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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef sw_PixelRoutine_hpp
#define sw_PixelRoutine_hpp
#include "Rasterizer.hpp"
#include "ShaderCore.hpp"
#include "PixelShader.hpp"
#include "Types.hpp"
namespace sw
{
extern bool forceClearRegisters;
class PixelShader;
class SamplerCore;
class PixelRoutine : public Rasterizer, public ShaderCore
{
friend class PixelProcessor; // FIXME
public:
PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader);
~PixelRoutine();
protected:
struct Registers
{
Registers(const PixelShader *shader) :
current(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);
}
}
loopDepth = -1;
enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
if(shader && shader->containsBreakInstruction())
{
enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
if(shader && shader->containsContinueInstruction())
{
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
occlusion = 0;
#if PERF_PROFILE
for(int i = 0; i < PERF_TIMERS; i++)
{
cycles[i] = 0;
}
#endif
}
Pointer<Byte> constants;
Pointer<Byte> primitive;
Int cluster;
Pointer<Byte> data;
Float4 z[4];
Float4 w;
Float4 rhw;
Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Df;
Vector4s &current;
Vector4s &diffuse;
Vector4s &specular;
Vector4s rs[6];
Vector4s vs[2];
Vector4s ts[6];
RegisterArray<4096> rf;
RegisterArray<10> vf;
Vector4f vPos;
Vector4f vFace;
Vector4f oC[4];
Float4 oDepth;
Vector4f p0;
Array<Int, 4> aL;
Array<Int, 4> increment;
Array<Int, 4> iteration;
Int loopDepth;
Int stackIndex; // FIXME: Inc/decrement callStack
Array<UInt, 16> callStack;
Int enableIndex;
Array<Int4, 1 + 24> enableStack;
Int4 enableBreak;
Int4 enableContinue;
Int4 enableLeave;
// bem(l) offsets and luminance
Float4 du;
Float4 dv;
Short4 L;
// texm3x3 temporaries
Float4 u_; // FIXME
Float4 v_; // FIXME
Float4 w_; // FIXME
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
UInt occlusion;
#if PERF_PROFILE
Long cycles[PERF_TIMERS];
#endif
};
typedef Shader::DestinationParameter Dst;
typedef Shader::SourceParameter Src;
typedef Shader::Control Control;
void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
void stencilTest(Registers &r, Byte8 &value, 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 &current);
Bool alphaTest(Registers &r, Int cMask[4], Vector4f &c0);
void fogBlend(Registers &r, Vector4s &current, 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 &current, 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 &current, 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 &current, const Vector4s &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
void blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive);
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void ps_1_x(Registers &r, Int cMask[4]);
void ps_2_x(Registers &r, Int cMask[4]);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(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];
};
}
#endif // sw_PixelRoutine_hpp