blob: 94bbdeb7968603bd1574781ead858ef53fb8e465 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 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.
//
#include "VertexRoutine.hpp"
#include "VertexShader.hpp"
#include "Vertex.hpp"
#include "Half.hpp"
#include "Renderer.hpp"
#include "Constants.hpp"
#include "Debug.hpp"
namespace sw
{
extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1]
VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) : state(state), shader(shader)
{
routine = 0;
}
VertexRoutine::~VertexRoutine()
{
}
void VertexRoutine::generate()
{
Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte> > function;
{
Pointer<Byte> vertex(function.arg(0));
Pointer<Byte> batch(function.arg(1));
Pointer<Byte> task(function.arg(2));
Pointer<Byte> data(function.arg(3));
const bool texldl = state.shaderContainsTexldl;
Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount));
Registers r(shader);
r.data = data;
r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
Do
{
UInt index = *Pointer<UInt>(batch);
UInt tagIndex = index & 0x0000003C;
UInt indexQ = !texldl ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
{
*Pointer<UInt>(tagCache + tagIndex) = indexQ;
readInput(r, indexQ);
pipeline(r);
postTransform(r);
computeClipFlags(r);
Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
writeCache(cacheLine0, r);
}
UInt cacheIndex = index & 0x0000003F;
Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
writeVertex(vertex, cacheLine);
vertex += sizeof(Vertex);
batch += sizeof(unsigned int);
vertexCount--;
}
Until(vertexCount == 0)
Return();
}
routine = function(L"VertexRoutine_%0.8X", state.shaderID);
}
Routine *VertexRoutine::getRoutine()
{
return routine;
}
void VertexRoutine::readInput(Registers &r, UInt &index)
{
for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
{
Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
r.v[i] = readStream(r, input, stride, state.input[i], index);
}
}
void VertexRoutine::computeClipFlags(Registers &r)
{
int pos = state.positionRegister;
// Backtransform
if(state.preTransformed)
{
Float4 rhw = Float4(1.0f) / r.o[pos].w;
Float4 W = *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f);
Float4 H = *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f);
Float4 L = *Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f);
Float4 T = *Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f);
r.o[pos].x = (r.o[pos].x - L) / W * rhw;
r.o[pos].y = (r.o[pos].y - T) / H * rhw;
r.o[pos].z = r.o[pos].z * rhw;
r.o[pos].w = rhw;
}
if(state.superSampling)
{
r.o[pos].x = r.o[pos].x + *Pointer<Float4>(r.data + OFFSET(DrawData,XXXX)) * r.o[pos].w;
r.o[pos].y = r.o[pos].y + *Pointer<Float4>(r.data + OFFSET(DrawData,YYYY)) * r.o[pos].w;
}
Float4 clipX = r.o[pos].x;
Float4 clipY = r.o[pos].y;
if(state.multiSampling) // Clip at pixel edges instead of pixel centers
{
clipX += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
clipY += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
}
Int4 maxX = CmpLT(r.o[pos].w, clipX);
Int4 maxY = CmpLT(r.o[pos].w, clipY);
Int4 maxZ = CmpLT(r.o[pos].w, r.o[pos].z);
Int4 minX = CmpNLE(-r.o[pos].w, clipX);
Int4 minY = CmpNLE(-r.o[pos].w, clipY);
Int4 minZ = CmpNLE(Float4(0.0f), r.o[pos].z);
Int flags;
flags = SignMask(maxX);
r.clipFlags = *Pointer<Int>(r.constants + OFFSET(Constants,maxX) + flags * 4); // FIXME: Array indexing
flags = SignMask(maxY);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxY) + flags * 4);
flags = SignMask(maxZ);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxZ) + flags * 4);
flags = SignMask(minX);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minX) + flags * 4);
flags = SignMask(minY);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minY) + flags * 4);
flags = SignMask(minZ);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minZ) + flags * 4);
Int4 finiteX = CmpLE(Abs(r.o[pos].x), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
Int4 finiteY = CmpLE(Abs(r.o[pos].y), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
Int4 finiteZ = CmpLE(Abs(r.o[pos].z), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
flags = SignMask(finiteX & finiteY & finiteZ);
r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,fini) + flags * 4);
if(state.preTransformed)
{
r.clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane
}
}
Vector4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
{
const bool texldl = state.shaderContainsTexldl;
Vector4f v;
Pointer<Byte> source0 = buffer + index * stride;
Pointer<Byte> source1 = source0 + (!texldl ? stride : 0);
Pointer<Byte> source2 = source1 + (!texldl ? stride : 0);
Pointer<Byte> source3 = source2 + (!texldl ? stride : 0);
switch(stream.type)
{
case STREAMTYPE_FLOAT:
{
if(stream.count == 0)
{
// Null stream, all default components
}
else if(stream.count == 1)
{
v.x.x = *Pointer<Float>(source0);
v.x.y = *Pointer<Float>(source1);
v.x.z = *Pointer<Float>(source2);
v.x.w = *Pointer<Float>(source3);
}
else
{
v.x = *Pointer<Float4>(source0);
v.y = *Pointer<Float4>(source1);
v.z = *Pointer<Float4>(source2);
v.w = *Pointer<Float4>(source3);
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
}
}
break;
case STREAMTYPE_BYTE:
{
v.x = Float4(*Pointer<Byte4>(source0));
v.y = Float4(*Pointer<Byte4>(source1));
v.z = Float4(*Pointer<Byte4>(source2));
v.w = Float4(*Pointer<Byte4>(source3));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
}
}
break;
case STREAMTYPE_SBYTE:
{
v.x = Float4(*Pointer<SByte4>(source0));
v.y = Float4(*Pointer<SByte4>(source1));
v.z = Float4(*Pointer<SByte4>(source2));
v.w = Float4(*Pointer<SByte4>(source3));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
}
}
break;
case STREAMTYPE_COLOR:
{
v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
transpose4x4(v.x, v.y, v.z, v.w);
// Swap red and blue
Float4 t = v.x;
v.x = v.z;
v.z = t;
}
break;
case STREAMTYPE_SHORT:
{
v.x = Float4(*Pointer<Short4>(source0));
v.y = Float4(*Pointer<Short4>(source1));
v.z = Float4(*Pointer<Short4>(source2));
v.w = Float4(*Pointer<Short4>(source3));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
}
}
break;
case STREAMTYPE_USHORT:
{
v.x = Float4(*Pointer<UShort4>(source0));
v.y = Float4(*Pointer<UShort4>(source1));
v.z = Float4(*Pointer<UShort4>(source2));
v.w = Float4(*Pointer<UShort4>(source3));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
}
}
break;
case STREAMTYPE_UDEC3:
{
// FIXME: Vectorize
{
Int x, y, z;
x = y = z = *Pointer<Int>(source0);
v.x.x = Float(x & 0x000003FF);
v.x.y = Float(y & 0x000FFC00);
v.x.z = Float(z & 0x3FF00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source1);
v.y.x = Float(x & 0x000003FF);
v.y.y = Float(y & 0x000FFC00);
v.y.z = Float(z & 0x3FF00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source2);
v.z.x = Float(x & 0x000003FF);
v.z.y = Float(y & 0x000FFC00);
v.z.z = Float(z & 0x3FF00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source3);
v.w.x = Float(x & 0x000003FF);
v.w.y = Float(y & 0x000FFC00);
v.w.z = Float(z & 0x3FF00000);
}
transpose4x3(v.x, v.y, v.z, v.w);
v.y *= Float4(1.0f / 0x00000400);
v.z *= Float4(1.0f / 0x00100000);
}
break;
case STREAMTYPE_DEC3N:
{
// FIXME: Vectorize
{
Int x, y, z;
x = y = z = *Pointer<Int>(source0);
v.x.x = Float((x << 22) & 0xFFC00000);
v.x.y = Float((y << 12) & 0xFFC00000);
v.x.z = Float((z << 2) & 0xFFC00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source1);
v.y.x = Float((x << 22) & 0xFFC00000);
v.y.y = Float((y << 12) & 0xFFC00000);
v.y.z = Float((z << 2) & 0xFFC00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source2);
v.z.x = Float((x << 22) & 0xFFC00000);
v.z.y = Float((y << 12) & 0xFFC00000);
v.z.z = Float((z << 2) & 0xFFC00000);
}
{
Int x, y, z;
x = y = z = *Pointer<Int>(source3);
v.w.x = Float((x << 22) & 0xFFC00000);
v.w.y = Float((y << 12) & 0xFFC00000);
v.w.z = Float((z << 2) & 0xFFC00000);
}
transpose4x3(v.x, v.y, v.z, v.w);
v.x *= Float4(1.0f / 0x00400000 / 511.0f);
v.y *= Float4(1.0f / 0x00400000 / 511.0f);
v.z *= Float4(1.0f / 0x00400000 / 511.0f);
}
break;
case STREAMTYPE_FIXED:
{
v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
}
break;
case STREAMTYPE_HALF:
{
if(stream.count >= 1)
{
UShort x0 = *Pointer<UShort>(source0 + 0);
UShort x1 = *Pointer<UShort>(source1 + 0);
UShort x2 = *Pointer<UShort>(source2 + 0);
UShort x3 = *Pointer<UShort>(source3 + 0);
v.x.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x0) * 4);
v.x.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x1) * 4);
v.x.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x2) * 4);
v.x.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x3) * 4);
}
if(stream.count >= 2)
{
UShort y0 = *Pointer<UShort>(source0 + 2);
UShort y1 = *Pointer<UShort>(source1 + 2);
UShort y2 = *Pointer<UShort>(source2 + 2);
UShort y3 = *Pointer<UShort>(source3 + 2);
v.y.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y0) * 4);
v.y.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y1) * 4);
v.y.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y2) * 4);
v.y.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y3) * 4);
}
if(stream.count >= 3)
{
UShort z0 = *Pointer<UShort>(source0 + 4);
UShort z1 = *Pointer<UShort>(source1 + 4);
UShort z2 = *Pointer<UShort>(source2 + 4);
UShort z3 = *Pointer<UShort>(source3 + 4);
v.z.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z0) * 4);
v.z.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z1) * 4);
v.z.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z2) * 4);
v.z.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z3) * 4);
}
if(stream.count >= 4)
{
UShort w0 = *Pointer<UShort>(source0 + 6);
UShort w1 = *Pointer<UShort>(source1 + 6);
UShort w2 = *Pointer<UShort>(source2 + 6);
UShort w3 = *Pointer<UShort>(source3 + 6);
v.w.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w0) * 4);
v.w.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w1) * 4);
v.w.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w2) * 4);
v.w.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w3) * 4);
}
}
break;
case STREAMTYPE_INDICES:
{
v.x.x = *Pointer<Float>(source0);
v.x.y = *Pointer<Float>(source1);
v.x.z = *Pointer<Float>(source2);
v.x.w = *Pointer<Float>(source3);
}
break;
default:
ASSERT(false);
}
if(stream.count < 1) v.x = Float4(0.0f);
if(stream.count < 2) v.y = Float4(0.0f);
if(stream.count < 3) v.z = Float4(0.0f);
if(stream.count < 4) v.w = Float4(1.0f);
return v;
}
void VertexRoutine::postTransform(Registers &r)
{
int pos = state.positionRegister;
if(halfIntegerCoordinates)
{
r.o[pos].x = r.o[pos].x - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
r.o[pos].y = r.o[pos].y - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
}
if(symmetricNormalizedDepth)
{
r.o[pos].z = (r.o[pos].z + r.o[pos].w) * Float4(0.5f);
}
}
void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r)
{
Vector4f v;
for(int i = 0; i < 12; i++)
{
if(state.output[i].write)
{
v.x = r.o[i].x;
v.y = r.o[i].y;
v.z = r.o[i].z;
v.w = r.o[i].w;
if(state.output[i].xClamp)
{
v.x = Max(v.x, Float4(0.0f));
v.x = Min(v.x, Float4(1.0f));
}
if(state.output[i].yClamp)
{
v.y = Max(v.y, Float4(0.0f));
v.y = Min(v.y, Float4(1.0f));
}
if(state.output[i].zClamp)
{
v.z = Max(v.z, Float4(0.0f));
v.z = Min(v.z, Float4(1.0f));
}
if(state.output[i].wClamp)
{
v.w = Max(v.w, Float4(0.0f));
v.w = Min(v.w, Float4(1.0f));
}
if(state.output[i].write == 0x01)
{
*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x;
*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y;
*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z;
*Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w;
}
else
{
if(state.output[i].write == 0x02)
{
transpose2x4(v.x, v.y, v.z, v.w);
}
else
{
transpose4x4(v.x, v.y, v.z, v.w);
}
*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w;
}
}
}
*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (r.clipFlags >> 0) & 0x0000000FF; // FIXME: unsigned char Vertex::clipFlags
*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (r.clipFlags >> 8) & 0x0000000FF;
*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (r.clipFlags >> 16) & 0x0000000FF;
*Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (r.clipFlags >> 24) & 0x0000000FF;
int pos = state.positionRegister;
v.x = r.o[pos].x;
v.y = r.o[pos].y;
v.z = r.o[pos].z;
v.w = r.o[pos].w;
Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f))));
Float4 rhw = Float4(1.0f) / w;
v.x = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16))));
v.y = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16))));
v.z = v.z * rhw;
v.w = rhw;
transpose4x4(v.x, v.y, v.z, v.w);
*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w;
}
void VertexRoutine::writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cache)
{
for(int i = 0; i < 12; i++)
{
if(state.output[i].write)
{
*Pointer<Float4>(vertex + OFFSET(Vertex,v[i])) = *Pointer<Float4>(cache + OFFSET(Vertex,v[i]));
}
}
*Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags));
*Pointer<Float4>(vertex + OFFSET(Vertex,X)) = *Pointer<Float4>(cache + OFFSET(Vertex,X));
}
}