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/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
+ }
+
+}