| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "VertexProgram.hpp" | |
| #include "Renderer.hpp" | |
| #include "VertexShader.hpp" | |
| #include "Vertex.hpp" | |
| #include "Half.hpp" | |
| #include "SamplerCore.hpp" | |
| #include "Debug.hpp" | |
| namespace sw | |
| { | |
| VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) | |
| : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries) | |
| { | |
| ifDepth = 0; | |
| loopRepDepth = 0; | |
| breakDepth = 0; | |
| currentLabel = -1; | |
| whileTest = false; | |
| for(int i = 0; i < 2048; i++) | |
| { | |
| labelBlock[i] = 0; | |
| } | |
| 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); | |
| } | |
| if(shader->isInstanceIdDeclared()) | |
| { | |
| instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID)); | |
| } | |
| } | |
| VertexProgram::~VertexProgram() | |
| { | |
| for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| delete sampler[i]; | |
| } | |
| } | |
| void VertexProgram::pipeline() | |
| { | |
| for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| sampler[i] = new SamplerCore(constants, state.samplerState[i]); | |
| } | |
| if(!state.preTransformed) | |
| { | |
| program(); | |
| } | |
| else | |
| { | |
| passThrough(); | |
| } | |
| } | |
| void VertexProgram::program() | |
| { | |
| // shader->print("VertexShader-%0.8X.txt", state.shaderID); | |
| unsigned short version = shader->getVersion(); | |
| enableIndex = 0; | |
| stackIndex = 0; | |
| if(shader->containsLeaveInstruction()) | |
| { | |
| enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| // 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; | |
| } | |
| Dst dst = instruction->dst; | |
| Src src0 = instruction->src[0]; | |
| Src src1 = instruction->src[1]; | |
| Src src2 = instruction->src[2]; | |
| Src src3 = instruction->src[3]; | |
| Src src4 = instruction->src[4]; | |
| bool predicate = instruction->predicate; | |
| Control control = instruction->control; | |
| bool integer = dst.type == Shader::PARAMETER_ADDR; | |
| bool pp = dst.partialPrecision; | |
| Vector4f d; | |
| Vector4f s0; | |
| Vector4f s1; | |
| Vector4f s2; | |
| Vector4f s3; | |
| Vector4f s4; | |
| if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); | |
| if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); | |
| if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); | |
| if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); | |
| if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); | |
| switch(opcode) | |
| { | |
| case Shader::OPCODE_VS_1_0: break; | |
| case Shader::OPCODE_VS_1_1: break; | |
| case Shader::OPCODE_VS_2_0: break; | |
| case Shader::OPCODE_VS_2_x: break; | |
| case Shader::OPCODE_VS_2_sw: break; | |
| case Shader::OPCODE_VS_3_0: break; | |
| case Shader::OPCODE_VS_3_sw: break; | |
| case Shader::OPCODE_DCL: break; | |
| case Shader::OPCODE_DEF: break; | |
| case Shader::OPCODE_DEFI: break; | |
| case Shader::OPCODE_DEFB: break; | |
| case Shader::OPCODE_NOP: break; | |
| case Shader::OPCODE_ABS: abs(d, s0); break; | |
| case Shader::OPCODE_IABS: iabs(d, s0); break; | |
| case Shader::OPCODE_ADD: add(d, s0, s1); break; | |
| case Shader::OPCODE_IADD: iadd(d, s0, s1); 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_DP1: dp1(d, s0, s1); break; | |
| case Shader::OPCODE_DP2: dp2(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_DET2: det2(d, s0, s1); break; | |
| case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break; | |
| case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break; | |
| case Shader::OPCODE_ATT: att(d, s0, s1); break; | |
| case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; | |
| case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; | |
| case Shader::OPCODE_EXPP: expp(d, s0, version); break; | |
| case Shader::OPCODE_EXP: exp(d, s0, pp); 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_LIT: lit(d, s0); break; | |
| case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; | |
| case Shader::OPCODE_LOG2: log2(d, s0, pp); break; | |
| case Shader::OPCODE_LOGP: logp(d, s0, version); break; | |
| case Shader::OPCODE_LOG: log(d, s0, pp); 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_FLOATBITSTOINT: | |
| case Shader::OPCODE_FLOATBITSTOUINT: | |
| case Shader::OPCODE_INTBITSTOFLOAT: | |
| case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break; | |
| case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break; | |
| case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break; | |
| case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break; | |
| case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break; | |
| case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break; | |
| case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break; | |
| case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break; | |
| case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break; | |
| case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; | |
| case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break; | |
| case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break; | |
| case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; | |
| case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break; | |
| case Shader::OPCODE_MAX: max(d, s0, s1); break; | |
| case Shader::OPCODE_IMAX: imax(d, s0, s1); break; | |
| case Shader::OPCODE_UMAX: umax(d, s0, s1); break; | |
| case Shader::OPCODE_MIN: min(d, s0, s1); break; | |
| case Shader::OPCODE_IMIN: imin(d, s0, s1); break; | |
| case Shader::OPCODE_UMIN: umin(d, s0, s1); break; | |
| case Shader::OPCODE_MOV: mov(d, s0, integer); break; | |
| case Shader::OPCODE_MOVA: mov(d, s0, true); break; | |
| case Shader::OPCODE_NEG: neg(d, s0); break; | |
| case Shader::OPCODE_INEG: ineg(d, s0); break; | |
| case Shader::OPCODE_F2B: f2b(d, s0); break; | |
| case Shader::OPCODE_B2F: b2f(d, s0); break; | |
| case Shader::OPCODE_F2I: f2i(d, s0); break; | |
| case Shader::OPCODE_I2F: i2f(d, s0); break; | |
| case Shader::OPCODE_F2U: f2u(d, s0); break; | |
| case Shader::OPCODE_U2F: u2f(d, s0); break; | |
| case Shader::OPCODE_I2B: i2b(d, s0); break; | |
| case Shader::OPCODE_B2I: b2i(d, s0); break; | |
| case Shader::OPCODE_MUL: mul(d, s0, s1); break; | |
| case Shader::OPCODE_IMUL: imul(d, s0, s1); 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_POWX: powx(d, s0, s1, pp); break; | |
| case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; | |
| case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; | |
| case Shader::OPCODE_DIV: div(d, s0, s1); break; | |
| case Shader::OPCODE_IDIV: idiv(d, s0, s1); break; | |
| case Shader::OPCODE_UDIV: udiv(d, s0, s1); break; | |
| case Shader::OPCODE_MOD: mod(d, s0, s1); break; | |
| case Shader::OPCODE_IMOD: imod(d, s0, s1); break; | |
| case Shader::OPCODE_UMOD: umod(d, s0, s1); break; | |
| case Shader::OPCODE_SHL: shl(d, s0, s1); break; | |
| case Shader::OPCODE_ISHR: ishr(d, s0, s1); break; | |
| case Shader::OPCODE_USHR: ushr(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_SGE: step(d, s1, s0); break; | |
| case Shader::OPCODE_SGN: sgn(d, s0); break; | |
| case Shader::OPCODE_ISGN: isgn(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); break; | |
| case Shader::OPCODE_ACOS: acos(d, s0); break; | |
| case Shader::OPCODE_ASIN: asin(d, s0); break; | |
| case Shader::OPCODE_ATAN: atan(d, s0); break; | |
| case Shader::OPCODE_ATAN2: atan2(d, s0, s1); 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_SLT: slt(d, s0, s1); break; | |
| case Shader::OPCODE_SUB: sub(d, s0, s1); break; | |
| case Shader::OPCODE_ISUB: isub(d, s0, s1); break; | |
| case Shader::OPCODE_BREAK: BREAK(); break; | |
| case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break; | |
| case Shader::OPCODE_BREAKP: BREAKP(src0); break; | |
| case Shader::OPCODE_CONTINUE: CONTINUE(); break; | |
| case Shader::OPCODE_TEST: TEST(); break; | |
| case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break; | |
| case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break; | |
| case Shader::OPCODE_ELSE: ELSE(); break; | |
| case Shader::OPCODE_ENDIF: ENDIF(); break; | |
| case Shader::OPCODE_ENDLOOP: ENDLOOP(); break; | |
| case Shader::OPCODE_ENDREP: ENDREP(); break; | |
| case Shader::OPCODE_ENDWHILE: ENDWHILE(); break; | |
| case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break; | |
| case Shader::OPCODE_IF: IF(src0); break; | |
| case Shader::OPCODE_IFC: IFC(s0, s1, control); break; | |
| case Shader::OPCODE_LABEL: LABEL(dst.index); break; | |
| case Shader::OPCODE_LOOP: LOOP(src1); break; | |
| case Shader::OPCODE_REP: REP(src0); break; | |
| case Shader::OPCODE_WHILE: WHILE(src0); break; | |
| case Shader::OPCODE_SWITCH: SWITCH(); break; | |
| case Shader::OPCODE_RET: RET(); break; | |
| case Shader::OPCODE_LEAVE: LEAVE(); break; | |
| case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; | |
| case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; | |
| case Shader::OPCODE_UCMP: ucmp(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_ALL: all(d.x, s0); break; | |
| case Shader::OPCODE_ANY: any(d.x, s0); break; | |
| case Shader::OPCODE_NOT: bitwise_not(d, s0); break; | |
| case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break; | |
| case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break; | |
| case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break; | |
| case Shader::OPCODE_EQ: equal(d, s0, s1); break; | |
| case Shader::OPCODE_NE: notEqual(d, s0, s1); break; | |
| case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break; | |
| case Shader::OPCODE_TEX: TEX(d, s0, src1); break; | |
| case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break; | |
| case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break; | |
| case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break; | |
| case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break; | |
| case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break; | |
| case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break; | |
| case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break; | |
| case Shader::OPCODE_END: break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && 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_VOID: break; | |
| case Shader::PARAMETER_TEMP: | |
| if(dst.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| if(dst.x) pDst.x = r[dst.index].x; | |
| if(dst.y) pDst.y = r[dst.index].y; | |
| if(dst.z) pDst.z = r[dst.index].z; | |
| if(dst.w) pDst.w = r[dst.index].w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(dst); | |
| if(dst.x) pDst.x = r[dst.index + a].x; | |
| if(dst.y) pDst.y = r[dst.index + a].y; | |
| if(dst.z) pDst.z = r[dst.index + a].z; | |
| if(dst.w) pDst.w = r[dst.index + a].w; | |
| } | |
| break; | |
| case Shader::PARAMETER_ADDR: pDst = a0; break; | |
| case Shader::PARAMETER_RASTOUT: | |
| switch(dst.index) | |
| { | |
| case 0: | |
| if(dst.x) pDst.x = o[Pos].x; | |
| if(dst.y) pDst.y = o[Pos].y; | |
| if(dst.z) pDst.z = o[Pos].z; | |
| if(dst.w) pDst.w = o[Pos].w; | |
| break; | |
| case 1: | |
| pDst.x = o[Fog].x; | |
| break; | |
| case 2: | |
| pDst.x = o[Pts].y; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| break; | |
| case Shader::PARAMETER_ATTROUT: | |
| if(dst.x) pDst.x = o[C0 + dst.index].x; | |
| if(dst.y) pDst.y = o[C0 + dst.index].y; | |
| if(dst.z) pDst.z = o[C0 + dst.index].z; | |
| if(dst.w) pDst.w = o[C0 + dst.index].w; | |
| break; | |
| case Shader::PARAMETER_TEXCRDOUT: | |
| // case Shader::PARAMETER_OUTPUT: | |
| if(version < 0x0300) | |
| { | |
| if(dst.x) pDst.x = o[T0 + dst.index].x; | |
| if(dst.y) pDst.y = o[T0 + dst.index].y; | |
| if(dst.z) pDst.z = o[T0 + dst.index].z; | |
| if(dst.w) pDst.w = o[T0 + dst.index].w; | |
| } | |
| else | |
| { | |
| if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative | |
| { | |
| if(dst.x) pDst.x = o[dst.index].x; | |
| if(dst.y) pDst.y = o[dst.index].y; | |
| if(dst.z) pDst.z = o[dst.index].z; | |
| if(dst.w) pDst.w = o[dst.index].w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(dst); | |
| if(dst.x) pDst.x = o[dst.index + a].x; | |
| if(dst.y) pDst.y = o[dst.index + a].y; | |
| if(dst.z) pDst.z = o[dst.index + a].z; | |
| if(dst.w) pDst.w = o[dst.index + a].w; | |
| } | |
| } | |
| break; | |
| case Shader::PARAMETER_LABEL: break; | |
| case Shader::PARAMETER_PREDICATE: pDst = p0; break; | |
| case Shader::PARAMETER_INPUT: break; | |
| default: | |
| ASSERT(false); | |
| } | |
| Int4 enable = enableMask(instruction); | |
| Int4 xEnable = enable; | |
| Int4 yEnable = enable; | |
| Int4 zEnable = enable; | |
| Int4 wEnable = enable; | |
| if(predicate) | |
| { | |
| unsigned char pSwizzle = instruction->predicateSwizzle; | |
| Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03]; | |
| Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03]; | |
| Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03]; | |
| Float4 wPredicate = 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_VOID: | |
| break; | |
| case Shader::PARAMETER_TEMP: | |
| if(dst.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| if(dst.x) r[dst.index].x = d.x; | |
| if(dst.y) r[dst.index].y = d.y; | |
| if(dst.z) r[dst.index].z = d.z; | |
| if(dst.w) r[dst.index].w = d.w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(dst); | |
| if(dst.x) r[dst.index + a].x = d.x; | |
| if(dst.y) r[dst.index + a].y = d.y; | |
| if(dst.z) r[dst.index + a].z = d.z; | |
| if(dst.w) r[dst.index + a].w = d.w; | |
| } | |
| break; | |
| case Shader::PARAMETER_ADDR: | |
| if(dst.x) a0.x = d.x; | |
| if(dst.y) a0.y = d.y; | |
| if(dst.z) a0.z = d.z; | |
| if(dst.w) a0.w = d.w; | |
| break; | |
| case Shader::PARAMETER_RASTOUT: | |
| switch(dst.index) | |
| { | |
| case 0: | |
| if(dst.x) o[Pos].x = d.x; | |
| if(dst.y) o[Pos].y = d.y; | |
| if(dst.z) o[Pos].z = d.z; | |
| if(dst.w) o[Pos].w = d.w; | |
| break; | |
| case 1: | |
| o[Fog].x = d.x; | |
| break; | |
| case 2: | |
| o[Pts].y = d.x; | |
| break; | |
| default: ASSERT(false); | |
| } | |
| break; | |
| case Shader::PARAMETER_ATTROUT: | |
| if(dst.x) o[C0 + dst.index].x = d.x; | |
| if(dst.y) o[C0 + dst.index].y = d.y; | |
| if(dst.z) o[C0 + dst.index].z = d.z; | |
| if(dst.w) o[C0 + dst.index].w = d.w; | |
| break; | |
| case Shader::PARAMETER_TEXCRDOUT: | |
| // case Shader::PARAMETER_OUTPUT: | |
| if(version < 0x0300) | |
| { | |
| if(dst.x) o[T0 + dst.index].x = d.x; | |
| if(dst.y) o[T0 + dst.index].y = d.y; | |
| if(dst.z) o[T0 + dst.index].z = d.z; | |
| if(dst.w) o[T0 + dst.index].w = d.w; | |
| } | |
| else | |
| { | |
| if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative | |
| { | |
| if(dst.x) o[dst.index].x = d.x; | |
| if(dst.y) o[dst.index].y = d.y; | |
| if(dst.z) o[dst.index].z = d.z; | |
| if(dst.w) o[dst.index].w = d.w; | |
| } | |
| else | |
| { | |
| Int a = relativeAddress(dst); | |
| if(dst.x) o[dst.index + a].x = d.x; | |
| if(dst.y) o[dst.index + a].y = d.y; | |
| if(dst.z) o[dst.index + a].z = d.z; | |
| if(dst.w) o[dst.index + a].w = d.w; | |
| } | |
| } | |
| break; | |
| case Shader::PARAMETER_LABEL: break; | |
| case Shader::PARAMETER_PREDICATE: p0 = d; break; | |
| case Shader::PARAMETER_INPUT: break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| if(currentLabel != -1) | |
| { | |
| Nucleus::setInsertBlock(returnBlock); | |
| } | |
| } | |
| void VertexProgram::passThrough() | |
| { | |
| if(shader) | |
| { | |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | |
| { | |
| unsigned char usage = shader->getOutput(i, 0).usage; | |
| switch(usage) | |
| { | |
| case 0xFF: | |
| continue; | |
| case Shader::USAGE_PSIZE: | |
| o[i].y = v[i].x; | |
| break; | |
| case Shader::USAGE_TEXCOORD: | |
| o[i].x = v[i].x; | |
| o[i].y = v[i].y; | |
| o[i].z = v[i].z; | |
| o[i].w = v[i].w; | |
| break; | |
| case Shader::USAGE_POSITION: | |
| o[i].x = v[i].x; | |
| o[i].y = v[i].y; | |
| o[i].z = v[i].z; | |
| o[i].w = v[i].w; | |
| break; | |
| case Shader::USAGE_COLOR: | |
| o[i].x = v[i].x; | |
| o[i].y = v[i].y; | |
| o[i].z = v[i].z; | |
| o[i].w = v[i].w; | |
| break; | |
| case Shader::USAGE_FOG: | |
| o[i].x = v[i].x; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| o[Pos].x = v[PositionT].x; | |
| o[Pos].y = v[PositionT].y; | |
| o[Pos].z = v[PositionT].z; | |
| o[Pos].w = v[PositionT].w; | |
| for(int i = 0; i < 2; i++) | |
| { | |
| o[C0 + i].x = v[Color0 + i].x; | |
| o[C0 + i].y = v[Color0 + i].y; | |
| o[C0 + i].z = v[Color0 + i].z; | |
| o[C0 + i].w = v[Color0 + i].w; | |
| } | |
| for(int i = 0; i < 8; i++) | |
| { | |
| o[T0 + i].x = v[TexCoord0 + i].x; | |
| o[T0 + i].y = v[TexCoord0 + i].y; | |
| o[T0 + i].z = v[TexCoord0 + i].z; | |
| o[T0 + i].w = v[TexCoord0 + i].w; | |
| } | |
| o[Pts].y = v[PointSize].x; | |
| } | |
| } | |
| Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) | |
| { | |
| Vector4f reg; | |
| unsigned int i = src.index + offset; | |
| switch(src.type) | |
| { | |
| case Shader::PARAMETER_TEMP: | |
| if(src.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| reg = r[i]; | |
| } | |
| else | |
| { | |
| reg = r[i + relativeAddress(src, src.bufferIndex)]; | |
| } | |
| break; | |
| case Shader::PARAMETER_CONST: | |
| reg = readConstant(src, offset); | |
| break; | |
| case Shader::PARAMETER_INPUT: | |
| if(src.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| reg = v[i]; | |
| } | |
| else | |
| { | |
| reg = v[i + relativeAddress(src, src.bufferIndex)]; | |
| } | |
| break; | |
| case Shader::PARAMETER_VOID: return r[0]; // 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_ADDR: reg = a0; break; | |
| case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy | |
| case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy | |
| case Shader::PARAMETER_LOOP: return r[0]; // Dummy | |
| case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy | |
| 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) + As<Int4>(r[src.rel.index].x)); | |
| } | |
| return reg; | |
| case Shader::PARAMETER_OUTPUT: | |
| if(src.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| reg = o[i]; | |
| } | |
| else | |
| { | |
| reg = o[i + relativeAddress(src, src.bufferIndex)]; | |
| } | |
| break; | |
| case Shader::PARAMETER_MISCTYPE: | |
| reg.x = As<Float>(Int(instanceID)); | |
| return reg; | |
| 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; | |
| } | |
| RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index) | |
| { | |
| if(bufferIndex == -1) | |
| { | |
| return data + OFFSET(DrawData, vs.c[index]); | |
| } | |
| else | |
| { | |
| return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index; | |
| } | |
| } | |
| RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset) | |
| { | |
| return uniformAddress(bufferIndex, index) + offset * sizeof(float4); | |
| } | |
| Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset) | |
| { | |
| Vector4f c; | |
| unsigned int i = src.index + offset; | |
| if(src.rel.type == Shader::PARAMETER_VOID) // Not relative | |
| { | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 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 = aL[loopDepth]; | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter)); | |
| c.x = c.x.xxxx; | |
| c.y = c.y.yyyy; | |
| c.z = c.z.zzzz; | |
| c.w = c.w.wwww; | |
| } | |
| else | |
| { | |
| if(src.rel.deterministic) | |
| { | |
| Int a = relativeAddress(src, src.bufferIndex); | |
| c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); | |
| c.x = c.x.xxxx; | |
| c.y = c.y.yyyy; | |
| c.z = c.z.zzzz; | |
| c.w = c.w.wwww; | |
| } | |
| else | |
| { | |
| int component = src.rel.swizzle & 0x03; | |
| Float4 a; | |
| switch(src.rel.type) | |
| { | |
| case Shader::PARAMETER_ADDR: a = a0[component]; break; | |
| case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break; | |
| case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break; | |
| case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break; | |
| case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break; | |
| case Shader::PARAMETER_MISCTYPE: a = As<Float4>(Int4(instanceID)); break; | |
| default: ASSERT(false); | |
| } | |
| Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); | |
| index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} | |
| Int index0 = Extract(index, 0); | |
| Int index1 = Extract(index, 1); | |
| Int index2 = Extract(index, 2); | |
| Int index3 = Extract(index, 3); | |
| c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); | |
| c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); | |
| c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); | |
| c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); | |
| transpose4x4(c.x, c.y, c.z, c.w); | |
| } | |
| } | |
| return c; | |
| } | |
| Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex) | |
| { | |
| ASSERT(var.rel.deterministic); | |
| if(var.rel.type == Shader::PARAMETER_TEMP) | |
| { | |
| return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_INPUT) | |
| { | |
| return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_OUTPUT) | |
| { | |
| return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_CONST) | |
| { | |
| return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale; | |
| } | |
| else if(var.rel.type == Shader::PARAMETER_LOOP) | |
| { | |
| return aL[loopDepth]; | |
| } | |
| else ASSERT(false); | |
| return 0; | |
| } | |
| Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) | |
| { | |
| Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF); | |
| if(!whileTest) | |
| { | |
| if(shader->containsBreakInstruction() && instruction->analysisBreak) | |
| { | |
| enable &= enableBreak; | |
| } | |
| if(shader->containsContinueInstruction() && instruction->analysisContinue) | |
| { | |
| enable &= enableContinue; | |
| } | |
| if(shader->containsLeaveInstruction() && instruction->analysisLeave) | |
| { | |
| enable &= enableLeave; | |
| } | |
| } | |
| return enable; | |
| } | |
| void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1) | |
| { | |
| Vector4f row0 = fetchRegister(src1, 0); | |
| Vector4f row1 = fetchRegister(src1, 1); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| } | |
| void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1) | |
| { | |
| Vector4f row0 = fetchRegister(src1, 0); | |
| Vector4f row1 = fetchRegister(src1, 1); | |
| Vector4f row2 = fetchRegister(src1, 2); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| dst.z = dot3(src0, row2); | |
| } | |
| void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1) | |
| { | |
| Vector4f row0 = fetchRegister(src1, 0); | |
| Vector4f row1 = fetchRegister(src1, 1); | |
| Vector4f row2 = fetchRegister(src1, 2); | |
| Vector4f row3 = fetchRegister(src1, 3); | |
| dst.x = dot3(src0, row0); | |
| dst.y = dot3(src0, row1); | |
| dst.z = dot3(src0, row2); | |
| dst.w = dot3(src0, row3); | |
| } | |
| void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1) | |
| { | |
| Vector4f row0 = fetchRegister(src1, 0); | |
| Vector4f row1 = fetchRegister(src1, 1); | |
| Vector4f row2 = fetchRegister(src1, 2); | |
| dst.x = dot4(src0, row0); | |
| dst.y = dot4(src0, row1); | |
| dst.z = dot4(src0, row2); | |
| } | |
| void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1) | |
| { | |
| Vector4f row0 = fetchRegister(src1, 0); | |
| Vector4f row1 = fetchRegister(src1, 1); | |
| Vector4f row2 = fetchRegister(src1, 2); | |
| Vector4f row3 = fetchRegister(src1, 3); | |
| dst.x = dot4(src0, row0); | |
| dst.y = dot4(src0, row1); | |
| dst.z = dot4(src0, row2); | |
| dst.w = dot4(src0, row3); | |
| } | |
| void VertexProgram::BREAK() | |
| { | |
| BasicBlock *deadBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | |
| if(breakDepth == 0) | |
| { | |
| enableIndex = enableIndex - breakDepth; | |
| Nucleus::createBr(endBlock); | |
| } | |
| else | |
| { | |
| enableBreak = enableBreak & ~enableStack[enableIndex]; | |
| Bool allBreak = SignMask(enableBreak) == 0x0; | |
| enableIndex = enableIndex - breakDepth; | |
| branch(allBreak, endBlock, deadBlock); | |
| } | |
| Nucleus::setInsertBlock(deadBlock); | |
| enableIndex = enableIndex + breakDepth; | |
| } | |
| void VertexProgram::BREAKC(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(condition); | |
| } | |
| void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC | |
| { | |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| BREAK(condition); | |
| } | |
| void VertexProgram::BREAK(Int4 &condition) | |
| { | |
| condition &= enableStack[enableIndex]; | |
| BasicBlock *continueBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; | |
| enableBreak = enableBreak & ~condition; | |
| Bool allBreak = SignMask(enableBreak) == 0x0; | |
| enableIndex = enableIndex - breakDepth; | |
| branch(allBreak, endBlock, continueBlock); | |
| Nucleus::setInsertBlock(continueBlock); | |
| enableIndex = enableIndex + breakDepth; | |
| } | |
| void VertexProgram::CONTINUE() | |
| { | |
| enableContinue = enableContinue & ~enableStack[enableIndex]; | |
| } | |
| void VertexProgram::TEST() | |
| { | |
| whileTest = true; | |
| } | |
| void VertexProgram::CALL(int labelIndex, int callSiteIndex) | |
| { | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| if(callRetBlock[labelIndex].size() > 1) | |
| { | |
| callStack[stackIndex++] = UInt(callSiteIndex); | |
| } | |
| Int4 restoreLeave = enableLeave; | |
| Nucleus::createBr(labelBlock[labelIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| enableLeave = restoreLeave; | |
| } | |
| void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src) | |
| { | |
| if(src.type == Shader::PARAMETER_CONSTBOOL) | |
| { | |
| CALLNZb(labelIndex, callSiteIndex, src); | |
| } | |
| else if(src.type == Shader::PARAMETER_PREDICATE) | |
| { | |
| CALLNZp(labelIndex, callSiteIndex, src); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister) | |
| { | |
| Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.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) | |
| { | |
| callStack[stackIndex++] = UInt(callSiteIndex); | |
| } | |
| Int4 restoreLeave = enableLeave; | |
| branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| enableLeave = restoreLeave; | |
| } | |
| void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister) | |
| { | |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| condition &= enableStack[enableIndex]; | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| if(callRetBlock[labelIndex].size() > 1) | |
| { | |
| callStack[stackIndex++] = UInt(callSiteIndex); | |
| } | |
| enableIndex++; | |
| enableStack[enableIndex] = condition; | |
| Int4 restoreLeave = enableLeave; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | |
| Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | |
| enableIndex--; | |
| enableLeave = restoreLeave; | |
| } | |
| void VertexProgram::ELSE() | |
| { | |
| ifDepth--; | |
| BasicBlock *falseBlock = ifFalseBlock[ifDepth]; | |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| if(isConditionalIf[ifDepth]) | |
| { | |
| Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1]; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, falseBlock, endBlock); | |
| enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1]; | |
| } | |
| else | |
| { | |
| Nucleus::createBr(endBlock); | |
| Nucleus::setInsertBlock(falseBlock); | |
| } | |
| ifFalseBlock[ifDepth] = endBlock; | |
| ifDepth++; | |
| } | |
| void VertexProgram::ENDIF() | |
| { | |
| ifDepth--; | |
| BasicBlock *endBlock = ifFalseBlock[ifDepth]; | |
| Nucleus::createBr(endBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| if(isConditionalIf[ifDepth]) | |
| { | |
| breakDepth--; | |
| enableIndex--; | |
| } | |
| } | |
| void VertexProgram::ENDLOOP() | |
| { | |
| loopRepDepth--; | |
| aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: += | |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| loopDepth--; | |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| void VertexProgram::ENDREP() | |
| { | |
| loopRepDepth--; | |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| loopDepth--; | |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| void VertexProgram::ENDWHILE() | |
| { | |
| loopRepDepth--; | |
| BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| enableIndex--; | |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| whileTest = false; | |
| } | |
| void VertexProgram::ENDSWITCH() | |
| { | |
| loopRepDepth--; | |
| BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | |
| Nucleus::createBr(loopRepEndBlock[loopRepDepth]); | |
| Nucleus::setInsertBlock(endBlock); | |
| enableIndex--; | |
| enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
| } | |
| void VertexProgram::IF(const Src &src) | |
| { | |
| if(src.type == Shader::PARAMETER_CONSTBOOL) | |
| { | |
| IFb(src); | |
| } | |
| else if(src.type == Shader::PARAMETER_PREDICATE) | |
| { | |
| IFp(src); | |
| } | |
| else | |
| { | |
| Int4 condition = As<Int4>(fetchRegister(src).x); | |
| IF(condition); | |
| } | |
| } | |
| void VertexProgram::IFb(const Src &boolRegister) | |
| { | |
| ASSERT(ifDepth < 24 + 4); | |
| Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME | |
| if(boolRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = !condition; | |
| } | |
| BasicBlock *trueBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *falseBlock = Nucleus::createBasicBlock(); | |
| branch(condition, trueBlock, falseBlock); | |
| isConditionalIf[ifDepth] = false; | |
| ifFalseBlock[ifDepth] = falseBlock; | |
| ifDepth++; | |
| } | |
| void VertexProgram::IFp(const Src &predicateRegister) | |
| { | |
| Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | |
| if(predicateRegister.modifier == Shader::MODIFIER_NOT) | |
| { | |
| condition = ~condition; | |
| } | |
| IF(condition); | |
| } | |
| void VertexProgram::IFC(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(condition); | |
| } | |
| void VertexProgram::IF(Int4 &condition) | |
| { | |
| condition &= enableStack[enableIndex]; | |
| enableIndex++; | |
| enableStack[enableIndex] = condition; | |
| BasicBlock *trueBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *falseBlock = Nucleus::createBasicBlock(); | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, trueBlock, falseBlock); | |
| isConditionalIf[ifDepth] = true; | |
| ifFalseBlock[ifDepth] = falseBlock; | |
| ifDepth++; | |
| breakDepth++; | |
| } | |
| void VertexProgram::LABEL(int labelIndex) | |
| { | |
| if(!labelBlock[labelIndex]) | |
| { | |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); | |
| } | |
| Nucleus::setInsertBlock(labelBlock[labelIndex]); | |
| currentLabel = labelIndex; | |
| } | |
| void VertexProgram::LOOP(const Src &integerRegister) | |
| { | |
| loopDepth++; | |
| iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | |
| aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1])); | |
| increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2])); | |
| // FIXME: Compiles to two instructions? | |
| If(increment[loopDepth] == 0) | |
| { | |
| increment[loopDepth] = 1; | |
| } | |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| branch(iteration[loopDepth] > 0, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(loopBlock); | |
| iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void VertexProgram::REP(const Src &integerRegister) | |
| { | |
| loopDepth++; | |
| iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | |
| aL[loopDepth] = aL[loopDepth - 1]; | |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| branch(iteration[loopDepth] > 0, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(loopBlock); | |
| iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void VertexProgram::WHILE(const Src &temporaryRegister) | |
| { | |
| enableIndex++; | |
| BasicBlock *loopBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *testBlock = Nucleus::createBasicBlock(); | |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = testBlock; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| Int4 restoreBreak = enableBreak; | |
| Int4 restoreContinue = enableContinue; | |
| // FIXME: jump(testBlock) | |
| Nucleus::createBr(testBlock); | |
| Nucleus::setInsertBlock(testBlock); | |
| enableContinue = restoreContinue; | |
| const Vector4f &src = fetchRegister(temporaryRegister); | |
| Int4 condition = As<Int4>(src.x); | |
| condition &= enableStack[enableIndex - 1]; | |
| if(shader->containsLeaveInstruction()) condition &= enableLeave; | |
| enableStack[enableIndex] = condition; | |
| Bool notAllFalse = SignMask(condition) != 0; | |
| branch(notAllFalse, loopBlock, endBlock); | |
| Nucleus::setInsertBlock(endBlock); | |
| enableBreak = restoreBreak; | |
| Nucleus::setInsertBlock(loopBlock); | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void VertexProgram::SWITCH() | |
| { | |
| enableIndex++; | |
| enableStack[enableIndex] = Int4(0xFFFFFFFF); | |
| BasicBlock *endBlock = Nucleus::createBasicBlock(); | |
| loopRepTestBlock[loopRepDepth] = nullptr; | |
| loopRepEndBlock[loopRepDepth] = endBlock; | |
| loopRepDepth++; | |
| breakDepth = 0; | |
| } | |
| void VertexProgram::RET() | |
| { | |
| if(currentLabel == -1) | |
| { | |
| returnBlock = Nucleus::createBasicBlock(); | |
| Nucleus::createBr(returnBlock); | |
| } | |
| else | |
| { | |
| BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); | |
| if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack | |
| { | |
| // FIXME: Encapsulate | |
| UInt index = callStack[--stackIndex]; | |
| Value *value = index.loadValue(); | |
| SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); | |
| for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) | |
| { | |
| Nucleus::addSwitchCase(switchCases, 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 VertexProgram::LEAVE() | |
| { | |
| enableLeave = enableLeave & ~enableStack[enableIndex]; | |
| // FIXME: Return from function if all instances left | |
| // FIXME: Use enableLeave in other control-flow constructs | |
| } | |
| void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| sampleTexture(dst, src1, src0, a0, a0, src0, Lod); | |
| } | |
| void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1) | |
| { | |
| src0.w = Float(0.0f); | |
| sampleTexture(dst, src1, src0, a0, a0, src0, Lod); | |
| } | |
| void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2) | |
| { | |
| src0.w = Float(0.0f); | |
| sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset}); | |
| } | |
| void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset) | |
| { | |
| sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset}); | |
| } | |
| void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1) | |
| { | |
| sampleTexture(dst, src1, src0, src0, src0, src0, Fetch); | |
| } | |
| void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset) | |
| { | |
| sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset}); | |
| } | |
| void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3) | |
| { | |
| sampleTexture(dst, src1, src0, src2, src3, src0, Grad); | |
| } | |
| void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset) | |
| { | |
| sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset}); | |
| } | |
| void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1) | |
| { | |
| Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture); | |
| sampler[src1.index]->textureSize(texture, dst, lod); | |
| } | |
| void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) | |
| { | |
| Vector4f tmp; | |
| if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) | |
| { | |
| Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture); | |
| sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function); | |
| } | |
| else | |
| { | |
| Int index = As<Int>(Float(fetchRegister(s).x.x)); | |
| for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| if(shader->usesSampler(i)) | |
| { | |
| If(index == i) | |
| { | |
| Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture); | |
| sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function); | |
| // FIXME: When the sampler states are the same, we could use one sampler and just index the texture | |
| } | |
| } | |
| } | |
| } | |
| c.x = tmp[(s.swizzle >> 0) & 0x3]; | |
| c.y = tmp[(s.swizzle >> 2) & 0x3]; | |
| c.z = tmp[(s.swizzle >> 4) & 0x3]; | |
| c.w = tmp[(s.swizzle >> 6) & 0x3]; | |
| } | |
| } |