1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 #include "PixelProgram.hpp"
16 #include "Primitive.hpp"
17 #include "Renderer.hpp"
18 #include "SamplerCore.hpp"
22 extern bool postBlendSRGB;
23 extern bool booleanFaceRegister;
24 extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
25 extern bool fullPixelPositionRegister;
27 void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
29 if(shader->getVersion() >= 0x0300)
31 if(shader->vPosDeclared)
33 if(!halfIntegerCoordinates)
35 vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
36 vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
40 vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
41 vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
44 if(fullPixelPositionRegister)
46 vPos.z = z[0]; // FIXME: Centroid?
47 vPos.w = w; // FIXME: Centroid?
51 if(shader->vFaceDeclared)
53 Float4 area = *Pointer<Float>(primitive + OFFSET(Primitive, area));
54 Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
64 void PixelProgram::applyShader(Int cMask[4])
69 if(shader->containsLeaveInstruction())
71 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
74 for(int i = 0; i < RENDERTARGETS; i++)
76 if(state.targetFormat[i] != FORMAT_NULL)
78 oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
82 // Create all call site return blocks up front
83 for(size_t i = 0; i < shader->getLength(); i++)
85 const Shader::Instruction *instruction = shader->getInstruction(i);
86 Shader::Opcode opcode = instruction->opcode;
88 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
90 const Dst &dst = instruction->dst;
92 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
93 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
97 bool broadcastColor0 = true;
99 for(size_t i = 0; i < shader->getLength(); i++)
101 const Shader::Instruction *instruction = shader->getInstruction(i);
102 Shader::Opcode opcode = instruction->opcode;
104 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
109 const Dst &dst = instruction->dst;
110 const Src &src0 = instruction->src[0];
111 const Src &src1 = instruction->src[1];
112 const Src &src2 = instruction->src[2];
113 const Src &src3 = instruction->src[3];
114 const Src &src4 = instruction->src[4];
116 bool predicate = instruction->predicate;
117 Control control = instruction->control;
118 bool pp = dst.partialPrecision;
119 bool project = instruction->project;
120 bool bias = instruction->bias;
129 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
131 if(dst.type == Shader::PARAMETER_TEXTURE)
133 d.x = v[2 + dst.index].x;
134 d.y = v[2 + dst.index].y;
135 d.z = v[2 + dst.index].z;
136 d.w = v[2 + dst.index].w;
144 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
145 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
146 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
147 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
148 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
152 case Shader::OPCODE_PS_2_0: break;
153 case Shader::OPCODE_PS_2_x: break;
154 case Shader::OPCODE_PS_3_0: break;
155 case Shader::OPCODE_DEF: break;
156 case Shader::OPCODE_DCL: break;
157 case Shader::OPCODE_NOP: break;
158 case Shader::OPCODE_MOV: mov(d, s0); break;
159 case Shader::OPCODE_NEG: neg(d, s0); break;
160 case Shader::OPCODE_INEG: ineg(d, s0); break;
161 case Shader::OPCODE_F2B: f2b(d, s0); break;
162 case Shader::OPCODE_B2F: b2f(d, s0); break;
163 case Shader::OPCODE_F2I: f2i(d, s0); break;
164 case Shader::OPCODE_I2F: i2f(d, s0); break;
165 case Shader::OPCODE_F2U: f2u(d, s0); break;
166 case Shader::OPCODE_U2F: u2f(d, s0); break;
167 case Shader::OPCODE_I2B: i2b(d, s0); break;
168 case Shader::OPCODE_B2I: b2i(d, s0); break;
169 case Shader::OPCODE_ADD: add(d, s0, s1); break;
170 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
171 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
172 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
173 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
174 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
175 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
176 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
177 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
178 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
179 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
180 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
181 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
182 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
183 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
184 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
185 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
186 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
187 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
188 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
189 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
190 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
191 case Shader::OPCODE_FRC: frc(d, s0); break;
192 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
193 case Shader::OPCODE_FLOOR: floor(d, s0); break;
194 case Shader::OPCODE_ROUND: round(d, s0); break;
195 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
196 case Shader::OPCODE_CEIL: ceil(d, s0); break;
197 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
198 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
199 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
200 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
201 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
202 case Shader::OPCODE_LOG: log(d, s0, pp); break;
203 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
204 case Shader::OPCODE_DIV: div(d, s0, s1); break;
205 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
206 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
207 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
208 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
209 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
210 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
211 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
212 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
213 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
214 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
215 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
216 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
217 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
218 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
219 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
220 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
221 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
222 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
223 case Shader::OPCODE_MIN: min(d, s0, s1); break;
224 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
225 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
226 case Shader::OPCODE_MAX: max(d, s0, s1); break;
227 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
228 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
229 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
230 case Shader::OPCODE_STEP: step(d, s0, s1); break;
231 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
232 case Shader::OPCODE_FLOATBITSTOINT:
233 case Shader::OPCODE_FLOATBITSTOUINT:
234 case Shader::OPCODE_INTBITSTOFLOAT:
235 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
236 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
237 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
238 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
239 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
240 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
241 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
242 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
243 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
244 case Shader::OPCODE_SGN: sgn(d, s0); break;
245 case Shader::OPCODE_ISGN: isgn(d, s0); break;
246 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
247 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
248 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
249 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
250 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
251 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
252 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
253 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
254 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
255 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
256 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
257 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
258 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
259 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
260 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
261 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
262 case Shader::OPCODE_ABS: abs(d, s0); break;
263 case Shader::OPCODE_IABS: iabs(d, s0); break;
264 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
265 case Shader::OPCODE_COS: cos(d, s0, pp); break;
266 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
267 case Shader::OPCODE_TAN: tan(d, s0, pp); break;
268 case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
269 case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
270 case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
271 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
272 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
273 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
274 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
275 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
276 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
277 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
278 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
279 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
280 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
281 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
282 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
283 case Shader::OPCODE_TEX: TEXLD(d, s0, src1, project, bias); break;
284 case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3, project); break;
285 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1, project); break;
286 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
287 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
288 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3, project, bias); break;
289 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, project, bias); break;
290 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
291 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
292 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
293 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
294 case Shader::OPCODE_DISCARD: DISCARD(cMask, instruction); break;
295 case Shader::OPCODE_DFDX: DFDX(d, s0); break;
296 case Shader::OPCODE_DFDY: DFDY(d, s0); break;
297 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
298 case Shader::OPCODE_BREAK: BREAK(); break;
299 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
300 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
301 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
302 case Shader::OPCODE_TEST: TEST(); break;
303 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
304 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
305 case Shader::OPCODE_ELSE: ELSE(); break;
306 case Shader::OPCODE_ENDIF: ENDIF(); break;
307 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
308 case Shader::OPCODE_ENDREP: ENDREP(); break;
309 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
310 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
311 case Shader::OPCODE_IF: IF(src0); break;
312 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
313 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
314 case Shader::OPCODE_LOOP: LOOP(src1); break;
315 case Shader::OPCODE_REP: REP(src0); break;
316 case Shader::OPCODE_WHILE: WHILE(src0); break;
317 case Shader::OPCODE_SWITCH: SWITCH(); break;
318 case Shader::OPCODE_RET: RET(); break;
319 case Shader::OPCODE_LEAVE: LEAVE(); break;
320 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
321 case Shader::OPCODE_ALL: all(d.x, s0); break;
322 case Shader::OPCODE_ANY: any(d.x, s0); break;
323 case Shader::OPCODE_NOT: not(d, s0); break;
324 case Shader::OPCODE_OR: or(d, s0, s1); break;
325 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
326 case Shader::OPCODE_AND: and(d, s0, s1); break;
327 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
328 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
329 case Shader::OPCODE_END: break;
334 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
340 case Shader::OPCODE_DIV:
341 if(dst.x) d.x = Trunc(d.x);
342 if(dst.y) d.y = Trunc(d.y);
343 if(dst.z) d.z = Trunc(d.z);
344 if(dst.w) d.w = Trunc(d.w);
347 break; // No truncation to integer required when arguments are integer
353 if(dst.x) d.x = Max(d.x, Float4(0.0f));
354 if(dst.y) d.y = Max(d.y, Float4(0.0f));
355 if(dst.z) d.z = Max(d.z, Float4(0.0f));
356 if(dst.w) d.w = Max(d.w, Float4(0.0f));
358 if(dst.x) d.x = Min(d.x, Float4(1.0f));
359 if(dst.y) d.y = Min(d.y, Float4(1.0f));
360 if(dst.z) d.z = Min(d.z, Float4(1.0f));
361 if(dst.w) d.w = Min(d.w, Float4(1.0f));
364 if(instruction->isPredicated())
366 Vector4f pDst; // FIXME: Rename
370 case Shader::PARAMETER_TEMP:
371 if(dst.rel.type == Shader::PARAMETER_VOID)
373 if(dst.x) pDst.x = r[dst.index].x;
374 if(dst.y) pDst.y = r[dst.index].y;
375 if(dst.z) pDst.z = r[dst.index].z;
376 if(dst.w) pDst.w = r[dst.index].w;
380 Int a = relativeAddress(dst);
382 if(dst.x) pDst.x = r[dst.index + a].x;
383 if(dst.y) pDst.y = r[dst.index + a].y;
384 if(dst.z) pDst.z = r[dst.index + a].z;
385 if(dst.w) pDst.w = r[dst.index + a].w;
388 case Shader::PARAMETER_COLOROUT:
389 if(dst.rel.type == Shader::PARAMETER_VOID)
391 if(dst.x) pDst.x = oC[dst.index].x;
392 if(dst.y) pDst.y = oC[dst.index].y;
393 if(dst.z) pDst.z = oC[dst.index].z;
394 if(dst.w) pDst.w = oC[dst.index].w;
398 Int a = relativeAddress(dst) + dst.index;
400 if(dst.x) pDst.x = oC[a].x;
401 if(dst.y) pDst.y = oC[a].y;
402 if(dst.z) pDst.z = oC[a].z;
403 if(dst.w) pDst.w = oC[a].w;
406 case Shader::PARAMETER_PREDICATE:
407 if(dst.x) pDst.x = p0.x;
408 if(dst.y) pDst.y = p0.y;
409 if(dst.z) pDst.z = p0.z;
410 if(dst.w) pDst.w = p0.w;
412 case Shader::PARAMETER_DEPTHOUT:
419 Int4 enable = enableMask(instruction);
421 Int4 xEnable = enable;
422 Int4 yEnable = enable;
423 Int4 zEnable = enable;
424 Int4 wEnable = enable;
428 unsigned char pSwizzle = instruction->predicateSwizzle;
430 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
431 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
432 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
433 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
435 if(!instruction->predicateNot)
437 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
438 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
439 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
440 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
444 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
445 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
446 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
447 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
451 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
452 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
453 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
454 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
456 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
457 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
458 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
459 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
464 case Shader::PARAMETER_TEMP:
465 if(dst.rel.type == Shader::PARAMETER_VOID)
467 if(dst.x) r[dst.index].x = d.x;
468 if(dst.y) r[dst.index].y = d.y;
469 if(dst.z) r[dst.index].z = d.z;
470 if(dst.w) r[dst.index].w = d.w;
474 Int a = relativeAddress(dst);
476 if(dst.x) r[dst.index + a].x = d.x;
477 if(dst.y) r[dst.index + a].y = d.y;
478 if(dst.z) r[dst.index + a].z = d.z;
479 if(dst.w) r[dst.index + a].w = d.w;
482 case Shader::PARAMETER_COLOROUT:
483 if(dst.rel.type == Shader::PARAMETER_VOID)
485 broadcastColor0 = (dst.index == 0) && broadcastColor0;
487 if(dst.x) { oC[dst.index].x = d.x; }
488 if(dst.y) { oC[dst.index].y = d.y; }
489 if(dst.z) { oC[dst.index].z = d.z; }
490 if(dst.w) { oC[dst.index].w = d.w; }
494 broadcastColor0 = false;
495 Int a = relativeAddress(dst) + dst.index;
497 if(dst.x) { oC[a].x = d.x; }
498 if(dst.y) { oC[a].y = d.y; }
499 if(dst.z) { oC[a].z = d.z; }
500 if(dst.w) { oC[a].w = d.w; }
503 case Shader::PARAMETER_PREDICATE:
504 if(dst.x) p0.x = d.x;
505 if(dst.y) p0.y = d.y;
506 if(dst.z) p0.z = d.z;
507 if(dst.w) p0.w = d.w;
509 case Shader::PARAMETER_DEPTHOUT:
518 if(currentLabel != -1)
520 Nucleus::setInsertBlock(returnBlock);
525 for(int i = 0; i < RENDERTARGETS; i++)
532 for(int i = 0; i < RENDERTARGETS; i++)
539 Bool PixelProgram::alphaTest(Int cMask[4])
543 if(!state.alphaTestActive())
550 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
552 Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
554 PixelRoutine::alphaTest(aMask, alpha);
556 for(unsigned int q = 0; q < state.multiSample; q++)
561 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
563 alphaToCoverage(cMask, c[0].w);
569 for(unsigned int q = 1; q < state.multiSample; q++)
571 pass = pass | cMask[q];
577 void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
579 for(int index = 0; index < RENDERTARGETS; index++)
581 if(!state.colorWriteActive(index))
586 if(!postBlendSRGB && state.writeSRGB && !isSRGB(index))
588 c[index].x = linearToSRGB(c[index].x);
589 c[index].y = linearToSRGB(c[index].y);
590 c[index].z = linearToSRGB(c[index].z);
595 fogBlend(c[index], fog);
598 switch(state.targetFormat[index])
601 case FORMAT_X8R8G8B8:
602 case FORMAT_X8B8G8R8:
603 case FORMAT_A8R8G8B8:
604 case FORMAT_A8B8G8R8:
605 case FORMAT_SRGB8_X8:
606 case FORMAT_SRGB8_A8:
609 case FORMAT_A16B16G16R16:
610 for(unsigned int q = 0; q < state.multiSample; q++)
612 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
615 if(state.targetFormat[index] == FORMAT_R5G6B5)
617 color.x = UShort4(c[index].x * Float4(0xFBFF), false);
618 color.y = UShort4(c[index].y * Float4(0xFDFF), false);
619 color.z = UShort4(c[index].z * Float4(0xFBFF), false);
620 color.w = UShort4(c[index].w * Float4(0xFFFF), false);
624 color.x = convertFixed16(c[index].x, false);
625 color.y = convertFixed16(c[index].y, false);
626 color.z = convertFixed16(c[index].z, false);
627 color.w = convertFixed16(c[index].w, false);
630 if(state.multiSampleMask & (1 << q))
632 alphaBlend(index, buffer, color, x);
633 logicOperation(index, buffer, color, x);
634 writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
640 case FORMAT_X32B32G32R32F:
641 case FORMAT_A32B32G32R32F:
644 case FORMAT_A32B32G32R32I:
646 case FORMAT_G32R32UI:
647 case FORMAT_A32B32G32R32UI:
648 for(unsigned int q = 0; q < state.multiSample; q++)
650 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
651 Vector4f color = c[index];
653 if(state.multiSampleMask & (1 << q))
655 alphaBlend(index, buffer, color, x);
656 writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
666 void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
670 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
672 sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, project, method);
676 Int index = As<Int>(Float(fetchRegister(sampler).x.x));
678 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
680 if(shader->usesSampler(i))
684 sampleTexture(tmp, i, u, v, w, q, dsx, dsy, project, method);
685 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
691 c.x = tmp[(sampler.swizzle >> 0) & 0x3];
692 c.y = tmp[(sampler.swizzle >> 2) & 0x3];
693 c.z = tmp[(sampler.swizzle >> 4) & 0x3];
694 c.w = tmp[(sampler.swizzle >> 6) & 0x3];
697 void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
700 Long texTime = Ticks();
703 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
707 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, method);
711 Float4 rq = reciprocal(q);
717 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, method);
721 cycles[PERF_TEX] += Ticks() - texTime;
725 void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
727 for(int index = 0; index < RENDERTARGETS; index++)
729 if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
734 switch(state.targetFormat[index])
739 case FORMAT_A8R8G8B8:
740 case FORMAT_A8B8G8R8:
741 case FORMAT_X8R8G8B8:
742 case FORMAT_X8B8G8R8:
743 case FORMAT_SRGB8_X8:
744 case FORMAT_SRGB8_A8:
747 case FORMAT_A16B16G16R16:
748 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
749 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
750 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
751 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
755 case FORMAT_X32B32G32R32F:
756 case FORMAT_A32B32G32R32F:
759 case FORMAT_A32B32G32R32I:
761 case FORMAT_G32R32UI:
762 case FORMAT_A32B32G32R32UI:
770 Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
772 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
776 if(shader->containsBreakInstruction() && instruction->analysisBreak)
778 enable &= enableBreak;
781 if(shader->containsContinueInstruction() && instruction->analysisContinue)
783 enable &= enableContinue;
786 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
788 enable &= enableLeave;
795 Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
798 unsigned int i = src.index + offset;
802 case Shader::PARAMETER_TEMP:
803 if(src.rel.type == Shader::PARAMETER_VOID)
809 Int a = relativeAddress(src, src.bufferIndex);
814 case Shader::PARAMETER_INPUT:
816 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
822 Int a = relativeAddress(src, src.bufferIndex);
828 case Shader::PARAMETER_CONST:
829 reg = readConstant(src, offset);
831 case Shader::PARAMETER_TEXTURE:
834 case Shader::PARAMETER_MISCTYPE:
835 if(src.index == 0) reg = vPos;
836 if(src.index == 1) reg = vFace;
838 case Shader::PARAMETER_SAMPLER:
839 if(src.rel.type == Shader::PARAMETER_VOID)
841 reg.x = As<Float4>(Int4(i));
843 else if(src.rel.type == Shader::PARAMETER_TEMP)
845 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
848 case Shader::PARAMETER_PREDICATE: return reg; // Dummy
849 case Shader::PARAMETER_VOID: return reg; // Dummy
850 case Shader::PARAMETER_FLOAT4LITERAL:
851 reg.x = Float4(src.value[0]);
852 reg.y = Float4(src.value[1]);
853 reg.z = Float4(src.value[2]);
854 reg.w = Float4(src.value[3]);
856 case Shader::PARAMETER_CONSTINT: return reg; // Dummy
857 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
858 case Shader::PARAMETER_LOOP: return reg; // Dummy
859 case Shader::PARAMETER_COLOROUT:
860 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
866 Int a = relativeAddress(src, src.bufferIndex);
871 case Shader::PARAMETER_DEPTHOUT:
878 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
879 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
880 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
881 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
887 case Shader::MODIFIER_NONE:
893 case Shader::MODIFIER_NEGATE:
899 case Shader::MODIFIER_ABS:
905 case Shader::MODIFIER_ABS_NEGATE:
911 case Shader::MODIFIER_NOT:
912 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
913 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
914 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
915 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
924 RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
926 if(bufferIndex == -1)
928 return data + OFFSET(DrawData, ps.c[index]);
932 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
936 RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
938 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
941 Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
944 unsigned int i = src.index + offset;
946 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
948 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
955 if(shader->containsDefineInstruction()) // Constant may be known at compile time
957 for(size_t j = 0; j < shader->getLength(); j++)
959 const Shader::Instruction &instruction = *shader->getInstruction(j);
961 if(instruction.opcode == Shader::OPCODE_DEF)
963 if(instruction.dst.index == i)
965 c.x = Float4(instruction.src[0].value[0]);
966 c.y = Float4(instruction.src[0].value[1]);
967 c.z = Float4(instruction.src[0].value[2]);
968 c.w = Float4(instruction.src[0].value[3]);
976 else if(src.rel.type == Shader::PARAMETER_LOOP)
978 Int loopCounter = aL[loopDepth];
980 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
989 Int a = relativeAddress(src, src.bufferIndex);
991 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
1002 Int PixelProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
1004 ASSERT(var.rel.deterministic);
1006 if(var.rel.type == Shader::PARAMETER_TEMP)
1008 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
1010 else if(var.rel.type == Shader::PARAMETER_INPUT)
1012 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
1014 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
1016 return As<Int>(Extract(oC[var.rel.index].x, 0)) * var.rel.scale;
1018 else if(var.rel.type == Shader::PARAMETER_CONST)
1020 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
1022 else if(var.rel.type == Shader::PARAMETER_LOOP)
1024 return aL[loopDepth];
1031 Float4 PixelProgram::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
1033 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
1034 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
1036 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
1039 void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
1041 Vector4f row0 = fetchRegister(src1, 0);
1042 Vector4f row1 = fetchRegister(src1, 1);
1044 dst.x = dot3(src0, row0);
1045 dst.y = dot3(src0, row1);
1048 void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1050 Vector4f row0 = fetchRegister(src1, 0);
1051 Vector4f row1 = fetchRegister(src1, 1);
1052 Vector4f row2 = fetchRegister(src1, 2);
1054 dst.x = dot3(src0, row0);
1055 dst.y = dot3(src0, row1);
1056 dst.z = dot3(src0, row2);
1059 void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1061 Vector4f row0 = fetchRegister(src1, 0);
1062 Vector4f row1 = fetchRegister(src1, 1);
1063 Vector4f row2 = fetchRegister(src1, 2);
1064 Vector4f row3 = fetchRegister(src1, 3);
1066 dst.x = dot3(src0, row0);
1067 dst.y = dot3(src0, row1);
1068 dst.z = dot3(src0, row2);
1069 dst.w = dot3(src0, row3);
1072 void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1074 Vector4f row0 = fetchRegister(src1, 0);
1075 Vector4f row1 = fetchRegister(src1, 1);
1076 Vector4f row2 = fetchRegister(src1, 2);
1078 dst.x = dot4(src0, row0);
1079 dst.y = dot4(src0, row1);
1080 dst.z = dot4(src0, row2);
1083 void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1085 Vector4f row0 = fetchRegister(src1, 0);
1086 Vector4f row1 = fetchRegister(src1, 1);
1087 Vector4f row2 = fetchRegister(src1, 2);
1088 Vector4f row3 = fetchRegister(src1, 3);
1090 dst.x = dot4(src0, row0);
1091 dst.y = dot4(src0, row1);
1092 dst.z = dot4(src0, row2);
1093 dst.w = dot4(src0, row3);
1096 void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
1098 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias ? Bias : Implicit);
1101 void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
1106 void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
1111 void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1116 void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
1121 void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1126 void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1131 void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
1133 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, Grad);
1136 void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
1138 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, Lod);
1141 void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1143 Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1144 for(int i = 0; i < 4; ++i)
1146 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1147 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1148 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1149 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1153 void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
1157 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
1158 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
1159 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
1160 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
1162 // FIXME: Dynamic branching affects TEXKILL?
1163 // if(shader->containsDynamicBranching())
1165 // kill = ~SignMask(enableMask());
1168 for(unsigned int q = 0; q < state.multiSample; q++)
1173 // FIXME: Branch to end of shader if all killed?
1176 void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
1180 if(shader->containsDynamicBranching())
1182 kill = ~SignMask(enableMask(instruction));
1185 for(unsigned int q = 0; q < state.multiSample; q++)
1190 // FIXME: Branch to end of shader if all killed?
1193 void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
1195 dst.x = src.x.yyww - src.x.xxzz;
1196 dst.y = src.y.yyww - src.y.xxzz;
1197 dst.z = src.z.yyww - src.z.xxzz;
1198 dst.w = src.w.yyww - src.w.xxzz;
1201 void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
1203 dst.x = src.x.zwzw - src.x.xyxy;
1204 dst.y = src.y.zwzw - src.y.xyxy;
1205 dst.z = src.z.zwzw - src.z.xyxy;
1206 dst.w = src.w.zwzw - src.w.xyxy;
1209 void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
1211 // abs(dFdx(src)) + abs(dFdy(src));
1212 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
1213 dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
1214 dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
1215 dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
1218 void PixelProgram::BREAK()
1220 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
1221 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1225 enableIndex = enableIndex - breakDepth;
1226 Nucleus::createBr(endBlock);
1230 enableBreak = enableBreak & ~enableStack[enableIndex];
1231 Bool allBreak = SignMask(enableBreak) == 0x0;
1233 enableIndex = enableIndex - breakDepth;
1234 branch(allBreak, endBlock, deadBlock);
1237 Nucleus::setInsertBlock(deadBlock);
1238 enableIndex = enableIndex + breakDepth;
1241 void PixelProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1247 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1248 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1249 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1250 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1251 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1252 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1260 void PixelProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1262 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1264 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1266 condition = ~condition;
1272 void PixelProgram::BREAK(Int4 &condition)
1274 condition &= enableStack[enableIndex];
1276 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1277 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1279 enableBreak = enableBreak & ~condition;
1280 Bool allBreak = SignMask(enableBreak) == 0x0;
1282 enableIndex = enableIndex - breakDepth;
1283 branch(allBreak, endBlock, continueBlock);
1285 Nucleus::setInsertBlock(continueBlock);
1286 enableIndex = enableIndex + breakDepth;
1289 void PixelProgram::CONTINUE()
1291 enableContinue = enableContinue & ~enableStack[enableIndex];
1294 void PixelProgram::TEST()
1299 void PixelProgram::CALL(int labelIndex, int callSiteIndex)
1301 if(!labelBlock[labelIndex])
1303 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1306 if(callRetBlock[labelIndex].size() > 1)
1308 callStack[stackIndex++] = UInt(callSiteIndex);
1311 Int4 restoreLeave = enableLeave;
1313 Nucleus::createBr(labelBlock[labelIndex]);
1314 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1316 enableLeave = restoreLeave;
1319 void PixelProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1321 if(src.type == Shader::PARAMETER_CONSTBOOL)
1323 CALLNZb(labelIndex, callSiteIndex, src);
1325 else if(src.type == Shader::PARAMETER_PREDICATE)
1327 CALLNZp(labelIndex, callSiteIndex, src);
1332 void PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1334 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
1336 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1338 condition = !condition;
1341 if(!labelBlock[labelIndex])
1343 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1346 if(callRetBlock[labelIndex].size() > 1)
1348 callStack[stackIndex++] = UInt(callSiteIndex);
1351 Int4 restoreLeave = enableLeave;
1353 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1354 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1356 enableLeave = restoreLeave;
1359 void PixelProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1361 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1363 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1365 condition = ~condition;
1368 condition &= enableStack[enableIndex];
1370 if(!labelBlock[labelIndex])
1372 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1375 if(callRetBlock[labelIndex].size() > 1)
1377 callStack[stackIndex++] = UInt(callSiteIndex);
1381 enableStack[enableIndex] = condition;
1382 Int4 restoreLeave = enableLeave;
1384 Bool notAllFalse = SignMask(condition) != 0;
1385 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1386 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1389 enableLeave = restoreLeave;
1392 void PixelProgram::ELSE()
1396 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1397 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1399 if(isConditionalIf[ifDepth])
1401 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1402 Bool notAllFalse = SignMask(condition) != 0;
1404 branch(notAllFalse, falseBlock, endBlock);
1406 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1410 Nucleus::createBr(endBlock);
1411 Nucleus::setInsertBlock(falseBlock);
1414 ifFalseBlock[ifDepth] = endBlock;
1419 void PixelProgram::ENDIF()
1423 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1425 Nucleus::createBr(endBlock);
1426 Nucleus::setInsertBlock(endBlock);
1428 if(isConditionalIf[ifDepth])
1435 void PixelProgram::ENDLOOP()
1439 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1441 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1442 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1444 Nucleus::createBr(testBlock);
1445 Nucleus::setInsertBlock(endBlock);
1448 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1451 void PixelProgram::ENDREP()
1455 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1456 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1458 Nucleus::createBr(testBlock);
1459 Nucleus::setInsertBlock(endBlock);
1462 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1465 void PixelProgram::ENDWHILE()
1469 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1470 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1472 Nucleus::createBr(testBlock);
1473 Nucleus::setInsertBlock(endBlock);
1476 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1480 void PixelProgram::ENDSWITCH()
1484 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1486 Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
1487 Nucleus::setInsertBlock(endBlock);
1490 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1493 void PixelProgram::IF(const Src &src)
1495 if(src.type == Shader::PARAMETER_CONSTBOOL)
1499 else if(src.type == Shader::PARAMETER_PREDICATE)
1505 Int4 condition = As<Int4>(fetchRegister(src).x);
1510 void PixelProgram::IFb(const Src &boolRegister)
1512 ASSERT(ifDepth < 24 + 4);
1514 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
1516 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1518 condition = !condition;
1521 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1522 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1524 branch(condition, trueBlock, falseBlock);
1526 isConditionalIf[ifDepth] = false;
1527 ifFalseBlock[ifDepth] = falseBlock;
1532 void PixelProgram::IFp(const Src &predicateRegister)
1534 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1536 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1538 condition = ~condition;
1544 void PixelProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1550 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1551 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1552 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1553 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1554 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1555 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1563 void PixelProgram::IF(Int4 &condition)
1565 condition &= enableStack[enableIndex];
1568 enableStack[enableIndex] = condition;
1570 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1571 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1573 Bool notAllFalse = SignMask(condition) != 0;
1575 branch(notAllFalse, trueBlock, falseBlock);
1577 isConditionalIf[ifDepth] = true;
1578 ifFalseBlock[ifDepth] = falseBlock;
1584 void PixelProgram::LABEL(int labelIndex)
1586 if(!labelBlock[labelIndex])
1588 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1591 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1592 currentLabel = labelIndex;
1595 void PixelProgram::LOOP(const Src &integerRegister)
1599 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1600 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
1601 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
1603 // If(increment[loopDepth] == 0)
1605 // increment[loopDepth] = 1;
1608 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1609 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1610 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1612 loopRepTestBlock[loopRepDepth] = testBlock;
1613 loopRepEndBlock[loopRepDepth] = endBlock;
1615 // FIXME: jump(testBlock)
1616 Nucleus::createBr(testBlock);
1617 Nucleus::setInsertBlock(testBlock);
1619 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1620 Nucleus::setInsertBlock(loopBlock);
1622 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1628 void PixelProgram::REP(const Src &integerRegister)
1632 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1633 aL[loopDepth] = aL[loopDepth - 1];
1635 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1636 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1637 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1639 loopRepTestBlock[loopRepDepth] = testBlock;
1640 loopRepEndBlock[loopRepDepth] = endBlock;
1642 // FIXME: jump(testBlock)
1643 Nucleus::createBr(testBlock);
1644 Nucleus::setInsertBlock(testBlock);
1646 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1647 Nucleus::setInsertBlock(loopBlock);
1649 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1655 void PixelProgram::WHILE(const Src &temporaryRegister)
1659 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1660 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1661 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1663 loopRepTestBlock[loopRepDepth] = testBlock;
1664 loopRepEndBlock[loopRepDepth] = endBlock;
1666 Int4 restoreBreak = enableBreak;
1667 Int4 restoreContinue = enableContinue;
1669 // FIXME: jump(testBlock)
1670 Nucleus::createBr(testBlock);
1671 Nucleus::setInsertBlock(testBlock);
1672 enableContinue = restoreContinue;
1674 const Vector4f &src = fetchRegister(temporaryRegister);
1675 Int4 condition = As<Int4>(src.x);
1676 condition &= enableStack[enableIndex - 1];
1677 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1678 enableStack[enableIndex] = condition;
1680 Bool notAllFalse = SignMask(condition) != 0;
1681 branch(notAllFalse, loopBlock, endBlock);
1683 Nucleus::setInsertBlock(endBlock);
1684 enableBreak = restoreBreak;
1686 Nucleus::setInsertBlock(loopBlock);
1692 void PixelProgram::SWITCH()
1695 enableStack[enableIndex] = Int4(0xFFFFFFFF);
1697 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1699 loopRepTestBlock[loopRepDepth] = nullptr;
1700 loopRepEndBlock[loopRepDepth] = endBlock;
1706 void PixelProgram::RET()
1708 if(currentLabel == -1)
1710 returnBlock = Nucleus::createBasicBlock();
1711 Nucleus::createBr(returnBlock);
1715 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1717 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1719 // FIXME: Encapsulate
1720 UInt index = callStack[--stackIndex];
1722 llvm::Value *value = index.loadValue();
1723 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1725 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1727 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1730 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1732 Nucleus::createBr(callRetBlock[currentLabel][0]);
1734 else // Function isn't called
1736 Nucleus::createBr(unreachableBlock);
1739 Nucleus::setInsertBlock(unreachableBlock);
1740 Nucleus::createUnreachable();
1744 void PixelProgram::LEAVE()
1746 enableLeave = enableLeave & ~enableStack[enableIndex];
1748 // FIXME: Return from function if all instances left
1749 // FIXME: Use enableLeave in other control-flow constructs