM3X3PAD(r, u, v, s, src, 0, false);
-
- Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
-
- void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
- {
- TEXM3X3PAD(r, u, v, s, src0, 0, false);
-
- r.v_ = Float4(0.0f);
- r.w_ = Float4(0.0f);
-
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
- }
-
- void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
- {
- Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
- SignMask(CmpNLT(v, Float4(0.0f))) &
- SignMask(CmpNLT(s, Float4(0.0f)));
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
- }
-
- void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
- {
- Short4 test = src.x | src.y | src.z;
- Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
- }
-
- void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
- {
- sampleTexture(r, dst, sampler, u, v, s, s, project);
- }
-
- void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
- {
- Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
-
- sampleTexture(r, dst, sampler, u, v, s, s, project);
- }
-
- void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
- {
- Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
-
- Float4 du2 = du;
- Float4 dv2 = dv;
-
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- dv += du2;
-
- Float4 u_ = u + du;
- Float4 v_ = v + dv;
-
- sampleTexture(r, dst, stage, u_, v_, s, s);
- }
-
- void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
- {
- Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
-
- Float4 du2 = du;
- Float4 dv2 = dv;
-
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- dv += du2;
-
- Float4 u_ = u + du;
- Float4 v_ = v + dv;
-
- sampleTexture(r, dst, stage, u_, v_, s, s);
-
- Short4 L;
-
- L = src.z;
- L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
- L = L << 4;
- L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
- L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- L = Min(L, Short4(0x1000));
-
- dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
- dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
- dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
- }
-
- void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
-
- sampleTexture(r, dst, stage, u, v, s, s);
- }
-
- void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
- Float4 s = v;
-
- sampleTexture(r, dst, stage, u, v, s, s);
- }
-
- void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
-
- sampleTexture(r, dst, stage, u, v, s, s);
- }
-
- void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
- {
- TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
-
- // z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
-
- r.oDepth = r.u_;
- }
-
- void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
- }
-
- void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
- {
- TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
-
- r.w_ = Float4(0.0f);
-
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
- }
-
- void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
-
- dst.x = RoundShort4(r.u_ * Float4(0x1000));
- dst.y = RoundShort4(r.v_ * Float4(0x1000));
- dst.z = RoundShort4(r.w_ * Float4(0x1000));
- dst.w = Short4(0x1000);
- }
-
- void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
- {
- if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
- {
- r.U = Float4(src0.x);
- r.V = Float4(src0.y);
- r.W = Float4(src0.z);
-
- previousScaling = signedScaling;
- }
-
- Float4 x = r.U * u + r.V * v + r.W * s;
-
- x *= Float4(1.0f / 0x1000);
-
- switch(component)
- {
- case 0: r.u_ = x; break;
- case 1: r.v_ = x; break;
- case 2: r.w_ = x; break;
- default: ASSERT(false);
- }
- }
-
- void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
- Float4 E[3]; // Eye vector
-
- E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
- E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
- E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
-
- // Reflection
- Float4 u__;
- Float4 v__;
- Float4 w__;
-
- // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
- u__ += v__ + w__;
- u__ += u__;
- v__ = u__;
- w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
-
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
- }
-
- void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
-
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
- }
-
- void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
- Float4 E[3]; // Eye vector
-
- E[0] = r.vf[2 + stage - 2].w;
- E[1] = r.vf[2 + stage - 1].w;
- E[2] = r.vf[2 + stage - 0].w;
-
- // Reflection
- Float4 u__;
- Float4 v__;
- Float4 w__;
-
- // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
- u__ += v__ + w__;
- u__ += u__;
- v__ = u__;
- w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
-
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
- }
-
- void PixelRoutine::TEXDEPTH(Registers &r)
- {
- r.u_ = Float4(r.rs[5].x);
- r.v_ = Float4(r.rs[5].y);
-
- // z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
-
- r.oDepth = r.u_;
- }
-
- void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0;};
- {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0;};
- {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0;};
- {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;};
- }
-
- void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;};
- }
-
- void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
- {
- Short4 t0;
- Short4 t1;
-
- // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
- t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
- t0 = AddSat(t0, t1);
- t0 = AddSat(t0, src0.x);
- dst.x = t0;
-
- // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
- t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
- t0 = AddSat(t0, t1);
- t0 = AddSat(t0, src0.y);
- dst.y = t0;
- }
-
- void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
-
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- }
-
- void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
-
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- dst.z = dot3(src0, row2);
- }
-
- void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
- Vector4f row3 = fetchRegisterF(r, src1, 3);
-
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- dst.z = dot3(src0, row2);
- dst.w = dot3(src0, row3);
- }
-
- void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
-
- dst.x = dot4(src0, row0);
- dst.y = dot4(src0, row1);
- dst.z = dot4(src0, row2);
- }
-
- void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
- Vector4f row3 = fetchRegisterF(r, src1, 3);
-
- dst.x = dot4(src0, row0);
- dst.y = dot4(src0, row1);
- dst.z = dot4(src0, row2);
- dst.w = dot4(src0, row3);
- }
-
- void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
-
- void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
-
- void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
-
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
-
- void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
- {
- Int kill = -1;
-
- if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
- if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
- if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
- if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
-
- // FIXME: Dynamic branching affects TEXKILL?
- // if(shader->containsDynamicBranching())
- // {
- // kill = ~SignMask(enableMask(r));
- // }
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
-
- // FIXME: Branch to end of shader if all killed?
- }
-
- void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
- {
- Int kill = 0;
-
- if(shader->containsDynamicBranching())
- {
- kill = ~SignMask(enableMask(r, instruction));
- }
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
-
- // FIXME: Branch to end of shader if all killed?
- }
-
- void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
- {
- dst.x = src.x.yyww - src.x.xxzz;
- dst.y = src.y.yyww - src.y.xxzz;
- dst.z = src.z.yyww - src.z.xxzz;
- dst.w = src.w.yyww - src.w.xxzz;
- }
-
- void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
- {
- dst.x = src.x.zwzw - src.x.xyxy;
- dst.y = src.y.zwzw - src.y.xyxy;
- dst.z = src.z.zwzw - src.z.xyxy;
- dst.w = src.w.zwzw - src.w.xyxy;
- }
-
- void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
- {
- // abs(dFdx(src)) + abs(dFdy(src));
- dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
- dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
- dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
- dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
- }
-
- void PixelRoutine::BREAK(Registers &r)
- {
- llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
- if(breakDepth == 0)
- {
- r.enableIndex = r.enableIndex - breakDepth;
- Nucleus::createBr(endBlock);
- }
- else
- {
- r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
- r.enableIndex = r.enableIndex - breakDepth;
- branch(allBreak, endBlock, deadBlock);
- }
-
- Nucleus::setInsertBlock(deadBlock);
- r.enableIndex = r.enableIndex + breakDepth;
- }
-
- void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
- {
- Int4 condition;
-
- switch(control)
- {
- case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
- default:
- ASSERT(false);
- }
-
- BREAK(r, condition);
- }
-
- void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
- {
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = ~condition;
- }
-
- BREAK(r, condition);
- }
-
- void PixelRoutine::BREAK(Registers &r, Int4 &condition)
- {
- condition &= r.enableStack[r.enableIndex];
-
- llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
- r.enableBreak = r.enableBreak & ~condition;
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
- r.enableIndex = r.enableIndex - breakDepth;
- branch(allBreak, endBlock, continueBlock);
-
- Nucleus::setInsertBlock(continueBlock);
- r.enableIndex = r.enableIndex + breakDepth;
- }
-
- void PixelRoutine::CONTINUE(Registers &r)
- {
- r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
- }
-
- void PixelRoutine::TEST()
- {
- whileTest = true;
- }
-
- void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
- {
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
-
- if(callRetBlock[labelIndex].size() > 1)
- {
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
- }
-
- Int4 restoreLeave = r.enableLeave;
-
- Nucleus::createBr(labelBlock[labelIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
- r.enableLeave = restoreLeave;
- }
-
- void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
- {
- if(src.type == Shader::PARAMETER_CONSTBOOL)
- {
- CALLNZb(r, labelIndex, callSiteIndex, src);
- }
- else if(src.type == Shader::PARAMETER_PREDICATE)
- {
- CALLNZp(r, labelIndex, callSiteIndex, src);
- }
- else ASSERT(false);
- }
-
- void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
- {
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
-
- if(boolRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = !condition;
- }
-
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
-
- if(callRetBlock[labelIndex].size() > 1)
- {
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
- }
-
- Int4 restoreLeave = r.enableLeave;
-
- branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
- r.enableLeave = restoreLeave;
- }
-
- void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
- {
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = ~condition;
- }
-
- condition &= r.enableStack[r.enableIndex];
-
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
-
- if(callRetBlock[labelIndex].size() > 1)
- {
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
- }
-
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
- Int4 restoreLeave = r.enableLeave;
-
- Bool notAllFalse = SignMask(condition) != 0;
- branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
- r.enableIndex--;
- r.enableLeave = restoreLeave;
- }
-
- void PixelRoutine::ELSE(Registers &r)
- {
- ifDepth--;
-
- llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-
- if(isConditionalIf[ifDepth])
- {
- Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
- Bool notAllFalse = SignMask(condition) != 0;
-
- branch(notAllFalse, falseBlock, endBlock);
-
- r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
- }
- else
- {
- Nucleus::createBr(endBlock);
- Nucleus::setInsertBlock(falseBlock);
- }
-
- ifFalseBlock[ifDepth] = endBlock;
-
- ifDepth++;
- }
-
- void PixelRoutine::ENDIF(Registers &r)
- {
- ifDepth--;
-
- llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
-
- Nucleus::createBr(endBlock);
- Nucleus::setInsertBlock(endBlock);
-
- if(isConditionalIf[ifDepth])
- {
- breakDepth--;
- r.enableIndex--;
- }
- }
-
- void PixelRoutine::ENDLOOP(Registers &r)
- {
- loopRepDepth--;
-
- r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- void PixelRoutine::ENDREP(Registers &r)
- {
- loopRepDepth--;
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- void PixelRoutine::ENDWHILE(Registers &r)
- {
- loopRepDepth--;
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.enableIndex--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- whileTest = false;
- }
-
- void PixelRoutine::IF(Registers &r, const Src &src)
- {
- if(src.type == Shader::PARAMETER_CONSTBOOL)
- {
- IFb(r, src);
- }
- else if(src.type == Shader::PARAMETER_PREDICATE)
- {
- IFp(r, src);
- }
- else
- {
- Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
- IF(r, condition);
- }
- }
-
- void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
- {
- ASSERT(ifDepth < 24 + 4);
-
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
-
- if(boolRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = !condition;
- }
-
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
- branch(condition, trueBlock, falseBlock);
-
- isConditionalIf[ifDepth] = false;
- ifFalseBlock[ifDepth] = falseBlock;
-
- ifDepth++;
- }
-
- void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
- {
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = ~condition;
- }
-
- IF(r, condition);
- }
-
- void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
- {
- Int4 condition;
-
- switch(control)
- {
- case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
- default:
- ASSERT(false);
- }
-
- IF(r, condition);
- }
-
- void PixelRoutine::IF(Registers &r, Int4 &condition)
- {
- condition &= r.enableStack[r.enableIndex];
-
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
-
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
- Bool notAllFalse = SignMask(condition) != 0;
-
- branch(notAllFalse, trueBlock, falseBlock);
-
- isConditionalIf[ifDepth] = true;
- ifFalseBlock[ifDepth] = falseBlock;
-
- ifDepth++;
- breakDepth++;
- }
-
- void PixelRoutine::LABEL(int labelIndex)
- {
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
-
- Nucleus::setInsertBlock(labelBlock[labelIndex]);
- currentLabel = labelIndex;
- }
-
- void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
- {
- r.loopDepth++;
-
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
- r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
-
- // If(r.increment[r.loopDepth] == 0)
- // {
- // r.increment[r.loopDepth] = 1;
- // }
-
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
-
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
-
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
- Nucleus::setInsertBlock(loopBlock);
-
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
-
- loopRepDepth++;
- breakDepth = 0;
- }
-
- void PixelRoutine::REP(Registers &r, const Src &integerRegister)
- {
- r.loopDepth++;
-
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
-
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
-
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
-
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
- Nucleus::setInsertBlock(loopBlock);
-
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
-
- loopRepDepth++;
- breakDepth = 0;
- }
-
- void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
- {
- r.enableIndex++;
-
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
-
- Int4 restoreBreak = r.enableBreak;
- Int4 restoreContinue = r.enableContinue;
-
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
- r.enableContinue = restoreContinue;
-
- const Vector4f &src = fetchRegisterF(r, temporaryRegister);
- Int4 condition = As<Int4>(src.x);
- condition &= r.enableStack[r.enableIndex - 1];
- r.enableStack[r.enableIndex] = condition;
-
- Bool notAllFalse = SignMask(condition) != 0;
- branch(notAllFalse, loopBlock, endBlock);
-
- Nucleus::setInsertBlock(endBlock);
- r.enableBreak = restoreBreak;
-
- Nucleus::setInsertBlock(loopBlock);
-
- loopRepDepth++;
- breakDepth = 0;
- }
-
- void PixelRoutine::RET(Registers &r)
- {
- if(currentLabel == -1)
- {
- returnBlock = Nucleus::createBasicBlock();
- Nucleus::createBr(returnBlock);
- }
- else
- {
- llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
-
- if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
- {
- // FIXME: Encapsulate
- UInt index = r.callStack[--r.stackIndex];
-
- llvm::Value *value = index.loadValue();
- llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
-
- for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
- {
- Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
- }
- }
- else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
- {
- Nucleus::createBr(callRetBlock[currentLabel][0]);
- }
- else // Function isn't called
- {
- Nucleus::createBr(unreachableBlock);
- }
-
- Nucleus::setInsertBlock(unreachableBlock);
- Nucleus::createUnreachable();
- }
- }
-
- void PixelRoutine::LEAVE(Registers &r)
- {
- r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
-
- // FIXME: Return from function if all instances left
- // FIXME: Use enableLeave in other control-flow constructs
- }
-
- void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
- {
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_INPUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_CONST: ASSERT(false); break;
- case Shader::PARAMETER_TEXTURE:
- if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
- if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
- if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
- if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_COLOROUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
- break;
- default:
- ASSERT(false);
- }
- }
-
- Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
- {
- Vector4s *reg;
- int i = src.index;
-
- Vector4s c;
-
- if(src.type == Shader::PARAMETER_CONST)
- {
- c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
- c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
- c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
- c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
- }
-
- switch(src.type)
- {
- case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
- case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
- case Shader::PARAMETER_CONST: reg = &c; break;
- case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
- case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
- case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
- default:
- ASSERT(false);
- }
-
- const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
- const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
- const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
- const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
-
- Vector4s mod;
-
- switch(src.modifier)
- {
- case Shader::MODIFIER_NONE:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- break;
- case Shader::MODIFIER_BIAS:
- mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- break;
- case Shader::MODIFIER_BIAS_NEGATE:
- mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
- break;
- case Shader::MODIFIER_COMPLEMENT:
- mod.x = SubSat(Short4(0x1000), x);
- mod.y = SubSat(Short4(0x1000), y);
- mod.z = SubSat(Short4(0x1000), z);
- mod.w = SubSat(Short4(0x1000), w);
- break;
- case Shader::MODIFIER_NEGATE:
- mod.x = -x;
- mod.y = -y;
- mod.z = -z;
- mod.w = -w;
- break;
- case Shader::MODIFIER_X2:
- mod.x = AddSat(x, x);
- mod.y = AddSat(y, y);
- mod.z = AddSat(z, z);
- mod.w = AddSat(w, w);
- break;
- case Shader::MODIFIER_X2_NEGATE:
- mod.x = -AddSat(x, x);
- mod.y = -AddSat(y, y);
- mod.z = -AddSat(z, z);
- mod.w = -AddSat(w, w);
- break;
- case Shader::MODIFIER_SIGN:
- mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.x = AddSat(mod.x, mod.x);
- mod.y = AddSat(mod.y, mod.y);
- mod.z = AddSat(mod.z, mod.z);
- mod.w = AddSat(mod.w, mod.w);
- break;
- case Shader::MODIFIER_SIGN_NEGATE:
- mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
- mod.x = AddSat(mod.x, mod.x);
- mod.y = AddSat(mod.y, mod.y);
- mod.z = AddSat(mod.z, mod.z);
- mod.w = AddSat(mod.w, mod.w);
- break;
- case Shader::MODIFIER_DZ:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- // Projection performed by texture sampler
- break;
- case Shader::MODIFIER_DW:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- // Projection performed by texture sampler
- break;
- default:
- ASSERT(false);
- }
-
- if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
- {
- mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- }
-
- return mod;
- }
-
- Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
- {
- Vector4f reg;
- int i = src.index + offset;
-
- switch(src.type)
- {
- case Shader::PARAMETER_TEMP:
- if(src.rel.type == Shader::PARAMETER_VOID)
- {
- reg = r.rf[i];
- }
- else
- {
- Int a = relativeAddress(r, src);
-
- reg = r.rf[i + a];
- }
- break;
- case Shader::PARAMETER_INPUT:
- {
- if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
- {
- reg = r.vf[i];
- }
- else if(src.rel.type == Shader::PARAMETER_LOOP)
- {
- Int aL = r.aL[r.loopDepth];
-
- reg = r.vf[i + aL];
- }
- else
- {
- Int a = relativeAddress(r, src);
-
- reg = r.vf[i + a];
- }
- }
- break;
- case Shader::PARAMETER_CONST:
- reg = readConstant(r, src, offset);
- break;
- case Shader::PARAMETER_TEXTURE:
- reg = r.vf[2 + i];
- break;
- case Shader::PARAMETER_MISCTYPE:
- if(src.index == 0) reg = r.vPos;
- if(src.index == 1) reg = r.vFace;
- break;
- case Shader::PARAMETER_SAMPLER:
- if(src.rel.type == Shader::PARAMETER_VOID)
- {
- reg.x = As<Float4>(Int4(i));
- }
- else if(src.rel.type == Shader::PARAMETER_TEMP)
- {
- reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
- }
- return reg;
- case Shader::PARAMETER_PREDICATE: return reg; // Dummy
- case Shader::PARAMETER_VOID: return reg; // Dummy
- case Shader::PARAMETER_FLOAT4LITERAL:
- reg.x = Float4(src.value[0]);
- reg.y = Float4(src.value[1]);
- reg.z = Float4(src.value[2]);
- reg.w = Float4(src.value[3]);
- break;
- case Shader::PARAMETER_CONSTINT: return reg; // Dummy
- case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
- case Shader::PARAMETER_LOOP: return reg; // Dummy
- case Shader::PARAMETER_COLOROUT:
- reg = r.oC[i];
- break;
- case Shader::PARAMETER_DEPTHOUT:
- reg.x = r.oDepth;
- break;
- default:
- ASSERT(false);
- }
-
- const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
- const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
- const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
- const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
-
- Vector4f mod;
-
- switch(src.modifier)
- {
- case Shader::MODIFIER_NONE:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- break;
- case Shader::MODIFIER_NEGATE:
- mod.x = -x;
- mod.y = -y;
- mod.z = -z;
- mod.w = -w;
- break;
- case Shader::MODIFIER_ABS:
- mod.x = Abs(x);
- mod.y = Abs(y);
- mod.z = Abs(z);
- mod.w = Abs(w);
- break;
- case Shader::MODIFIER_ABS_NEGATE:
- mod.x = -Abs(x);
- mod.y = -Abs(y);
- mod.z = -Abs(z);
- mod.w = -Abs(w);
- break;
- case Shader::MODIFIER_NOT:
- mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
- mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
- mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
- mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
- break;
- default:
- ASSERT(false);
- }
-
- return mod;
- }
-
- Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
- {
- Vector4f c;
-
- int i = src.index + offset;
-
- if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
- {
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
-
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
-
- if(shader->containsDefineInstruction()) // Constant may be known at compile time
- {
- for(size_t j = 0; j < shader->getLength(); j++)
- {
- const Shader::Instruction &instruction = *shader->getInstruction(j);
-
- if(instruction.opcode == Shader::OPCODE_DEF)
- {
- if(instruction.dst.index == i)
- {
- c.x = Float4(instruction.src[0].value[0]);
- c.y = Float4(instruction.src[0].value[1]);
- c.z = Float4(instruction.src[0].value[2]);
- c.w = Float4(instruction.src[0].value[3]);
-
- break;
- }
- }
- }
- }
- }
- else if(src.rel.type == Shader::PARAMETER_LOOP)
- {
- Int loopCounter = r.aL[r.loopDepth];
-
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
-
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
- }
- else
- {
- Int a = relativeAddress(r, src);
-
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
-
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
- }
-
- return c;
- }
-
- Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
- {
- ASSERT(var.rel.deterministic);
-
- if(var.rel.type == Shader::PARAMETER_TEMP)
- {
- return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_INPUT)
- {
- return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_OUTPUT)
- {
- return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_CONST)
- {
- RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
-
- return RoundInt(Extract(c, 0)) * var.rel.scale;
- }
- else ASSERT(false);
-
- return 0;
- }
-
- Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
- {
- Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-
- if(!whileTest)
- {
- if(shader->containsBreakInstruction() && instruction->analysisBreak)
- {
- enable &= r.enableBreak;
- }
-
- if(shader->containsContinueInstruction() && instruction->analysisContinue)
- {
- enable &= r.enableContinue;
- }
-
- if(shader->containsLeaveInstruction() && instruction->analysisLeave)
- {
- enable &= r.enableLeave;
- }
- }
-
- return enable;
- }
-
bool PixelRoutine::colorUsed()
{
return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
}
-
- unsigned short PixelRoutine::shaderVersion() const
- {
- return shader ? shader->getVersion() : 0x0000;
- }
-
- bool PixelRoutine::interpolateZ() const
- {
- return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
- }
-
- bool PixelRoutine::interpolateW() const
- {
- return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
- }
}
diff --git a/src/Shader/PixelRoutine.hpp b/src/Shader/PixelRoutine.hpp
index dd645f0..fd85a34 100644
--- a/src/Shader/PixelRoutine.hpp
+++ b/src/Shader/PixelRoutine.hpp
@@ -12,171 +12,62 @@
#ifndef sw_PixelRoutine_hpp
#define sw_PixelRoutine_hpp
-#include "Rasterizer.hpp"
-#include "ShaderCore.hpp"
-#include "PixelShader.hpp"
-
-#include "Types.hpp"
+#include "QuadRasterizer.hpp"
namespace sw
{
- extern bool forceClearRegisters;
-
class PixelShader;
class SamplerCore;
- class PixelRoutine : public Rasterizer, public ShaderCore
+ class PixelRoutine : public sw::QuadRasterizer, public ShaderCore
{
friend class PixelProcessor; // FIXME
public:
PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader);
- ~PixelRoutine();
+ virtual ~PixelRoutine();
protected:
- struct Registers
+ struct Registers : public QuadRasterizer::Registers
{
- Registers(const PixelShader *shader) :
- current(rs[0]), diffuse(vs[0]), specular(vs[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);
- }
- }
+ Registers(const PixelShader *shader);
- loopDepth = -1;
- enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
-
- if(shader && shader->containsBreakInstruction())
- {
- enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
+ Float4 z[4]; // Multisampled z
+ Float4 w; // Used as is
+ Float4 rhw; // Reciprocal w
- if(shader && shader->containsContinueInstruction())
- {
- enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
+ RegisterArray<4096> rf; // Computation registers
+ RegisterArray<10> vf; // Varying registers
- 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;
-
- Vector4s ¤t;
- Vector4s &diffuse;
- Vector4s &specular;
-
- Vector4s rs[6];
- Vector4s vs[2];
- Vector4s ts[6];
-
- RegisterArray<4096> rf;
- RegisterArray<10> vf;
-
- Vector4f vPos;
- Vector4f vFace;
-
+ // Outputs
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;
+ typedef Shader::DestinationParameter Dst;
- void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
+ virtual void setBuiltins(Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
+ virtual void applyShader(Registers &r, Int cMask[4]) = 0;
+ virtual Bool alphaTest(Registers &r, Int cMask[4]) = 0;
+ virtual void rasterOperation(Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
- Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
+ virtual void quad(QuadRasterizer::Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
+
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, StencilCompareMode stencilCompareMode, bool CCW);
void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, 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, Vector4s &temp, Vector4s &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], Vector4s ¤t);
- Bool alphaTest(Registers &r, Int cMask[4], Vector4f &c0);
- void fogBlend(Registers &r, Vector4s ¤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(Vector4s ¤t, Vector4s &specular);
- void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
- void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
- void sampleTexture(Registers &r, Vector4s &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);
- 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(Vector4s ¤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 Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
void readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x, Vector4s &pixel);
@@ -190,134 +81,16 @@
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(Vector4s &cs, Vector4f &cf);
- Float4 convertSigned12(Short4 &cs);
- void convertSigned12(Vector4f &cf, Vector4s &cs);
- Float4 convertUnsigned16(UShort4 cs);
UShort4 convertFixed16(Float4 &cf, bool saturate = true);
- void convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate = true);
void sRGBtoLinear16_12_16(Registers &r, Vector4s &c);
void sRGBtoLinear12_16(Registers &r, Vector4s &c);
void linearToSRGB16_12_16(Registers &r, Vector4s &c);
void linearToSRGB12_16(Registers &r, Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x);
- Float4 linearToSRGB(const Float4 &x);
-
- // ps_1_x instructions
- void MOV(Vector4s &dst, Vector4s &src0);
- void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
- void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
- void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
- void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
- void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
- void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
- void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
- void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
- void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
- void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
- void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
- void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
- void TEXKILL(Int cMask[4], Vector4s &dst);
- void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
- void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
- void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
- void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
- void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
- void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
- void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
- void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
- void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
- void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
- void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
- void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
- void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
- void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
- void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
- void TEXDEPTH(Registers &r);
- void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
- void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
- void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &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, Vector4s &d, const Dst &dst);
- Vector4s fetchRegisterS(Registers &r, const Src &src);
- Vector4f fetchRegisterF(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[TEXTURE_IMAGE_UNITS];
-
- 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];
};
}
diff --git a/src/SwiftShader/SwiftShader.vcxproj b/src/SwiftShader/SwiftShader.vcxproj
index 5b4dc71..5eca09b 100644
--- a/src/SwiftShader/SwiftShader.vcxproj
+++ b/src/SwiftShader/SwiftShader.vcxproj
@@ -321,6 +321,8 @@
<ClCompile Include="..\Main\FrameBufferWin.cpp" />
<ClCompile Include="..\Main\Register.cpp" />
<ClCompile Include="..\Shader\Constants.cpp" />
+ <ClCompile Include="..\Shader\PixelPipeline.cpp" />
+ <ClCompile Include="..\Shader\PixelProgram.cpp" />
<ClCompile Include="..\Shader\PixelRoutine.cpp" />
<ClCompile Include="..\Shader\PixelShader.cpp" />
<ClCompile Include="..\Shader\SamplerCore.cpp" />
@@ -390,6 +392,8 @@
<ClInclude Include="..\Main\FrameBufferWin.hpp" />
<ClInclude Include="..\Main\Register.hpp" />
<ClInclude Include="..\Renderer\RoutineCache.hpp" />
+ <ClInclude Include="..\Shader\PixelPipeline.hpp" />
+ <ClInclude Include="..\Shader\PixelProgram.hpp" />
<ClInclude Include="MemoryManager.hpp" />
<ClInclude Include="..\Shader\Constants.hpp" />
<ClInclude Include="..\Shader\PixelRoutine.hpp" />
diff --git a/src/SwiftShader/SwiftShader.vcxproj.filters b/src/SwiftShader/SwiftShader.vcxproj.filters
index b60d548..572441c 100644
--- a/src/SwiftShader/SwiftShader.vcxproj.filters
+++ b/src/SwiftShader/SwiftShader.vcxproj.filters
@@ -179,6 +179,12 @@
<ClCompile Include="..\Main\crc.cpp">
<Filter>Source Files\Main</Filter>
</ClCompile>
+ <ClCompile Include="..\Shader\PixelPipeline.cpp">
+ <Filter>Source Files\Shader</Filter>
+ </ClCompile>
+ <ClCompile Include="..\Shader\PixelProgram.cpp">
+ <Filter>Source Files\Shader</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="MemoryManager.hpp">
@@ -356,6 +362,12 @@
<ClInclude Include="..\Common\SharedLibrary.hpp">
<Filter>Header Files\Common</Filter>
</ClInclude>
+ <ClInclude Include="..\Shader\PixelProgram.hpp">
+ <Filter>Header Files\Shader</Filter>
+ </ClInclude>
+ <ClInclude Include="..\Shader\PixelPipeline.hpp">
+ <Filter>Header Files\Shader</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="SwiftShader.ini" />