1 // SwiftShader Software Renderer
3 // Copyright(c) 2005-2013 TransGaming Inc.
5 // All rights reserved. No part of this software may be copied, distributed, transmitted,
6 // transcribed, stored in a retrieval system, translated into any human or computer
7 // language by any means, or disclosed to third parties without the explicit written
8 // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
9 // or implied, including but not limited to any patent rights, are granted to you.
12 #include "PixelRoutine.hpp"
14 #include "Renderer.hpp"
15 #include "QuadRasterizer.hpp"
16 #include "Surface.hpp"
17 #include "Primitive.hpp"
19 #include "SamplerCore.hpp"
20 #include "Constants.hpp"
23 extern bool localShaderConstants;
27 extern bool complementaryDepthBuffer;
28 extern bool postBlendSRGB;
29 extern bool exactColorRounding;
30 extern bool booleanFaceRegister;
31 extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
32 extern bool fullPixelPositionRegister;
34 PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
38 previousScaling = false;
46 for(int i = 0; i < 2048; i++)
52 PixelRoutine::~PixelRoutine()
54 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
60 void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
63 Long pipeTime = Ticks();
66 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
68 sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
71 const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
72 const bool integerPipeline = shaderVersion() <= 0x0104;
74 Int zMask[4]; // Depth mask
75 Int sMask[4]; // Stencil mask
77 for(unsigned int q = 0; q < state.multiSample; q++)
83 for(unsigned int q = 0; q < state.multiSample; q++)
85 stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
95 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
99 for(unsigned int q = 0; q < state.multiSample; q++)
103 if(state.multiSample > 1)
105 x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
108 z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
112 Bool depthPass = false;
116 for(unsigned int q = 0; q < state.multiSample; q++)
118 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
122 If(depthPass || Bool(!earlyDepthTest))
125 Long interpTime = Ticks();
128 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
130 // Centroid locations
131 Float4 XXXX = Float4(0.0f);
132 Float4 YYYY = Float4(0.0f);
136 Float4 WWWW(1.0e-9f);
138 for(unsigned int q = 0; q < state.multiSample; q++)
140 XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
141 YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
142 WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
155 w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
160 rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
164 for(int interpolant = 0; interpolant < 10; interpolant++)
166 for(int component = 0; component < 4; component++)
168 if(state.interpolant[interpolant].component & (1 << component))
170 if(!state.interpolant[interpolant].centroid)
172 r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
176 r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
183 switch(state.interpolant[interpolant].project)
188 rcp = reciprocal(r.vf[interpolant].y);
189 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
192 rcp = reciprocal(r.vf[interpolant].z);
193 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
194 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
197 rcp = reciprocal(r.vf[interpolant].w);
198 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
199 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
200 r.vf[interpolant].z = r.vf[interpolant].z * rcp;
205 if(state.fog.component)
207 f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
212 if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
213 if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
214 if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
215 if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
217 if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
218 if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
219 if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
220 if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
222 else if(shaderVersion() >= 0x0300)
224 if(shader->vPosDeclared)
226 if(!halfIntegerCoordinates)
228 r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
229 r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
233 r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
234 r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
237 if(fullPixelPositionRegister)
239 r.vPos.z = z[0]; // FIXME: Centroid?
240 r.vPos.w = w; // FIXME: Centroid?
244 if(shader->vFaceDeclared)
246 Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
247 Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
257 r.cycles[PERF_INTERP] += Ticks() - interpTime;
260 Bool alphaPass = true;
265 Long shaderTime = Ticks();
270 // shader->print("PixelShader-%0.8X.txt", state.shaderID);
272 if(shader->getVersion() <= 0x0104)
283 r.current = r.diffuse;
284 Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
286 for(int stage = 0; stage < 8; stage++)
288 if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
295 if(state.textureStage[stage].usesTexture)
297 sampleTexture(r, texture, stage, stage);
300 blendTexture(r, temp, texture, stage);
303 specularPixel(r.current, r.specular);
307 r.cycles[PERF_SHADER] += Ticks() - shaderTime;
312 r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
313 r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
314 r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
315 r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
317 alphaPass = alphaTest(r, cMask, r.current);
323 alphaPass = alphaTest(r, cMask, r.oC[0]);
326 if((shader && shader->containsKill()) || state.alphaTestActive())
328 for(unsigned int q = 0; q < state.multiSample; q++)
330 zMask[q] &= cMask[q];
331 sMask[q] &= cMask[q];
340 for(unsigned int q = 0; q < state.multiSample; q++)
342 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
347 Long ropTime = Ticks();
350 If(depthPass || Bool(earlyDepthTest))
352 for(unsigned int q = 0; q < state.multiSample; q++)
354 if(state.multiSampleMask & (1 << q))
356 writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
358 if(state.occlusionEnabled)
360 r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
368 AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
373 rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
377 rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
383 r.cycles[PERF_ROP] += Ticks() - ropTime;
388 for(unsigned int q = 0; q < state.multiSample; q++)
390 if(state.multiSampleMask & (1 << q))
392 writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
397 r.cycles[PERF_PIPE] += Ticks() - pipeTime;
401 Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
403 Float4 interpolant = D;
407 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
418 Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
420 Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
424 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
425 y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
436 void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
438 if(!state.stencilActive)
443 // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
445 Pointer<Byte> buffer = sBuffer + 2 * x;
449 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
452 Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
453 Byte8 valueCCW = value;
455 if(!state.noStencilMask)
457 value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
460 stencilTest(r, value, state.stencilCompareMode, false);
462 if(state.twoSidedStencil)
464 if(!state.noStencilMaskCCW)
466 valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
469 stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
471 value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
472 valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
476 sMask = SignMask(value) & cMask;
479 void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
483 switch(stencilCompareMode)
486 value = Byte8(0xFFFFFFFFFFFFFFFF);
489 value = Byte8(0x0000000000000000);
491 case STENCIL_LESS: // a < b ~ b > a
492 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
493 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
496 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
498 case STENCIL_NOTEQUAL: // a != b ~ !(a == b)
499 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
500 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
502 case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
504 equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
505 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
506 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
509 case STENCIL_GREATER: // a > b
510 equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
511 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
512 equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
515 case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a)
516 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
517 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
518 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
525 Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
527 if(!state.depthTestActive)
534 if(shader && shader->depthOverride())
536 if(complementaryDepthBuffer)
538 Z = Float4(1.0f) - r.oDepth;
546 Pointer<Byte> buffer;
549 if(!state.quadLayoutDepthBuffer)
551 buffer = zBuffer + 4 * x;
552 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
556 buffer = zBuffer + 8 * x;
561 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
566 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
568 if(!state.quadLayoutDepthBuffer)
570 // FIXME: Properly optimizes?
571 zValue.xy = *Pointer<Float4>(buffer);
572 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
576 zValue = *Pointer<Float4>(buffer, 16);
582 switch(state.depthCompareMode)
591 zTest = CmpEQ(zValue, Z);
594 zTest = CmpNEQ(zValue, Z);
597 if(complementaryDepthBuffer)
599 zTest = CmpLT(zValue, Z);
603 zTest = CmpNLE(zValue, Z);
606 case DEPTH_GREATEREQUAL:
607 if(complementaryDepthBuffer)
609 zTest = CmpNLT(zValue, Z);
613 zTest = CmpLE(zValue, Z);
616 case DEPTH_LESSEQUAL:
617 if(complementaryDepthBuffer)
619 zTest = CmpLE(zValue, Z);
623 zTest = CmpNLT(zValue, Z);
627 if(complementaryDepthBuffer)
629 zTest = CmpNLE(zValue, Z);
633 zTest = CmpLT(zValue, Z);
640 switch(state.depthCompareMode)
649 zMask = SignMask(zTest) & cMask;
653 if(state.stencilActive)
661 void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
671 const TextureStage::State &textureStage = state.textureStage[stage];
673 if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
674 textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
675 textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
676 textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
677 textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
678 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
680 constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
681 constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
682 constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
683 constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
686 if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
687 textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
688 textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
689 textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
690 textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
691 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
693 tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
694 tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
695 tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
696 tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
700 if(stage > 0 && textureStage.usesTexture)
702 if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
704 r.current.x = MulHigh(r.current.x, texture.x) << 4;
705 r.current.y = MulHigh(r.current.y, texture.y) << 4;
706 r.current.z = MulHigh(r.current.z, texture.z) << 4;
709 if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
711 r.current.w = MulHigh(r.current.w, texture.w) << 4;
717 texture.x = MulHigh(texture.x, r.L) << 4;
718 texture.y = MulHigh(texture.y, r.L) << 4;
719 texture.z = MulHigh(texture.z, r.L) << 4;
724 switch(textureStage.firstArgument)
726 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
727 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
728 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
729 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
730 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
731 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
732 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
737 switch(textureStage.secondArgument)
739 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
740 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
741 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
742 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
743 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
744 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
745 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
750 switch(textureStage.thirdArgument)
752 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
753 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
754 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
755 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
756 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
757 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
758 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
767 switch(textureStage.firstModifier)
769 case TextureStage::MODIFIER_COLOR:
771 case TextureStage::MODIFIER_INVCOLOR:
773 mod1.x = SubSat(Short4(0x1000), arg1->x);
774 mod1.y = SubSat(Short4(0x1000), arg1->y);
775 mod1.z = SubSat(Short4(0x1000), arg1->z);
776 mod1.w = SubSat(Short4(0x1000), arg1->w);
781 case TextureStage::MODIFIER_ALPHA:
791 case TextureStage::MODIFIER_INVALPHA:
793 mod1.x = SubSat(Short4(0x1000), arg1->w);
794 mod1.y = SubSat(Short4(0x1000), arg1->w);
795 mod1.z = SubSat(Short4(0x1000), arg1->w);
796 mod1.w = SubSat(Short4(0x1000), arg1->w);
805 switch(textureStage.secondModifier)
807 case TextureStage::MODIFIER_COLOR:
809 case TextureStage::MODIFIER_INVCOLOR:
811 mod2.x = SubSat(Short4(0x1000), arg2->x);
812 mod2.y = SubSat(Short4(0x1000), arg2->y);
813 mod2.z = SubSat(Short4(0x1000), arg2->z);
814 mod2.w = SubSat(Short4(0x1000), arg2->w);
819 case TextureStage::MODIFIER_ALPHA:
829 case TextureStage::MODIFIER_INVALPHA:
831 mod2.x = SubSat(Short4(0x1000), arg2->w);
832 mod2.y = SubSat(Short4(0x1000), arg2->w);
833 mod2.z = SubSat(Short4(0x1000), arg2->w);
834 mod2.w = SubSat(Short4(0x1000), arg2->w);
843 switch(textureStage.thirdModifier)
845 case TextureStage::MODIFIER_COLOR:
847 case TextureStage::MODIFIER_INVCOLOR:
849 mod3.x = SubSat(Short4(0x1000), arg3->x);
850 mod3.y = SubSat(Short4(0x1000), arg3->y);
851 mod3.z = SubSat(Short4(0x1000), arg3->z);
852 mod3.w = SubSat(Short4(0x1000), arg3->w);
857 case TextureStage::MODIFIER_ALPHA:
867 case TextureStage::MODIFIER_INVALPHA:
869 mod3.x = SubSat(Short4(0x1000), arg3->w);
870 mod3.y = SubSat(Short4(0x1000), arg3->w);
871 mod3.z = SubSat(Short4(0x1000), arg3->w);
872 mod3.w = SubSat(Short4(0x1000), arg3->w);
881 switch(textureStage.stageOperation)
883 case TextureStage::STAGE_DISABLE:
885 case TextureStage::STAGE_SELECTARG1: // Arg1
892 case TextureStage::STAGE_SELECTARG2: // Arg2
899 case TextureStage::STAGE_SELECTARG3: // Arg3
906 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
908 res.x = MulHigh(arg1->x, arg2->x) << 4;
909 res.y = MulHigh(arg1->y, arg2->y) << 4;
910 res.z = MulHigh(arg1->z, arg2->z) << 4;
913 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
915 res.x = MulHigh(arg1->x, arg2->x) << 5;
916 res.y = MulHigh(arg1->y, arg2->y) << 5;
917 res.z = MulHigh(arg1->z, arg2->z) << 5;
920 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
922 res.x = MulHigh(arg1->x, arg2->x) << 6;
923 res.y = MulHigh(arg1->y, arg2->y) << 6;
924 res.z = MulHigh(arg1->z, arg2->z) << 6;
927 case TextureStage::STAGE_ADD: // Arg1 + Arg2
929 res.x = AddSat(arg1->x, arg2->x);
930 res.y = AddSat(arg1->y, arg2->y);
931 res.z = AddSat(arg1->z, arg2->z);
934 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
936 res.x = AddSat(arg1->x, arg2->x);
937 res.y = AddSat(arg1->y, arg2->y);
938 res.z = AddSat(arg1->z, arg2->z);
940 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
941 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
942 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
945 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
947 res.x = AddSat(arg1->x, arg2->x);
948 res.y = AddSat(arg1->y, arg2->y);
949 res.z = AddSat(arg1->z, arg2->z);
951 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
952 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
953 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
955 res.x = AddSat(res.x, res.x);
956 res.y = AddSat(res.y, res.y);
957 res.z = AddSat(res.z, res.z);
960 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
962 res.x = SubSat(arg1->x, arg2->x);
963 res.y = SubSat(arg1->y, arg2->y);
964 res.z = SubSat(arg1->z, arg2->z);
967 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
971 tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
972 tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
973 tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
976 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
978 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
979 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
980 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
983 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
985 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
986 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
987 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
990 case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
994 res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
995 res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
996 res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
1002 res.x = AddSat(res.x, res.y);
1003 res.x = AddSat(res.x, res.z);
1006 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1007 res.x = Min(res.x, Short4(0x1000));
1014 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1016 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
1017 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
1018 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
1021 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1023 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
1024 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
1025 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
1028 case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1030 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
1031 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
1032 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
1035 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1037 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
1038 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
1039 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
1042 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1044 res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1045 res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1046 res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1049 case TextureStage::STAGE_PREMODULATE:
1056 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
1058 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1059 res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1060 res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1063 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
1065 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
1066 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
1067 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
1070 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
1074 res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1075 res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1076 res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1079 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
1083 res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1084 res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1085 res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1088 case TextureStage::STAGE_BUMPENVMAP:
1090 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1091 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1098 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1099 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1101 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1102 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1107 res.x = r.current.x;
1108 res.y = r.current.y;
1109 res.z = r.current.z;
1110 res.w = r.current.w;
1113 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1115 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1116 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1124 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1125 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1127 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1128 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1134 r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
1136 r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
1137 r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1138 r.L = Min(r.L, Short4(0x1000));
1142 res.x = r.current.x;
1143 res.y = r.current.y;
1144 res.z = r.current.z;
1145 res.w = r.current.w;
1152 if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
1154 switch(textureStage.firstArgumentAlpha)
1156 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
1157 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
1158 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
1159 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
1160 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
1161 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
1162 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
1167 switch(textureStage.secondArgumentAlpha)
1169 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
1170 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
1171 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
1172 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
1173 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
1174 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
1175 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
1180 switch(textureStage.thirdArgumentAlpha)
1182 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
1183 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
1184 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
1185 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
1186 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
1187 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
1188 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
1193 switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
1195 case TextureStage::MODIFIER_COLOR:
1197 case TextureStage::MODIFIER_INVCOLOR:
1199 mod1.w = SubSat(Short4(0x1000), arg1->w);
1204 case TextureStage::MODIFIER_ALPHA:
1209 case TextureStage::MODIFIER_INVALPHA:
1211 mod1.w = SubSat(Short4(0x1000), arg1->w);
1220 switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
1222 case TextureStage::MODIFIER_COLOR:
1224 case TextureStage::MODIFIER_INVCOLOR:
1226 mod2.w = SubSat(Short4(0x1000), arg2->w);
1231 case TextureStage::MODIFIER_ALPHA:
1236 case TextureStage::MODIFIER_INVALPHA:
1238 mod2.w = SubSat(Short4(0x1000), arg2->w);
1247 switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
1249 case TextureStage::MODIFIER_COLOR:
1251 case TextureStage::MODIFIER_INVCOLOR:
1253 mod3.w = SubSat(Short4(0x1000), arg3->w);
1258 case TextureStage::MODIFIER_ALPHA:
1263 case TextureStage::MODIFIER_INVALPHA:
1265 mod3.w = SubSat(Short4(0x1000), arg3->w);
1274 switch(textureStage.stageOperationAlpha)
1276 case TextureStage::STAGE_DISABLE:
1278 case TextureStage::STAGE_SELECTARG1: // Arg1
1283 case TextureStage::STAGE_SELECTARG2: // Arg2
1288 case TextureStage::STAGE_SELECTARG3: // Arg3
1293 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
1295 res.w = MulHigh(arg1->w, arg2->w) << 4;
1298 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
1300 res.w = MulHigh(arg1->w, arg2->w) << 5;
1303 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
1305 res.w = MulHigh(arg1->w, arg2->w) << 6;
1308 case TextureStage::STAGE_ADD: // Arg1 + Arg2
1310 res.w = AddSat(arg1->w, arg2->w);
1313 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
1315 res.w = AddSat(arg1->w, arg2->w);
1316 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1319 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
1321 res.w = AddSat(arg1->w, arg2->w);
1322 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1323 res.w = AddSat(res.w, res.w);
1326 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
1328 res.w = SubSat(arg1->w, arg2->w);
1331 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
1335 tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
1338 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
1340 res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
1343 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
1345 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
1348 case TextureStage::STAGE_DOT3:
1349 break; // Already computed in color channel
1350 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1352 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
1355 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1357 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
1360 case TextureStage::STAGE_BLENDFACTORALPHA:
1362 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
1365 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1367 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
1370 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1372 res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
1375 case TextureStage::STAGE_PREMODULATE:
1380 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1381 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1382 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1383 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1384 case TextureStage::STAGE_BUMPENVMAP:
1385 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1386 break; // Invalid alpha operations
1392 // Clamp result to [0, 1]
1394 switch(textureStage.stageOperation)
1396 case TextureStage::STAGE_DISABLE:
1397 case TextureStage::STAGE_SELECTARG1:
1398 case TextureStage::STAGE_SELECTARG2:
1399 case TextureStage::STAGE_SELECTARG3:
1400 case TextureStage::STAGE_MODULATE:
1401 case TextureStage::STAGE_MODULATE2X:
1402 case TextureStage::STAGE_MODULATE4X:
1403 case TextureStage::STAGE_ADD:
1404 case TextureStage::STAGE_MULTIPLYADD:
1405 case TextureStage::STAGE_LERP:
1406 case TextureStage::STAGE_BLENDCURRENTALPHA:
1407 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1408 case TextureStage::STAGE_BLENDFACTORALPHA:
1409 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1410 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1411 case TextureStage::STAGE_DOT3: // Already clamped
1412 case TextureStage::STAGE_PREMODULATE:
1413 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1414 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1415 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1416 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1417 case TextureStage::STAGE_BUMPENVMAP:
1418 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1419 if(state.textureStage[stage].cantUnderflow)
1421 break; // Can't go below zero
1423 case TextureStage::STAGE_ADDSIGNED:
1424 case TextureStage::STAGE_ADDSIGNED2X:
1425 case TextureStage::STAGE_SUBTRACT:
1426 case TextureStage::STAGE_ADDSMOOTH:
1427 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1428 res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1429 res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1435 switch(textureStage.stageOperationAlpha)
1437 case TextureStage::STAGE_DISABLE:
1438 case TextureStage::STAGE_SELECTARG1:
1439 case TextureStage::STAGE_SELECTARG2:
1440 case TextureStage::STAGE_SELECTARG3:
1441 case TextureStage::STAGE_MODULATE:
1442 case TextureStage::STAGE_MODULATE2X:
1443 case TextureStage::STAGE_MODULATE4X:
1444 case TextureStage::STAGE_ADD:
1445 case TextureStage::STAGE_MULTIPLYADD:
1446 case TextureStage::STAGE_LERP:
1447 case TextureStage::STAGE_BLENDCURRENTALPHA:
1448 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1449 case TextureStage::STAGE_BLENDFACTORALPHA:
1450 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1451 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1452 case TextureStage::STAGE_DOT3: // Already clamped
1453 case TextureStage::STAGE_PREMODULATE:
1454 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1455 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1456 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1457 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1458 case TextureStage::STAGE_BUMPENVMAP:
1459 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1460 if(state.textureStage[stage].cantUnderflow)
1462 break; // Can't go below zero
1464 case TextureStage::STAGE_ADDSIGNED:
1465 case TextureStage::STAGE_ADDSIGNED2X:
1466 case TextureStage::STAGE_SUBTRACT:
1467 case TextureStage::STAGE_ADDSMOOTH:
1468 res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1474 switch(textureStage.stageOperation)
1476 case TextureStage::STAGE_DISABLE:
1477 case TextureStage::STAGE_SELECTARG1:
1478 case TextureStage::STAGE_SELECTARG2:
1479 case TextureStage::STAGE_SELECTARG3:
1480 case TextureStage::STAGE_MODULATE:
1481 case TextureStage::STAGE_SUBTRACT:
1482 case TextureStage::STAGE_ADDSMOOTH:
1483 case TextureStage::STAGE_LERP:
1484 case TextureStage::STAGE_BLENDCURRENTALPHA:
1485 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1486 case TextureStage::STAGE_BLENDFACTORALPHA:
1487 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1488 case TextureStage::STAGE_DOT3: // Already clamped
1489 case TextureStage::STAGE_PREMODULATE:
1490 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1491 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1492 case TextureStage::STAGE_BUMPENVMAP:
1493 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1494 break; // Can't go above one
1495 case TextureStage::STAGE_MODULATE2X:
1496 case TextureStage::STAGE_MODULATE4X:
1497 case TextureStage::STAGE_ADD:
1498 case TextureStage::STAGE_ADDSIGNED:
1499 case TextureStage::STAGE_ADDSIGNED2X:
1500 case TextureStage::STAGE_MULTIPLYADD:
1501 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1502 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1503 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1504 res.x = Min(res.x, Short4(0x1000));
1505 res.y = Min(res.y, Short4(0x1000));
1506 res.z = Min(res.z, Short4(0x1000));
1512 switch(textureStage.stageOperationAlpha)
1514 case TextureStage::STAGE_DISABLE:
1515 case TextureStage::STAGE_SELECTARG1:
1516 case TextureStage::STAGE_SELECTARG2:
1517 case TextureStage::STAGE_SELECTARG3:
1518 case TextureStage::STAGE_MODULATE:
1519 case TextureStage::STAGE_SUBTRACT:
1520 case TextureStage::STAGE_ADDSMOOTH:
1521 case TextureStage::STAGE_LERP:
1522 case TextureStage::STAGE_BLENDCURRENTALPHA:
1523 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1524 case TextureStage::STAGE_BLENDFACTORALPHA:
1525 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1526 case TextureStage::STAGE_DOT3: // Already clamped
1527 case TextureStage::STAGE_PREMODULATE:
1528 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1529 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1530 case TextureStage::STAGE_BUMPENVMAP:
1531 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1532 break; // Can't go above one
1533 case TextureStage::STAGE_MODULATE2X:
1534 case TextureStage::STAGE_MODULATE4X:
1535 case TextureStage::STAGE_ADD:
1536 case TextureStage::STAGE_ADDSIGNED:
1537 case TextureStage::STAGE_ADDSIGNED2X:
1538 case TextureStage::STAGE_MULTIPLYADD:
1539 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1540 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1541 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1542 res.w = Min(res.w, Short4(0x1000));
1548 switch(textureStage.destinationArgument)
1550 case TextureStage::DESTINATION_CURRENT:
1551 r.current.x = res.x;
1552 r.current.y = res.y;
1553 r.current.z = res.z;
1554 r.current.w = res.w;
1556 case TextureStage::DESTINATION_TEMP:
1567 void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
1572 switch(state.alphaCompareMode)
1581 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1582 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1584 case ALPHA_NOTEQUAL: // a != b ~ !(a == b)
1585 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1586 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1588 case ALPHA_LESS: // a < b ~ b > a
1589 cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
1590 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1592 case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
1593 equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1594 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1596 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1598 case ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
1599 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1600 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1602 case ALPHA_GREATER: // a > b
1603 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1604 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1611 void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
1613 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
1614 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
1615 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
1616 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
1618 Int aMask0 = SignMask(coverage0);
1619 Int aMask1 = SignMask(coverage1);
1620 Int aMask2 = SignMask(coverage2);
1621 Int aMask3 = SignMask(coverage3);
1629 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s ¤t)
1631 if(!state.alphaTestActive())
1638 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1640 alphaTest(r, aMask, current.w);
1642 for(unsigned int q = 0; q < state.multiSample; q++)
1647 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1649 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
1651 alphaToCoverage(r, cMask, alpha);
1655 Int pass = cMask[0];
1657 for(unsigned int q = 1; q < state.multiSample; q++)
1659 pass = pass | cMask[q];
1665 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
1667 if(!state.alphaTestActive())
1674 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1676 Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
1678 alphaTest(r, aMask, alpha);
1680 for(unsigned int q = 0; q < state.multiSample; q++)
1685 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1687 alphaToCoverage(r, cMask, c0.w);
1691 Int pass = cMask[0];
1693 for(unsigned int q = 1; q < state.multiSample; q++)
1695 pass = pass | cMask[q];
1701 void PixelRoutine::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
1703 if(!state.fogActive)
1708 if(state.pixelFogMode != FOG_NONE)
1710 pixelFog(r, f, z, rhw);
1713 UShort4 fog = convertFixed16(f, true);
1715 current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
1716 current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
1717 current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
1719 UShort4 invFog = UShort4(0xFFFFu) - fog;
1721 current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
1722 current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
1723 current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
1726 void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
1728 if(!state.fogActive)
1733 if(state.pixelFogMode != FOG_NONE)
1735 pixelFog(r, fog, z, rhw);
1737 fog = Min(fog, Float4(1.0f));
1738 fog = Max(fog, Float4(0.0f));
1741 c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1742 c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1743 c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1749 c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1750 c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1751 c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1754 void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
1756 Float4 &zw = visibility;
1758 if(state.pixelFogMode != FOG_NONE)
1766 if(complementaryDepthBuffer)
1768 zw = Float4(1.0f) - z;
1777 switch(state.pixelFogMode)
1782 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
1783 zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
1786 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
1787 zw = exponential2(zw, true);
1790 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
1792 zw = exponential2(zw, true);
1800 void PixelRoutine::specularPixel(Vector4s ¤t, Vector4s &specular)
1802 if(!state.specularAdd)
1807 current.x = AddSat(current.x, specular.x);
1808 current.y = AddSat(current.y, specular.y);
1809 current.z = AddSat(current.z, specular.z);
1812 void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
1814 if(!state.depthWriteEnable)
1821 if(shader && shader->depthOverride())
1823 if(complementaryDepthBuffer)
1825 Z = Float4(1.0f) - r.oDepth;
1833 Pointer<Byte> buffer;
1836 if(!state.quadLayoutDepthBuffer)
1838 buffer = zBuffer + 4 * x;
1839 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
1843 buffer = zBuffer + 8 * x;
1848 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
1853 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
1855 if(!state.quadLayoutDepthBuffer)
1857 // FIXME: Properly optimizes?
1858 zValue.xy = *Pointer<Float4>(buffer);
1859 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
1863 zValue = *Pointer<Float4>(buffer, 16);
1867 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
1868 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
1869 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
1871 if(!state.quadLayoutDepthBuffer)
1873 // FIXME: Properly optimizes?
1874 *Pointer<Float2>(buffer) = Float2(Z.xy);
1875 *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
1879 *Pointer<Float4>(buffer, 16) = Z;
1883 void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
1885 if(!state.stencilActive)
1890 if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
1892 if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
1898 if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
1903 Pointer<Byte> buffer = sBuffer + 2 * x;
1907 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
1910 Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
1913 stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
1915 if(!state.noStencilWriteMask)
1917 Byte8 maskedValue = bufferValue;
1918 newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
1919 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
1920 newValue |= maskedValue;
1923 if(state.twoSidedStencil)
1927 stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
1929 if(!state.noStencilWriteMaskCCW)
1931 Byte8 maskedValue = bufferValue;
1932 newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
1933 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
1934 newValueCCW |= maskedValue;
1937 newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
1938 newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
1939 newValue |= newValueCCW;
1942 newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
1943 bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
1944 newValue |= bufferValue;
1946 *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
1949 void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
1951 Byte8 &pass = newValue;
1955 stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
1957 if(stencilZFailOperation != stencilPassOperation)
1959 stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
1962 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1964 stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
1967 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1969 if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
1971 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
1972 zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
1976 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
1977 fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
1982 void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
1986 case OPERATION_KEEP:
1987 output = bufferValue;
1989 case OPERATION_ZERO:
1990 output = Byte8(0x0000000000000000);
1992 case OPERATION_REPLACE:
1993 output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
1995 case OPERATION_INCRSAT:
1996 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1998 case OPERATION_DECRSAT:
1999 output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
2001 case OPERATION_INVERT:
2002 output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
2004 case OPERATION_INCR:
2005 output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2007 case OPERATION_DECR:
2008 output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2015 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
2017 Float4 u = r.vf[2 + coordinates].x;
2018 Float4 v = r.vf[2 + coordinates].y;
2019 Float4 w = r.vf[2 + coordinates].z;
2020 Float4 q = r.vf[2 + coordinates].w;
2030 sampleTexture(r, c, stage, u, v, w, q, project);
2033 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
2038 sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
2041 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, bool gradients, bool lodProvided)
2044 Long texTime = Ticks();
2047 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2051 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2055 Float4 rq = reciprocal(q);
2057 Float4 u_q = u * rq;
2058 Float4 v_q = v * rq;
2059 Float4 w_q = w * rq;
2061 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2065 r.cycles[PERF_TEX] += Ticks() - texTime;
2069 void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2071 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
2073 sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2077 Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
2079 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
2081 if(shader->usesSampler(i))
2085 sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2086 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
2093 void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2096 Long texTime = Ticks();
2099 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2103 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2107 Float4 rq = reciprocal(q);
2109 Float4 u_q = u * rq;
2110 Float4 v_q = v * rq;
2111 Float4 w_q = w * rq;
2113 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2117 r.cycles[PERF_TEX] += Ticks() - texTime;
2121 void PixelRoutine::clampColor(Vector4f oC[4])
2123 for(int index = 0; index < 4; index++)
2125 if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
2130 switch(state.targetFormat[index])
2134 case FORMAT_A16B16G16R16:
2135 case FORMAT_A8R8G8B8:
2136 case FORMAT_A8B8G8R8:
2137 case FORMAT_X8R8G8B8:
2138 case FORMAT_X8B8G8R8:
2141 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
2142 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
2143 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
2144 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
2147 case FORMAT_G32R32F:
2148 case FORMAT_A32B32G32R32F:
2156 void PixelRoutine::rasterOperation(Vector4s ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2158 if(!state.colorWriteActive(0))
2165 switch(state.targetFormat[0])
2167 case FORMAT_X8R8G8B8:
2168 case FORMAT_X8B8G8R8:
2169 case FORMAT_A8R8G8B8:
2170 case FORMAT_A8B8G8R8:
2173 case FORMAT_A16B16G16R16:
2174 if(!postBlendSRGB && state.writeSRGB)
2176 linearToSRGB12_16(r, current);
2186 fogBlend(r, current, fog, r.z[0], r.rhw);
2188 for(unsigned int q = 0; q < state.multiSample; q++)
2190 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2191 Vector4s color = current;
2193 if(state.multiSampleMask & (1 << q))
2195 alphaBlend(r, 0, buffer, color, x);
2196 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2201 case FORMAT_G32R32F:
2202 case FORMAT_A32B32G32R32F:
2203 convertSigned12(oC, current);
2204 fogBlend(r, oC, fog, r.z[0], r.rhw);
2206 for(unsigned int q = 0; q < state.multiSample; q++)
2208 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2209 Vector4f color = oC;
2211 if(state.multiSampleMask & (1 << q))
2213 alphaBlend(r, 0, buffer, color, x);
2214 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2223 void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2225 for(int index = 0; index < 4; index++)
2227 if(!state.colorWriteActive(index))
2232 if(!postBlendSRGB && state.writeSRGB)
2234 oC[index].x = linearToSRGB(oC[index].x);
2235 oC[index].y = linearToSRGB(oC[index].y);
2236 oC[index].z = linearToSRGB(oC[index].z);
2241 fogBlend(r, oC[index], fog, r.z[0], r.rhw);
2244 switch(state.targetFormat[index])
2246 case FORMAT_X8R8G8B8:
2247 case FORMAT_X8B8G8R8:
2248 case FORMAT_A8R8G8B8:
2249 case FORMAT_A8B8G8R8:
2252 case FORMAT_A16B16G16R16:
2253 for(unsigned int q = 0; q < state.multiSample; q++)
2255 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2258 color.x = convertFixed16(oC[index].x, false);
2259 color.y = convertFixed16(oC[index].y, false);
2260 color.z = convertFixed16(oC[index].z, false);
2261 color.w = convertFixed16(oC[index].w, false);
2263 if(state.multiSampleMask & (1 << q))
2265 alphaBlend(r, index, buffer, color, x);
2266 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2271 case FORMAT_G32R32F:
2272 case FORMAT_A32B32G32R32F:
2273 for(unsigned int q = 0; q < state.multiSample; q++)
2275 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2276 Vector4f color = oC[index];
2278 if(state.multiSampleMask & (1 << q))
2280 alphaBlend(r, index, buffer, color, x);
2281 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2291 void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive)
2293 switch(blendFactorActive)
2302 blendFactor.x = current.x;
2303 blendFactor.y = current.y;
2304 blendFactor.z = current.z;
2306 case BLEND_INVSOURCE:
2307 blendFactor.x = Short4(0xFFFFu) - current.x;
2308 blendFactor.y = Short4(0xFFFFu) - current.y;
2309 blendFactor.z = Short4(0xFFFFu) - current.z;
2312 blendFactor.x = pixel.x;
2313 blendFactor.y = pixel.y;
2314 blendFactor.z = pixel.z;
2317 blendFactor.x = Short4(0xFFFFu) - pixel.x;
2318 blendFactor.y = Short4(0xFFFFu) - pixel.y;
2319 blendFactor.z = Short4(0xFFFFu) - pixel.z;
2321 case BLEND_SOURCEALPHA:
2322 blendFactor.x = current.w;
2323 blendFactor.y = current.w;
2324 blendFactor.z = current.w;
2326 case BLEND_INVSOURCEALPHA:
2327 blendFactor.x = Short4(0xFFFFu) - current.w;
2328 blendFactor.y = Short4(0xFFFFu) - current.w;
2329 blendFactor.z = Short4(0xFFFFu) - current.w;
2331 case BLEND_DESTALPHA:
2332 blendFactor.x = pixel.w;
2333 blendFactor.y = pixel.w;
2334 blendFactor.z = pixel.w;
2336 case BLEND_INVDESTALPHA:
2337 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2338 blendFactor.y = Short4(0xFFFFu) - pixel.w;
2339 blendFactor.z = Short4(0xFFFFu) - pixel.w;
2341 case BLEND_SRCALPHASAT:
2342 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2343 blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
2344 blendFactor.y = blendFactor.x;
2345 blendFactor.z = blendFactor.x;
2347 case BLEND_CONSTANT:
2348 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
2349 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
2350 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
2352 case BLEND_INVCONSTANT:
2353 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
2354 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
2355 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
2357 case BLEND_CONSTANTALPHA:
2358 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2359 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2360 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2362 case BLEND_INVCONSTANTALPHA:
2363 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2364 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2365 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2372 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
2374 switch(blendFactorAlphaActive)
2383 blendFactor.w = current.w;
2385 case BLEND_INVSOURCE:
2386 blendFactor.w = Short4(0xFFFFu) - current.w;
2389 blendFactor.w = pixel.w;
2392 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2394 case BLEND_SOURCEALPHA:
2395 blendFactor.w = current.w;
2397 case BLEND_INVSOURCEALPHA:
2398 blendFactor.w = Short4(0xFFFFu) - current.w;
2400 case BLEND_DESTALPHA:
2401 blendFactor.w = pixel.w;
2403 case BLEND_INVDESTALPHA:
2404 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2406 case BLEND_SRCALPHASAT:
2407 blendFactor.w = Short4(0xFFFFu);
2409 case BLEND_CONSTANT:
2410 case BLEND_CONSTANTALPHA:
2411 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2413 case BLEND_INVCONSTANT:
2414 case BLEND_INVCONSTANTALPHA:
2415 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2422 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
2424 if(!state.alphaBlendActive)
2429 Pointer<Byte> buffer;
2436 switch(state.targetFormat[index])
2438 case FORMAT_A8R8G8B8:
2439 buffer = cBuffer + 4 * x;
2440 c01 = *Pointer<Short4>(buffer);
2441 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2442 c23 = *Pointer<Short4>(buffer);
2445 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2446 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2448 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2449 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2452 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2453 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2454 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2455 pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2457 case FORMAT_A8B8G8R8:
2458 buffer = cBuffer + 4 * x;
2459 c01 = *Pointer<Short4>(buffer);
2460 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2461 c23 = *Pointer<Short4>(buffer);
2464 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2465 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2467 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2468 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2471 pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2472 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2473 pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2474 pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2477 buffer = cBuffer + 1 * x;
2478 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
2479 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2480 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
2481 pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2482 pixel.x = Short4(0x0000);
2483 pixel.y = Short4(0x0000);
2484 pixel.z = Short4(0x0000);
2486 case FORMAT_X8R8G8B8:
2487 buffer = cBuffer + 4 * x;
2488 c01 = *Pointer<Short4>(buffer);
2489 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2490 c23 = *Pointer<Short4>(buffer);
2493 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2494 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2496 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2497 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2499 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2500 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2501 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2502 pixel.w = Short4(0xFFFFu);
2504 case FORMAT_X8B8G8R8:
2505 buffer = cBuffer + 4 * x;
2506 c01 = *Pointer<Short4>(buffer);
2507 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2508 c23 = *Pointer<Short4>(buffer);
2511 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2512 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2514 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2515 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2518 pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2519 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2520 pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2521 pixel.w = Short4(0xFFFFu);
2523 case FORMAT_A8G8R8B8Q:
2525 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2526 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2527 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2528 // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2530 case FORMAT_X8G8R8B8Q:
2532 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2533 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2534 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2535 // pixel.w = Short4(0xFFFFu);
2537 case FORMAT_A16B16G16R16:
2539 pixel.x = *Pointer<Short4>(buffer + 8 * x);
2540 pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
2541 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2542 pixel.z = *Pointer<Short4>(buffer + 8 * x);
2543 pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
2544 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
2548 pixel.x = *Pointer<Short4>(buffer + 4 * x);
2549 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2550 pixel.y = *Pointer<Short4>(buffer + 4 * x);
2552 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
2553 pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
2555 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
2556 pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
2557 pixel.z = Short4(0xFFFFu);
2558 pixel.w = Short4(0xFFFFu);
2564 if(postBlendSRGB && state.writeSRGB)
2566 sRGBtoLinear16_16(r, pixel);
2569 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
2570 Vector4s sourceFactor;
2571 Vector4s destFactor;
2573 blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
2574 blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
2576 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
2578 current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
2579 current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
2580 current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
2583 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
2585 pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
2586 pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
2587 pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
2590 switch(state.blendOperation)
2593 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2594 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2595 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2598 current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2599 current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2600 current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2602 case BLENDOP_INVSUB:
2603 current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
2604 current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
2605 current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
2608 current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
2609 current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
2610 current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
2613 current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
2614 current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
2615 current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
2617 case BLENDOP_SOURCE:
2621 current.x = pixel.x;
2622 current.y = pixel.y;
2623 current.z = pixel.z;
2626 current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2627 current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2628 current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2634 blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
2635 blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
2637 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
2639 current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
2642 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
2644 pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
2647 switch(state.blendOperationAlpha)
2650 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2653 current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2655 case BLENDOP_INVSUB:
2656 current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
2659 current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
2662 current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
2664 case BLENDOP_SOURCE:
2668 current.w = pixel.w;
2671 current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2678 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask)
2680 if(!state.colorWriteActive(index))
2685 if(postBlendSRGB && state.writeSRGB)
2687 linearToSRGB16_16(r, current);
2690 if(exactColorRounding)
2692 switch(state.targetFormat[index])
2694 case FORMAT_X8G8R8B8Q:
2695 case FORMAT_A8G8R8B8Q:
2696 case FORMAT_X8R8G8B8:
2697 case FORMAT_X8B8G8R8:
2698 case FORMAT_A8R8G8B8:
2699 case FORMAT_A8B8G8R8:
2701 current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2702 current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2703 current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2704 current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2710 int rgbaWriteMask = state.colorWriteActive(index);
2711 int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
2712 int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
2714 switch(state.targetFormat[index])
2716 case FORMAT_X8G8R8B8Q:
2718 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2719 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2720 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2722 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2723 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2725 case FORMAT_A8G8R8B8Q:
2727 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2728 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2729 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2730 // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2732 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2733 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2735 case FORMAT_X8R8G8B8:
2736 case FORMAT_A8R8G8B8:
2737 if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
2739 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2740 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2741 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2743 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2744 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2746 current.x = current.z;
2747 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2748 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2749 current.y = current.z;
2750 current.z = As<Short4>(UnpackLow(current.z, current.x));
2751 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2755 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2756 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2757 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2758 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2760 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2761 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2763 current.x = current.z;
2764 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2765 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2766 current.y = current.z;
2767 current.z = As<Short4>(UnpackLow(current.z, current.x));
2768 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2771 case FORMAT_X8B8G8R8:
2772 case FORMAT_A8B8G8R8:
2773 if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7)
2775 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2776 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2777 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2779 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2780 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2782 current.x = current.z;
2783 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2784 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2785 current.y = current.z;
2786 current.z = As<Short4>(UnpackLow(current.z, current.x));
2787 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2791 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2792 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2793 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2794 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2796 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2797 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2799 current.x = current.z;
2800 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2801 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2802 current.y = current.z;
2803 current.z = As<Short4>(UnpackLow(current.z, current.x));
2804 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2808 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2809 current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
2812 current.z = current.x;
2813 current.x = As<Short4>(UnpackLow(current.x, current.y));
2814 current.z = As<Short4>(UnpackHigh(current.z, current.y));
2815 current.y = current.z;
2817 case FORMAT_A16B16G16R16:
2818 transpose4x4(current.x, current.y, current.z, current.w);
2821 case FORMAT_G32R32F:
2822 case FORMAT_A32B32G32R32F:
2826 oC.x = convertUnsigned16(UShort4(current.x));
2827 oC.y = convertUnsigned16(UShort4(current.y));
2828 oC.z = convertUnsigned16(UShort4(current.z));
2829 oC.w = convertUnsigned16(UShort4(current.w));
2831 writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
2838 Short4 c01 = current.z;
2839 Short4 c23 = current.y;
2841 Int xMask; // Combination of all masks
2843 if(state.depthTestActive)
2852 if(state.stencilActive)
2857 Pointer<Byte> buffer;
2860 switch(state.targetFormat[index])
2862 case FORMAT_A8G8R8B8Q:
2863 case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
2865 // value = *Pointer<Short4>(cBuffer + 8 * x + 0);
2867 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2868 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2869 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2871 // Short4 masked = value;
2872 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2873 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2877 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2878 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2880 // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
2882 // value = *Pointer<Short4>(cBuffer + 8 * x + 8);
2884 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2885 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2886 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2888 // Short4 masked = value;
2889 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2890 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2894 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2895 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2897 // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
2899 case FORMAT_A8R8G8B8:
2900 case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
2901 buffer = cBuffer + x * 4;
2902 value = *Pointer<Short4>(buffer);
2904 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2905 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2906 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2908 Short4 masked = value;
2909 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2910 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2914 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2915 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2917 *Pointer<Short4>(buffer) = c01;
2919 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2920 value = *Pointer<Short4>(buffer);
2922 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2923 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2924 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2926 Short4 masked = value;
2927 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2928 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2932 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2933 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2935 *Pointer<Short4>(buffer) = c23;
2937 case FORMAT_A8B8G8R8:
2938 case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha?
2939 buffer = cBuffer + x * 4;
2940 value = *Pointer<Short4>(buffer);
2942 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
2943 ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
2944 (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
2946 Short4 masked = value;
2947 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
2948 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
2952 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2953 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2955 *Pointer<Short4>(buffer) = c01;
2957 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2958 value = *Pointer<Short4>(buffer);
2960 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
2961 ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
2962 (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
2964 Short4 masked = value;
2965 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
2966 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
2970 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2971 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2973 *Pointer<Short4>(buffer) = c23;
2976 if(rgbaWriteMask & 0x00000008)
2978 buffer = cBuffer + 1 * x;
2979 Insert(value, *Pointer<Short>(buffer), 0);
2980 Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2981 Insert(value, *Pointer<Short>(buffer + pitch), 1);
2982 value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
2984 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
2985 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
2988 *Pointer<Short>(buffer) = Extract(current.w, 0);
2989 *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
2993 buffer = cBuffer + 4 * x;
2995 value = *Pointer<Short4>(buffer);
2997 if((rgbaWriteMask & 0x00000003) != 0x00000003)
2999 Short4 masked = value;
3000 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3001 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3002 current.x |= masked;
3005 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3006 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3008 *Pointer<Short4>(buffer) = current.x;
3010 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3012 value = *Pointer<Short4>(buffer);
3014 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3016 Short4 masked = value;
3017 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3018 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3019 current.y |= masked;
3022 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3023 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3025 *Pointer<Short4>(buffer) = current.y;
3027 case FORMAT_A16B16G16R16:
3028 buffer = cBuffer + 8 * x;
3031 value = *Pointer<Short4>(buffer);
3033 if(rgbaWriteMask != 0x0000000F)
3035 Short4 masked = value;
3036 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3037 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3038 current.x |= masked;
3041 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
3042 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
3044 *Pointer<Short4>(buffer) = current.x;
3048 value = *Pointer<Short4>(buffer + 8);
3050 if(rgbaWriteMask != 0x0000000F)
3052 Short4 masked = value;
3053 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3054 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3055 current.y |= masked;
3058 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
3059 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
3061 *Pointer<Short4>(buffer + 8) = current.y;
3064 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3067 value = *Pointer<Short4>(buffer);
3069 if(rgbaWriteMask != 0x0000000F)
3071 Short4 masked = value;
3072 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3073 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3074 current.z |= masked;
3077 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
3078 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
3080 *Pointer<Short4>(buffer) = current.z;
3084 value = *Pointer<Short4>(buffer + 8);
3086 if(rgbaWriteMask != 0x0000000F)
3088 Short4 masked = value;
3089 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3090 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3091 current.w |= masked;
3094 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
3095 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
3097 *Pointer<Short4>(buffer + 8) = current.w;
3105 void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
3107 switch(blendFactorActive)
3116 blendFactor.x = oC.x;
3117 blendFactor.y = oC.y;
3118 blendFactor.z = oC.z;
3120 case BLEND_INVSOURCE:
3121 blendFactor.x = Float4(1.0f) - oC.x;
3122 blendFactor.y = Float4(1.0f) - oC.y;
3123 blendFactor.z = Float4(1.0f) - oC.z;
3126 blendFactor.x = pixel.x;
3127 blendFactor.y = pixel.y;
3128 blendFactor.z = pixel.z;
3131 blendFactor.x = Float4(1.0f) - pixel.x;
3132 blendFactor.y = Float4(1.0f) - pixel.y;
3133 blendFactor.z = Float4(1.0f) - pixel.z;
3135 case BLEND_SOURCEALPHA:
3136 blendFactor.x = oC.w;
3137 blendFactor.y = oC.w;
3138 blendFactor.z = oC.w;
3140 case BLEND_INVSOURCEALPHA:
3141 blendFactor.x = Float4(1.0f) - oC.w;
3142 blendFactor.y = Float4(1.0f) - oC.w;
3143 blendFactor.z = Float4(1.0f) - oC.w;
3145 case BLEND_DESTALPHA:
3146 blendFactor.x = pixel.w;
3147 blendFactor.y = pixel.w;
3148 blendFactor.z = pixel.w;
3150 case BLEND_INVDESTALPHA:
3151 blendFactor.x = Float4(1.0f) - pixel.w;
3152 blendFactor.y = Float4(1.0f) - pixel.w;
3153 blendFactor.z = Float4(1.0f) - pixel.w;
3155 case BLEND_SRCALPHASAT:
3156 blendFactor.x = Float4(1.0f) - pixel.w;
3157 blendFactor.x = Min(blendFactor.x, oC.w);
3158 blendFactor.y = blendFactor.x;
3159 blendFactor.z = blendFactor.x;
3161 case BLEND_CONSTANT:
3162 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
3163 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
3164 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
3166 case BLEND_INVCONSTANT:
3167 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
3168 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
3169 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
3176 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
3178 switch(blendFactorAlphaActive)
3187 blendFactor.w = oC.w;
3189 case BLEND_INVSOURCE:
3190 blendFactor.w = Float4(1.0f) - oC.w;
3193 blendFactor.w = pixel.w;
3196 blendFactor.w = Float4(1.0f) - pixel.w;
3198 case BLEND_SOURCEALPHA:
3199 blendFactor.w = oC.w;
3201 case BLEND_INVSOURCEALPHA:
3202 blendFactor.w = Float4(1.0f) - oC.w;
3204 case BLEND_DESTALPHA:
3205 blendFactor.w = pixel.w;
3207 case BLEND_INVDESTALPHA:
3208 blendFactor.w = Float4(1.0f) - pixel.w;
3210 case BLEND_SRCALPHASAT:
3211 blendFactor.w = Float4(1.0f);
3213 case BLEND_CONSTANT:
3214 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
3216 case BLEND_INVCONSTANT:
3217 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
3224 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
3226 if(!state.alphaBlendActive)
3231 Pointer<Byte> buffer;
3239 switch(state.targetFormat[index])
3241 case FORMAT_A8R8G8B8:
3242 buffer = cBuffer + 4 * x;
3243 c01 = *Pointer<Short4>(buffer);
3244 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3245 c23 = *Pointer<Short4>(buffer);
3248 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3249 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3251 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3252 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3255 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3256 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3257 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3258 color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
3260 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3261 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3262 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3263 pixel.w = convertUnsigned16(As<UShort4>(color.w));
3265 case FORMAT_A8B8G8R8:
3266 buffer = cBuffer + 4 * x;
3267 c01 = *Pointer<Short4>(buffer);
3268 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3269 c23 = *Pointer<Short4>(buffer);
3272 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3273 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3275 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3276 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3279 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3280 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3281 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3282 color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
3284 pixel.x = convertUnsigned16(As<UShort4>(color.z));
3285 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3286 pixel.z = convertUnsigned16(As<UShort4>(color.x));
3287 pixel.w = convertUnsigned16(As<UShort4>(color.w));
3289 case FORMAT_X8R8G8B8:
3290 buffer = cBuffer + 4 * x;
3291 c01 = *Pointer<Short4>(buffer);
3292 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3293 c23 = *Pointer<Short4>(buffer);
3296 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3297 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3299 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3300 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3302 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3303 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3304 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3306 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3307 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3308 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3309 pixel.w = Float4(1.0f);
3311 case FORMAT_X8B8G8R8:
3312 buffer = cBuffer + 4 * x;
3313 c01 = *Pointer<Short4>(buffer);
3314 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3315 c23 = *Pointer<Short4>(buffer);
3318 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3319 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3321 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3322 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3324 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3325 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3326 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3328 pixel.x = convertUnsigned16(As<UShort4>(color.z));
3329 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3330 pixel.z = convertUnsigned16(As<UShort4>(color.x));
3331 pixel.w = Float4(1.0f);
3334 buffer = cBuffer + 1 * x;
3335 c01 = Insert(c01, *Pointer<Short>(buffer), 0);
3336 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3337 c01 = Insert(c01, *Pointer<Short>(buffer), 1);
3338 pixel.w = convertUnsigned16(As<UShort4>(UnpackLow(As<Byte8>(c01), As<Byte8>(c01))));
3339 pixel.x = Float4(0.0f);
3340 pixel.y = Float4(0.0f);
3341 pixel.z = Float4(0.0f);
3343 case FORMAT_A8G8R8B8Q:
3345 // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3346 // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3347 // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3348 // UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]);
3350 case FORMAT_X8G8R8B8Q:
3352 // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3353 // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3354 // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3355 // pixel.w = Short4(0xFFFFu);
3357 case FORMAT_A16B16G16R16:
3359 color.x = *Pointer<Short4>(buffer + 8 * x);
3360 color.y = *Pointer<Short4>(buffer + 8 * x + 8);
3361 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3362 color.z = *Pointer<Short4>(buffer + 8 * x);
3363 color.w = *Pointer<Short4>(buffer + 8 * x + 8);
3365 transpose4x4(color.x, color.y, color.z, color.w);
3367 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3368 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3369 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3370 pixel.w = convertUnsigned16(As<UShort4>(color.w));
3374 color.x = *Pointer<Short4>(buffer + 4 * x);
3375 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3376 color.y = *Pointer<Short4>(buffer + 4 * x);
3378 color.x = As<Short4>(UnpackLow(color.x, color.y));
3379 color.z = As<Short4>(UnpackHigh(color.z, color.y));
3381 color.x = As<Short4>(UnpackLow(color.x, color.z));
3382 color.y = As<Short4>(UnpackHigh(color.y, color.z));
3384 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3385 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3386 pixel.z = Float4(1.0f);
3387 pixel.w = Float4(1.0f);
3392 pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
3393 pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
3394 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3396 pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
3397 pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
3398 pixel.y = Float4(1.0f);
3399 pixel.z = Float4(1.0f);
3400 pixel.w = Float4(1.0f);
3402 case FORMAT_G32R32F:
3404 pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
3405 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3406 pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
3408 pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
3409 pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
3411 pixel.z = Float4(1.0f);
3412 pixel.w = Float4(1.0f);
3414 case FORMAT_A32B32G32R32F:
3416 pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
3417 pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3418 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3419 pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
3420 pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3421 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
3427 if(postBlendSRGB && state.writeSRGB)
3429 sRGBtoLinear(pixel.x);
3430 sRGBtoLinear(pixel.y);
3431 sRGBtoLinear(pixel.z);
3434 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
3435 Vector4f sourceFactor;
3436 Vector4f destFactor;
3438 blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
3439 blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
3441 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
3443 oC.x *= sourceFactor.x;
3444 oC.y *= sourceFactor.y;
3445 oC.z *= sourceFactor.z;
3448 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
3450 pixel.x *= destFactor.x;
3451 pixel.y *= destFactor.y;
3452 pixel.z *= destFactor.z;
3455 switch(state.blendOperation)
3467 case BLENDOP_INVSUB:
3468 oC.x = pixel.x - oC.x;
3469 oC.y = pixel.y - oC.y;
3470 oC.z = pixel.z - oC.z;
3473 oC.x = Min(oC.x, pixel.x);
3474 oC.y = Min(oC.y, pixel.y);
3475 oC.z = Min(oC.z, pixel.z);
3478 oC.x = Max(oC.x, pixel.x);
3479 oC.y = Max(oC.y, pixel.y);
3480 oC.z = Max(oC.z, pixel.z);
3482 case BLENDOP_SOURCE:
3491 oC.x = Float4(0.0f);
3492 oC.y = Float4(0.0f);
3493 oC.z = Float4(0.0f);
3499 blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
3500 blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
3502 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
3504 oC.w *= sourceFactor.w;
3507 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
3509 pixel.w *= destFactor.w;
3512 switch(state.blendOperationAlpha)
3520 case BLENDOP_INVSUB:
3525 oC.w = Min(oC.w, pixel.w);
3528 oC.w = Max(oC.w, pixel.w);
3530 case BLENDOP_SOURCE:
3537 oC.w = Float4(0.0f);
3544 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
3546 if(!state.colorWriteActive(index))
3553 switch(state.targetFormat[index])
3555 case FORMAT_X8R8G8B8:
3556 case FORMAT_X8B8G8R8:
3557 case FORMAT_A8R8G8B8:
3558 case FORMAT_A8B8G8R8:
3561 case FORMAT_A16B16G16R16:
3562 convertFixed16(color, oC, true);
3563 writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask);
3567 case FORMAT_G32R32F:
3569 oC.x = UnpackLow(oC.x, oC.y);
3570 oC.z = UnpackHigh(oC.z, oC.y);
3573 case FORMAT_A32B32G32R32F:
3574 transpose4x4(oC.x, oC.y, oC.z, oC.w);
3580 int rgbaWriteMask = state.colorWriteActive(index);
3582 Int xMask; // Combination of all masks
3584 if(state.depthTestActive)
3593 if(state.stencilActive)
3598 Pointer<Byte> buffer;
3601 switch(state.targetFormat[index])
3604 if(rgbaWriteMask & 0x00000001)
3606 buffer = cBuffer + 4 * x;
3609 value.x = *Pointer<Float>(buffer + 0);
3610 value.y = *Pointer<Float>(buffer + 4);
3612 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3615 value.z = *Pointer<Float>(buffer + 0);
3616 value.w = *Pointer<Float>(buffer + 4);
3618 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
3619 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
3620 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3623 *Pointer<Float>(buffer + 0) = oC.x.z;
3624 *Pointer<Float>(buffer + 4) = oC.x.w;
3626 buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3629 *Pointer<Float>(buffer + 0) = oC.x.x;
3630 *Pointer<Float>(buffer + 4) = oC.x.y;
3633 case FORMAT_G32R32F:
3634 buffer = cBuffer + 8 * x;
3636 value = *Pointer<Float4>(buffer);
3638 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3640 Float4 masked = value;
3641 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3642 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3643 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3646 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
3647 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
3648 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3649 *Pointer<Float4>(buffer) = oC.x;
3651 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3653 value = *Pointer<Float4>(buffer);
3655 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3660 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3661 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3662 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3665 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
3666 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
3667 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3668 *Pointer<Float4>(buffer) = oC.y;
3670 case FORMAT_A32B32G32R32F:
3671 buffer = cBuffer + 16 * x;
3674 value = *Pointer<Float4>(buffer, 16);
3676 if(rgbaWriteMask != 0x0000000F)
3678 Float4 masked = value;
3679 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3680 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3681 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3684 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
3685 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
3686 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3687 *Pointer<Float4>(buffer, 16) = oC.x;
3691 value = *Pointer<Float4>(buffer + 16, 16);
3693 if(rgbaWriteMask != 0x0000000F)
3695 Float4 masked = value;
3696 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3697 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3698 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3701 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
3702 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
3703 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3704 *Pointer<Float4>(buffer + 16, 16) = oC.y;
3707 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3710 value = *Pointer<Float4>(buffer, 16);
3712 if(rgbaWriteMask != 0x0000000F)
3714 Float4 masked = value;
3715 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3716 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3717 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
3720 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
3721 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
3722 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
3723 *Pointer<Float4>(buffer, 16) = oC.z;
3727 value = *Pointer<Float4>(buffer + 16, 16);
3729 if(rgbaWriteMask != 0x0000000F)
3731 Float4 masked = value;
3732 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3733 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3734 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
3737 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
3738 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
3739 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
3740 *Pointer<Float4>(buffer + 16, 16) = oC.w;
3748 void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
3750 int pad = 0; // Count number of texm3x3pad instructions
3751 Vector4s dPairing; // Destination for first pairing instruction
3753 for(size_t i = 0; i < shader->getLength(); i++)
3755 const Shader::Instruction *instruction = shader->getInstruction(i);
3756 Shader::Opcode opcode = instruction->opcode;
3758 // #ifndef NDEBUG // FIXME: Centralize debug output control
3759 // shader->printInstruction(i, "debug.txt");
3762 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3767 const Dst &dst = instruction->dst;
3768 const Src &src0 = instruction->src[0];
3769 const Src &src1 = instruction->src[1];
3770 const Src &src2 = instruction->src[2];
3772 unsigned short version = shader->getVersion();
3773 bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
3774 bool coissue = instruction->coissue; // Second instruction of pair
3781 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
3782 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
3783 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
3785 Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
3786 Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
3787 Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
3788 Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
3792 case Shader::OPCODE_PS_1_0: break;
3793 case Shader::OPCODE_PS_1_1: break;
3794 case Shader::OPCODE_PS_1_2: break;
3795 case Shader::OPCODE_PS_1_3: break;
3796 case Shader::OPCODE_PS_1_4: break;
3798 case Shader::OPCODE_DEF: break;
3800 case Shader::OPCODE_NOP: break;
3801 case Shader::OPCODE_MOV: MOV(d, s0); break;
3802 case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
3803 case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
3804 case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
3805 case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
3806 case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
3807 case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
3808 case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
3809 case Shader::OPCODE_TEXCOORD:
3810 if(version < 0x0104)
3812 TEXCOORD(d, u, v, s, dst.index);
3816 if((src0.swizzle & 0x30) == 0x20) // .xyz
3818 TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3822 TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3826 case Shader::OPCODE_TEXKILL:
3827 if(version < 0x0104)
3829 TEXKILL(cMask, u, v, s);
3831 else if(version == 0x0104)
3833 if(dst.type == Shader::PARAMETER_TEXTURE)
3835 TEXKILL(cMask, u, v, s);
3839 TEXKILL(cMask, r.rs[dst.index]);
3844 case Shader::OPCODE_TEX:
3845 if(version < 0x0104)
3847 TEX(r, d, u, v, s, dst.index, false);
3849 else if(version == 0x0104)
3851 if(src0.type == Shader::PARAMETER_TEXTURE)
3853 if((src0.swizzle & 0x30) == 0x20) // .xyz
3855 TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3859 TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3864 TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3869 case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
3870 case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
3871 case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
3872 case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
3873 case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
3874 case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3875 case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
3876 case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3877 case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
3878 case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
3879 case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
3880 case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
3881 case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
3882 case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3883 case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
3884 case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3885 case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
3886 case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
3887 case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
3888 case Shader::OPCODE_PHASE: break;
3889 case Shader::OPCODE_END: break;
3894 if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
3898 if(dst.mask & 0x1) {d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x);}
3899 if(dst.mask & 0x2) {d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y);}
3900 if(dst.mask & 0x4) {d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z);}
3901 if(dst.mask & 0x8) {d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w);}
3903 else if(dst.shift < 0)
3905 if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
3906 if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
3907 if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
3908 if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
3913 if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3914 if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3915 if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3916 if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3921 if(dst.mask & 0x1) dPairing.x = d.x;
3922 if(dst.mask & 0x2) dPairing.y = d.y;
3923 if(dst.mask & 0x4) dPairing.z = d.z;
3924 if(dst.mask & 0x8) dPairing.w = d.w;
3929 const Dst &dst = shader->getInstruction(i - 1)->dst;
3931 writeDestination(r, dPairing, dst);
3936 writeDestination(r, d, dst);
3942 void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
3947 if(shader->containsLeaveInstruction())
3949 r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
3952 bool out[4][4] = {false};
3954 // Create all call site return blocks up front
3955 for(size_t i = 0; i < shader->getLength(); i++)
3957 const Shader::Instruction *instruction = shader->getInstruction(i);
3958 Shader::Opcode opcode = instruction->opcode;
3960 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
3962 const Dst &dst = instruction->dst;
3964 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
3965 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
3969 for(size_t i = 0; i < shader->getLength(); i++)
3971 const Shader::Instruction *instruction = shader->getInstruction(i);
3972 Shader::Opcode opcode = instruction->opcode;
3974 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3979 const Dst &dst = instruction->dst;
3980 const Src &src0 = instruction->src[0];
3981 const Src &src1 = instruction->src[1];
3982 const Src &src2 = instruction->src[2];
3983 const Src &src3 = instruction->src[3];
3985 bool predicate = instruction->predicate;
3986 Control control = instruction->control;
3987 bool pp = dst.partialPrecision;
3988 bool project = instruction->project;
3989 bool bias = instruction->bias;
3997 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
3999 if(dst.type == Shader::PARAMETER_TEXTURE)
4001 d.x = r.vf[2 + dst.index].x;
4002 d.y = r.vf[2 + dst.index].y;
4003 d.z = r.vf[2 + dst.index].z;
4004 d.w = r.vf[2 + dst.index].w;
4008 d = r.rf[dst.index];
4012 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
4013 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
4014 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
4015 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
4019 case Shader::OPCODE_PS_2_0: break;
4020 case Shader::OPCODE_PS_2_x: break;
4021 case Shader::OPCODE_PS_3_0: break;
4022 case Shader::OPCODE_DEF: break;
4023 case Shader::OPCODE_DCL: break;
4024 case Shader::OPCODE_NOP: break;
4025 case Shader::OPCODE_MOV: mov(d, s0); break;
4026 case Shader::OPCODE_F2B: f2b(d, s0); break;
4027 case Shader::OPCODE_B2F: b2f(d, s0); break;
4028 case Shader::OPCODE_ADD: add(d, s0, s1); break;
4029 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
4030 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
4031 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
4032 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
4033 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
4034 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
4035 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
4036 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
4037 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
4038 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
4039 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
4040 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
4041 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
4042 case Shader::OPCODE_FRC: frc(d, s0); break;
4043 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
4044 case Shader::OPCODE_FLOOR: floor(d, s0); break;
4045 case Shader::OPCODE_CEIL: ceil(d, s0); break;
4046 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
4047 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
4048 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
4049 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
4050 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
4051 case Shader::OPCODE_LOG: log(d, s0, pp); break;
4052 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
4053 case Shader::OPCODE_DIV: div(d, s0, s1); break;
4054 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
4055 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
4056 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
4057 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
4058 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
4059 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
4060 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
4061 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
4062 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
4063 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
4064 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
4065 case Shader::OPCODE_MIN: min(d, s0, s1); break;
4066 case Shader::OPCODE_MAX: max(d, s0, s1); break;
4067 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
4068 case Shader::OPCODE_STEP: step(d, s0, s1); break;
4069 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
4070 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
4071 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
4072 case Shader::OPCODE_SGN: sgn(d, s0); break;
4073 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
4074 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
4075 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
4076 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
4077 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
4078 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
4079 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
4080 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
4081 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
4082 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
4083 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
4084 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
4085 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
4086 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
4087 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
4088 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
4089 case Shader::OPCODE_ABS: abs(d, s0); break;
4090 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
4091 case Shader::OPCODE_COS: cos(d, s0, pp); break;
4092 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
4093 case Shader::OPCODE_TAN: tan(d, s0, pp); break;
4094 case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
4095 case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
4096 case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
4097 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
4098 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
4099 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
4100 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
4101 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
4102 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
4103 case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
4104 case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
4105 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
4106 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
4107 case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
4108 case Shader::OPCODE_DFDX: DFDX(d, s0); break;
4109 case Shader::OPCODE_DFDY: DFDY(d, s0); break;
4110 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
4111 case Shader::OPCODE_BREAK: BREAK(r); break;
4112 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
4113 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
4114 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
4115 case Shader::OPCODE_TEST: TEST(); break;
4116 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
4117 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
4118 case Shader::OPCODE_ELSE: ELSE(r); break;
4119 case Shader::OPCODE_ENDIF: ENDIF(r); break;
4120 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
4121 case Shader::OPCODE_ENDREP: ENDREP(r); break;
4122 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
4123 case Shader::OPCODE_IF: IF(r, src0); break;
4124 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
4125 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
4126 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
4127 case Shader::OPCODE_REP: REP(r, src0); break;
4128 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
4129 case Shader::OPCODE_RET: RET(r); break;
4130 case Shader::OPCODE_LEAVE: LEAVE(r); break;
4131 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
4132 case Shader::OPCODE_ALL: all(d.x, s0); break;
4133 case Shader::OPCODE_ANY: any(d.x, s0); break;
4134 case Shader::OPCODE_NOT: not(d, s0); break;
4135 case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
4136 case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
4137 case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
4138 case Shader::OPCODE_END: break;
4143 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
4149 case Shader::OPCODE_DIV:
4150 if(dst.x) d.x = Trunc(d.x);
4151 if(dst.y) d.y = Trunc(d.y);
4152 if(dst.z) d.z = Trunc(d.z);
4153 if(dst.w) d.w = Trunc(d.w);
4156 break; // No truncation to integer required when arguments are integer
4162 if(dst.x) d.x = Max(d.x, Float4(0.0f));
4163 if(dst.y) d.y = Max(d.y, Float4(0.0f));
4164 if(dst.z) d.z = Max(d.z, Float4(0.0f));
4165 if(dst.w) d.w = Max(d.w, Float4(0.0f));
4167 if(dst.x) d.x = Min(d.x, Float4(1.0f));
4168 if(dst.y) d.y = Min(d.y, Float4(1.0f));
4169 if(dst.z) d.z = Min(d.z, Float4(1.0f));
4170 if(dst.w) d.w = Min(d.w, Float4(1.0f));
4173 if(instruction->isPredicated())
4175 Vector4f pDst; // FIXME: Rename
4179 case Shader::PARAMETER_TEMP:
4180 if(dst.rel.type == Shader::PARAMETER_VOID)
4182 if(dst.x) pDst.x = r.rf[dst.index].x;
4183 if(dst.y) pDst.y = r.rf[dst.index].y;
4184 if(dst.z) pDst.z = r.rf[dst.index].z;
4185 if(dst.w) pDst.w = r.rf[dst.index].w;
4189 Int a = relativeAddress(r, dst);
4191 if(dst.x) pDst.x = r.rf[dst.index + a].x;
4192 if(dst.y) pDst.y = r.rf[dst.index + a].y;
4193 if(dst.z) pDst.z = r.rf[dst.index + a].z;
4194 if(dst.w) pDst.w = r.rf[dst.index + a].w;
4197 case Shader::PARAMETER_COLOROUT:
4198 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4199 if(dst.x) pDst.x = r.oC[dst.index].x;
4200 if(dst.y) pDst.y = r.oC[dst.index].y;
4201 if(dst.z) pDst.z = r.oC[dst.index].z;
4202 if(dst.w) pDst.w = r.oC[dst.index].w;
4204 case Shader::PARAMETER_PREDICATE:
4205 if(dst.x) pDst.x = r.p0.x;
4206 if(dst.y) pDst.y = r.p0.y;
4207 if(dst.z) pDst.z = r.p0.z;
4208 if(dst.w) pDst.w = r.p0.w;
4210 case Shader::PARAMETER_DEPTHOUT:
4217 Int4 enable = enableMask(r, instruction);
4219 Int4 xEnable = enable;
4220 Int4 yEnable = enable;
4221 Int4 zEnable = enable;
4222 Int4 wEnable = enable;
4226 unsigned char pSwizzle = instruction->predicateSwizzle;
4228 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
4229 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
4230 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
4231 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
4233 if(!instruction->predicateNot)
4235 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
4236 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
4237 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
4238 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
4242 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
4243 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
4244 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
4245 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
4249 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
4250 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
4251 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
4252 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
4254 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
4255 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
4256 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
4257 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
4262 case Shader::PARAMETER_TEMP:
4263 if(dst.rel.type == Shader::PARAMETER_VOID)
4265 if(dst.x) r.rf[dst.index].x = d.x;
4266 if(dst.y) r.rf[dst.index].y = d.y;
4267 if(dst.z) r.rf[dst.index].z = d.z;
4268 if(dst.w) r.rf[dst.index].w = d.w;
4272 Int a = relativeAddress(r, dst);
4274 if(dst.x) r.rf[dst.index + a].x = d.x;
4275 if(dst.y) r.rf[dst.index + a].y = d.y;
4276 if(dst.z) r.rf[dst.index + a].z = d.z;
4277 if(dst.w) r.rf[dst.index + a].w = d.w;
4280 case Shader::PARAMETER_COLOROUT:
4281 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4282 if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
4283 if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
4284 if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
4285 if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
4287 case Shader::PARAMETER_PREDICATE:
4288 if(dst.x) r.p0.x = d.x;
4289 if(dst.y) r.p0.y = d.y;
4290 if(dst.z) r.p0.z = d.z;
4291 if(dst.w) r.p0.w = d.w;
4293 case Shader::PARAMETER_DEPTHOUT:
4302 if(currentLabel != -1)
4304 Nucleus::setInsertBlock(returnBlock);
4307 for(int i = 0; i < 4; i++)
4309 if(state.targetFormat[i] != FORMAT_NULL)
4311 if(!out[i][0]) r.oC[i].x = Float4(0.0f);
4312 if(!out[i][1]) r.oC[i].y = Float4(0.0f);
4313 if(!out[i][2]) r.oC[i].z = Float4(0.0f);
4314 if(!out[i][3]) r.oC[i].w = Float4(0.0f);
4319 Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
4321 return RoundShort4(cf * Float4(0x1000));
4324 void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
4326 cs.x = convertFixed12(cf.x);
4327 cs.y = convertFixed12(cf.y);
4328 cs.z = convertFixed12(cf.z);
4329 cs.w = convertFixed12(cf.w);
4332 UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
4334 return UShort4(cf * Float4(0xFFFF), saturate);
4337 void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
4339 cs.x = convertFixed16(cf.x, saturate);
4340 cs.y = convertFixed16(cf.y, saturate);
4341 cs.z = convertFixed16(cf.z, saturate);
4342 cs.w = convertFixed16(cf.w, saturate);
4345 Float4 PixelRoutine::convertSigned12(Short4 &cs)
4347 return Float4(cs) * Float4(1.0f / 0x0FFE);
4350 void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
4352 cf.x = convertSigned12(cs.x);
4353 cf.y = convertSigned12(cs.y);
4354 cf.z = convertSigned12(cs.z);
4355 cf.w = convertSigned12(cs.w);
4358 Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
4360 return Float4(cs) * Float4(1.0f / 0xFFFF);
4363 void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4s &c)
4365 c.x = As<UShort4>(c.x) >> 4;
4366 c.y = As<UShort4>(c.y) >> 4;
4367 c.z = As<UShort4>(c.z) >> 4;
4369 sRGBtoLinear12_16(r, c);
4372 void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
4374 Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
4376 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4377 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4378 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4379 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4381 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4382 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4383 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4384 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4386 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4387 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4388 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4389 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4392 void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4s &c)
4394 c.x = As<UShort4>(c.x) >> 4;
4395 c.y = As<UShort4>(c.y) >> 4;
4396 c.z = As<UShort4>(c.z) >> 4;
4398 linearToSRGB12_16(r, c);
4401 void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
4403 Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
4405 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4406 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4407 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4408 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4410 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4411 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4412 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4413 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4415 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4416 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4417 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4418 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4421 Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
4423 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
4424 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
4426 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
4429 Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
4431 Float4 linear = x * x;
4432 linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
4434 return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
4437 void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
4445 void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4447 dst.x = AddSat(src0.x, src1.x);
4448 dst.y = AddSat(src0.y, src1.y);
4449 dst.z = AddSat(src0.z, src1.z);
4450 dst.w = AddSat(src0.w, src1.w);
4453 void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4455 dst.x = SubSat(src0.x, src1.x);
4456 dst.y = SubSat(src0.y, src1.y);
4457 dst.z = SubSat(src0.z, src1.z);
4458 dst.w = SubSat(src0.w, src1.w);
4461 void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4463 // FIXME: Long fixed-point multiply fixup
4464 {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
4465 {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
4466 {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
4467 {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
4470 void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4472 // FIXME: Long fixed-point multiply fixup
4473 {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);}
4474 {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);}
4475 {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);}
4476 {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);}
4479 void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4484 // FIXME: Long fixed-point multiply fixup
4485 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4486 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4487 t0 = AddSat(t0, t1);
4488 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4489 t0 = AddSat(t0, t1);
4497 void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4502 // FIXME: Long fixed-point multiply fixup
4503 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4504 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4505 t0 = AddSat(t0, t1);
4506 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4507 t0 = AddSat(t0, t1);
4508 t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4509 t0 = AddSat(t0, t1);
4517 void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4519 // FIXME: Long fixed-point multiply fixup
4520 {dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
4521 {dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
4522 {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
4523 {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
4526 void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
4532 if(state.interpolant[2 + coordinate].component & 0x01)
4534 uw = Max(u, Float4(0.0f));
4535 uw = Min(uw, Float4(1.0f));
4536 dst.x = convertFixed12(uw);
4540 dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4543 if(state.interpolant[2 + coordinate].component & 0x02)
4545 vw = Max(v, Float4(0.0f));
4546 vw = Min(vw, Float4(1.0f));
4547 dst.y = convertFixed12(vw);
4551 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4554 if(state.interpolant[2 + coordinate].component & 0x04)
4556 sw = Max(s, Float4(0.0f));
4557 sw = Min(sw, Float4(1.0f));
4558 dst.z = convertFixed12(sw);
4562 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4565 dst.w = Short4(0x1000);
4568 void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
4580 if(state.interpolant[2 + coordinate].component & 0x01)
4582 uw *= Float4(0x1000);
4583 uw = Max(uw, Float4(-0x8000));
4584 uw = Min(uw, Float4(0x7FFF));
4585 dst.x = RoundShort4(uw);
4589 dst.x = Short4(0x0000);
4592 if(state.interpolant[2 + coordinate].component & 0x02)
4594 vw *= Float4(0x1000);
4595 vw = Max(vw, Float4(-0x8000));
4596 vw = Min(vw, Float4(0x7FFF));
4597 dst.y = RoundShort4(vw);
4601 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4604 if(state.interpolant[2 + coordinate].component & 0x04)
4606 sw *= Float4(0x1000);
4607 sw = Max(sw, Float4(-0x8000));
4608 sw = Min(sw, Float4(0x7FFF));
4609 dst.z = RoundShort4(sw);
4613 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4617 void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
4619 TEXM3X3PAD(r, u, v, s, src, 0, false);
4621 Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
4629 void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4631 TEXM3X3PAD(r, u, v, s, src0, 0, false);
4633 r.v_ = Float4(0.0f);
4634 r.w_ = Float4(0.0f);
4636 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4639 void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
4641 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
4642 SignMask(CmpNLT(v, Float4(0.0f))) &
4643 SignMask(CmpNLT(s, Float4(0.0f)));
4645 for(unsigned int q = 0; q < state.multiSample; q++)
4651 void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
4653 Short4 test = src.x | src.y | src.z;
4654 Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
4656 for(unsigned int q = 0; q < state.multiSample; q++)
4662 void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
4664 sampleTexture(r, dst, sampler, u, v, s, s, project);
4667 void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
4669 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
4670 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
4671 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
4673 sampleTexture(r, dst, sampler, u, v, s, s, project);
4676 void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4678 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4679 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4684 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4685 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4687 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4688 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4694 sampleTexture(r, dst, stage, u_, v_, s, s);
4697 void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4699 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4700 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4705 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4706 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4708 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4709 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4715 sampleTexture(r, dst, stage, u_, v_, s, s);
4720 L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
4722 L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
4723 L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
4724 L = Min(L, Short4(0x1000));
4726 dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
4727 dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
4728 dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
4731 void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4733 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
4734 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4735 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4737 sampleTexture(r, dst, stage, u, v, s, s);
4740 void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4742 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4743 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4746 sampleTexture(r, dst, stage, u, v, s, s);
4749 void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4751 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4752 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4753 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4755 sampleTexture(r, dst, stage, u, v, s, s);
4758 void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
4760 TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
4763 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4768 void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4770 TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
4773 void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4775 TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
4777 r.w_ = Float4(0.0f);
4779 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4782 void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
4784 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4786 dst.x = RoundShort4(r.u_ * Float4(0x1000));
4787 dst.y = RoundShort4(r.v_ * Float4(0x1000));
4788 dst.z = RoundShort4(r.w_ * Float4(0x1000));
4789 dst.w = Short4(0x1000);
4792 void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4794 if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
4796 r.U = Float4(src0.x);
4797 r.V = Float4(src0.y);
4798 r.W = Float4(src0.z);
4800 previousScaling = signedScaling;
4803 Float4 x = r.U * u + r.V * v + r.W * s;
4805 x *= Float4(1.0f / 0x1000);
4809 case 0: r.u_ = x; break;
4810 case 1: r.v_ = x; break;
4811 case 2: r.w_ = x; break;
4812 default: ASSERT(false);
4816 void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
4818 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4820 Float4 E[3]; // Eye vector
4822 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
4823 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
4824 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
4831 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4845 r.u_ += r.v_ + r.w_;
4850 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4853 void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4855 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4857 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4860 void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4862 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4864 Float4 E[3]; // Eye vector
4866 E[0] = r.vf[2 + stage - 2].w;
4867 E[1] = r.vf[2 + stage - 1].w;
4868 E[2] = r.vf[2 + stage - 0].w;
4875 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4889 r.u_ += r.v_ + r.w_;
4894 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4897 void PixelRoutine::TEXDEPTH(Registers &r)
4899 r.u_ = Float4(r.rs[5].x);
4900 r.v_ = Float4(r.rs[5].y);
4903 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4908 void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4910 {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0;};
4911 {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0;};
4912 {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0;};
4913 {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;};
4916 void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4918 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;};
4919 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;};
4920 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;};
4921 {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;};
4924 void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
4929 // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
4930 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4931 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4932 t0 = AddSat(t0, t1);
4933 t0 = AddSat(t0, src0.x);
4936 // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
4937 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4938 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4939 t0 = AddSat(t0, t1);
4940 t0 = AddSat(t0, src0.y);
4944 void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4946 Vector4f row0 = fetchRegisterF(r, src1, 0);
4947 Vector4f row1 = fetchRegisterF(r, src1, 1);
4949 dst.x = dot3(src0, row0);
4950 dst.y = dot3(src0, row1);
4953 void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4955 Vector4f row0 = fetchRegisterF(r, src1, 0);
4956 Vector4f row1 = fetchRegisterF(r, src1, 1);
4957 Vector4f row2 = fetchRegisterF(r, src1, 2);
4959 dst.x = dot3(src0, row0);
4960 dst.y = dot3(src0, row1);
4961 dst.z = dot3(src0, row2);
4964 void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4966 Vector4f row0 = fetchRegisterF(r, src1, 0);
4967 Vector4f row1 = fetchRegisterF(r, src1, 1);
4968 Vector4f row2 = fetchRegisterF(r, src1, 2);
4969 Vector4f row3 = fetchRegisterF(r, src1, 3);
4971 dst.x = dot3(src0, row0);
4972 dst.y = dot3(src0, row1);
4973 dst.z = dot3(src0, row2);
4974 dst.w = dot3(src0, row3);
4977 void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4979 Vector4f row0 = fetchRegisterF(r, src1, 0);
4980 Vector4f row1 = fetchRegisterF(r, src1, 1);
4981 Vector4f row2 = fetchRegisterF(r, src1, 2);
4983 dst.x = dot4(src0, row0);
4984 dst.y = dot4(src0, row1);
4985 dst.z = dot4(src0, row2);
4988 void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4990 Vector4f row0 = fetchRegisterF(r, src1, 0);
4991 Vector4f row1 = fetchRegisterF(r, src1, 1);
4992 Vector4f row2 = fetchRegisterF(r, src1, 2);
4993 Vector4f row3 = fetchRegisterF(r, src1, 3);
4995 dst.x = dot4(src0, row0);
4996 dst.y = dot4(src0, row1);
4997 dst.z = dot4(src0, row2);
4998 dst.w = dot4(src0, row3);
5001 void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5004 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
5006 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5007 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5008 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5009 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5012 void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
5015 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
5017 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5018 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5019 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5020 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5023 void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5026 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
5028 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5029 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5030 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5031 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5034 void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
5038 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
5039 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
5040 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
5041 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
5043 // FIXME: Dynamic branching affects TEXKILL?
5044 // if(shader->containsDynamicBranching())
5046 // kill = ~SignMask(enableMask(r));
5049 for(unsigned int q = 0; q < state.multiSample; q++)
5054 // FIXME: Branch to end of shader if all killed?
5057 void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
5061 if(shader->containsDynamicBranching())
5063 kill = ~SignMask(enableMask(r, instruction));
5066 for(unsigned int q = 0; q < state.multiSample; q++)
5071 // FIXME: Branch to end of shader if all killed?
5074 void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
5076 dst.x = src.x.yyww - src.x.xxzz;
5077 dst.y = src.y.yyww - src.y.xxzz;
5078 dst.z = src.z.yyww - src.z.xxzz;
5079 dst.w = src.w.yyww - src.w.xxzz;
5082 void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
5084 dst.x = src.x.zwzw - src.x.xyxy;
5085 dst.y = src.y.zwzw - src.y.xyxy;
5086 dst.z = src.z.zwzw - src.z.xyxy;
5087 dst.w = src.w.zwzw - src.w.xyxy;
5090 void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
5092 // abs(dFdx(src)) + abs(dFdy(src));
5093 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
5094 dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
5095 dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
5096 dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
5099 void PixelRoutine::BREAK(Registers &r)
5101 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
5102 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5106 r.enableIndex = r.enableIndex - breakDepth;
5107 Nucleus::createBr(endBlock);
5111 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
5112 Bool allBreak = SignMask(r.enableBreak) == 0x0;
5114 r.enableIndex = r.enableIndex - breakDepth;
5115 branch(allBreak, endBlock, deadBlock);
5118 Nucleus::setInsertBlock(deadBlock);
5119 r.enableIndex = r.enableIndex + breakDepth;
5122 void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5128 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
5129 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
5130 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
5131 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
5132 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
5133 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
5138 BREAK(r, condition);
5141 void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
5143 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5145 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5147 condition = ~condition;
5150 BREAK(r, condition);
5153 void PixelRoutine::BREAK(Registers &r, Int4 &condition)
5155 condition &= r.enableStack[r.enableIndex];
5157 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
5158 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5160 r.enableBreak = r.enableBreak & ~condition;
5161 Bool allBreak = SignMask(r.enableBreak) == 0x0;
5163 r.enableIndex = r.enableIndex - breakDepth;
5164 branch(allBreak, endBlock, continueBlock);
5166 Nucleus::setInsertBlock(continueBlock);
5167 r.enableIndex = r.enableIndex + breakDepth;
5170 void PixelRoutine::CONTINUE(Registers &r)
5172 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
5175 void PixelRoutine::TEST()
5180 void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
5182 if(!labelBlock[labelIndex])
5184 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5187 if(callRetBlock[labelIndex].size() > 1)
5189 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5192 Int4 restoreLeave = r.enableLeave;
5194 Nucleus::createBr(labelBlock[labelIndex]);
5195 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5197 r.enableLeave = restoreLeave;
5200 void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
5202 if(src.type == Shader::PARAMETER_CONSTBOOL)
5204 CALLNZb(r, labelIndex, callSiteIndex, src);
5206 else if(src.type == Shader::PARAMETER_PREDICATE)
5208 CALLNZp(r, labelIndex, callSiteIndex, src);
5213 void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
5215 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5217 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5219 condition = !condition;
5222 if(!labelBlock[labelIndex])
5224 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5227 if(callRetBlock[labelIndex].size() > 1)
5229 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5232 Int4 restoreLeave = r.enableLeave;
5234 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5235 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5237 r.enableLeave = restoreLeave;
5240 void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
5242 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5244 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5246 condition = ~condition;
5249 condition &= r.enableStack[r.enableIndex];
5251 if(!labelBlock[labelIndex])
5253 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5256 if(callRetBlock[labelIndex].size() > 1)
5258 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5262 r.enableStack[r.enableIndex] = condition;
5263 Int4 restoreLeave = r.enableLeave;
5265 Bool notAllFalse = SignMask(condition) != 0;
5266 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5267 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5270 r.enableLeave = restoreLeave;
5273 void PixelRoutine::ELSE(Registers &r)
5277 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
5278 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5280 if(isConditionalIf[ifDepth])
5282 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5283 Bool notAllFalse = SignMask(condition) != 0;
5285 branch(notAllFalse, falseBlock, endBlock);
5287 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5291 Nucleus::createBr(endBlock);
5292 Nucleus::setInsertBlock(falseBlock);
5295 ifFalseBlock[ifDepth] = endBlock;
5300 void PixelRoutine::ENDIF(Registers &r)
5304 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
5306 Nucleus::createBr(endBlock);
5307 Nucleus::setInsertBlock(endBlock);
5309 if(isConditionalIf[ifDepth])
5316 void PixelRoutine::ENDLOOP(Registers &r)
5320 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
5322 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5323 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5325 Nucleus::createBr(testBlock);
5326 Nucleus::setInsertBlock(endBlock);
5329 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5332 void PixelRoutine::ENDREP(Registers &r)
5336 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5337 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5339 Nucleus::createBr(testBlock);
5340 Nucleus::setInsertBlock(endBlock);
5343 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5346 void PixelRoutine::ENDWHILE(Registers &r)
5350 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5351 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5353 Nucleus::createBr(testBlock);
5354 Nucleus::setInsertBlock(endBlock);
5357 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5361 void PixelRoutine::IF(Registers &r, const Src &src)
5363 if(src.type == Shader::PARAMETER_CONSTBOOL)
5367 else if(src.type == Shader::PARAMETER_PREDICATE)
5373 Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
5378 void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
5380 ASSERT(ifDepth < 24 + 4);
5382 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5384 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5386 condition = !condition;
5389 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5390 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5392 branch(condition, trueBlock, falseBlock);
5394 isConditionalIf[ifDepth] = false;
5395 ifFalseBlock[ifDepth] = falseBlock;
5400 void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
5402 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5404 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5406 condition = ~condition;
5412 void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5418 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
5419 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
5420 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
5421 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
5422 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
5423 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
5431 void PixelRoutine::IF(Registers &r, Int4 &condition)
5433 condition &= r.enableStack[r.enableIndex];
5436 r.enableStack[r.enableIndex] = condition;
5438 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5439 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5441 Bool notAllFalse = SignMask(condition) != 0;
5443 branch(notAllFalse, trueBlock, falseBlock);
5445 isConditionalIf[ifDepth] = true;
5446 ifFalseBlock[ifDepth] = falseBlock;
5452 void PixelRoutine::LABEL(int labelIndex)
5454 if(!labelBlock[labelIndex])
5456 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5459 Nucleus::setInsertBlock(labelBlock[labelIndex]);
5460 currentLabel = labelIndex;
5463 void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
5467 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5468 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
5469 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
5471 // If(r.increment[r.loopDepth] == 0)
5473 // r.increment[r.loopDepth] = 1;
5476 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5477 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5478 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5480 loopRepTestBlock[loopRepDepth] = testBlock;
5481 loopRepEndBlock[loopRepDepth] = endBlock;
5483 // FIXME: jump(testBlock)
5484 Nucleus::createBr(testBlock);
5485 Nucleus::setInsertBlock(testBlock);
5487 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5488 Nucleus::setInsertBlock(loopBlock);
5490 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5496 void PixelRoutine::REP(Registers &r, const Src &integerRegister)
5500 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5501 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
5503 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5504 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5505 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5507 loopRepTestBlock[loopRepDepth] = testBlock;
5508 loopRepEndBlock[loopRepDepth] = endBlock;
5510 // FIXME: jump(testBlock)
5511 Nucleus::createBr(testBlock);
5512 Nucleus::setInsertBlock(testBlock);
5514 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5515 Nucleus::setInsertBlock(loopBlock);
5517 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5523 void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
5527 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5528 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5529 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5531 loopRepTestBlock[loopRepDepth] = testBlock;
5532 loopRepEndBlock[loopRepDepth] = endBlock;
5534 Int4 restoreBreak = r.enableBreak;
5535 Int4 restoreContinue = r.enableContinue;
5537 // FIXME: jump(testBlock)
5538 Nucleus::createBr(testBlock);
5539 Nucleus::setInsertBlock(testBlock);
5540 r.enableContinue = restoreContinue;
5542 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
5543 Int4 condition = As<Int4>(src.x);
5544 condition &= r.enableStack[r.enableIndex - 1];
5545 r.enableStack[r.enableIndex] = condition;
5547 Bool notAllFalse = SignMask(condition) != 0;
5548 branch(notAllFalse, loopBlock, endBlock);
5550 Nucleus::setInsertBlock(endBlock);
5551 r.enableBreak = restoreBreak;
5553 Nucleus::setInsertBlock(loopBlock);
5559 void PixelRoutine::RET(Registers &r)
5561 if(currentLabel == -1)
5563 returnBlock = Nucleus::createBasicBlock();
5564 Nucleus::createBr(returnBlock);
5568 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
5570 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
5572 // FIXME: Encapsulate
5573 UInt index = r.callStack[--r.stackIndex];
5575 llvm::Value *value = index.loadValue();
5576 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
5578 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
5580 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
5583 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
5585 Nucleus::createBr(callRetBlock[currentLabel][0]);
5587 else // Function isn't called
5589 Nucleus::createBr(unreachableBlock);
5592 Nucleus::setInsertBlock(unreachableBlock);
5593 Nucleus::createUnreachable();
5597 void PixelRoutine::LEAVE(Registers &r)
5599 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
5601 // FIXME: Return from function if all instances left
5602 // FIXME: Use enableLeave in other control-flow constructs
5605 void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
5609 case Shader::PARAMETER_TEMP:
5610 if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
5611 if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
5612 if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
5613 if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
5615 case Shader::PARAMETER_INPUT:
5616 if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5617 if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5618 if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5619 if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5621 case Shader::PARAMETER_CONST: ASSERT(false); break;
5622 case Shader::PARAMETER_TEXTURE:
5623 if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
5624 if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
5625 if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
5626 if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
5628 case Shader::PARAMETER_COLOROUT:
5629 if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5630 if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5631 if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5632 if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5639 Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
5646 if(src.type == Shader::PARAMETER_CONST)
5648 c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
5649 c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
5650 c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
5651 c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
5656 case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
5657 case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
5658 case Shader::PARAMETER_CONST: reg = &c; break;
5659 case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
5660 case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
5661 case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
5666 const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
5667 const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
5668 const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
5669 const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
5673 switch(src.modifier)
5675 case Shader::MODIFIER_NONE:
5681 case Shader::MODIFIER_BIAS:
5682 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5683 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5684 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5685 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5687 case Shader::MODIFIER_BIAS_NEGATE:
5688 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5689 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5690 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5691 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5693 case Shader::MODIFIER_COMPLEMENT:
5694 mod.x = SubSat(Short4(0x1000), x);
5695 mod.y = SubSat(Short4(0x1000), y);
5696 mod.z = SubSat(Short4(0x1000), z);
5697 mod.w = SubSat(Short4(0x1000), w);
5699 case Shader::MODIFIER_NEGATE:
5705 case Shader::MODIFIER_X2:
5706 mod.x = AddSat(x, x);
5707 mod.y = AddSat(y, y);
5708 mod.z = AddSat(z, z);
5709 mod.w = AddSat(w, w);
5711 case Shader::MODIFIER_X2_NEGATE:
5712 mod.x = -AddSat(x, x);
5713 mod.y = -AddSat(y, y);
5714 mod.z = -AddSat(z, z);
5715 mod.w = -AddSat(w, w);
5717 case Shader::MODIFIER_SIGN:
5718 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5719 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5720 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5721 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5722 mod.x = AddSat(mod.x, mod.x);
5723 mod.y = AddSat(mod.y, mod.y);
5724 mod.z = AddSat(mod.z, mod.z);
5725 mod.w = AddSat(mod.w, mod.w);
5727 case Shader::MODIFIER_SIGN_NEGATE:
5728 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5729 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5730 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5731 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5732 mod.x = AddSat(mod.x, mod.x);
5733 mod.y = AddSat(mod.y, mod.y);
5734 mod.z = AddSat(mod.z, mod.z);
5735 mod.w = AddSat(mod.w, mod.w);
5737 case Shader::MODIFIER_DZ:
5742 // Projection performed by texture sampler
5744 case Shader::MODIFIER_DW:
5749 // Projection performed by texture sampler
5755 if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
5757 mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5758 mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5759 mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5760 mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5766 Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
5769 int i = src.index + offset;
5773 case Shader::PARAMETER_TEMP:
5774 if(src.rel.type == Shader::PARAMETER_VOID)
5780 Int a = relativeAddress(r, src);
5785 case Shader::PARAMETER_INPUT:
5787 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5791 else if(src.rel.type == Shader::PARAMETER_LOOP)
5793 Int aL = r.aL[r.loopDepth];
5799 Int a = relativeAddress(r, src);
5805 case Shader::PARAMETER_CONST:
5806 reg = readConstant(r, src, offset);
5808 case Shader::PARAMETER_TEXTURE:
5811 case Shader::PARAMETER_MISCTYPE:
5812 if(src.index == 0) reg = r.vPos;
5813 if(src.index == 1) reg = r.vFace;
5815 case Shader::PARAMETER_SAMPLER:
5816 if(src.rel.type == Shader::PARAMETER_VOID)
5818 reg.x = As<Float4>(Int4(i));
5820 else if(src.rel.type == Shader::PARAMETER_TEMP)
5822 reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
5825 case Shader::PARAMETER_PREDICATE: return reg; // Dummy
5826 case Shader::PARAMETER_VOID: return reg; // Dummy
5827 case Shader::PARAMETER_FLOAT4LITERAL:
5828 reg.x = Float4(src.value[0]);
5829 reg.y = Float4(src.value[1]);
5830 reg.z = Float4(src.value[2]);
5831 reg.w = Float4(src.value[3]);
5833 case Shader::PARAMETER_CONSTINT: return reg; // Dummy
5834 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
5835 case Shader::PARAMETER_LOOP: return reg; // Dummy
5836 case Shader::PARAMETER_COLOROUT:
5839 case Shader::PARAMETER_DEPTHOUT:
5846 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
5847 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
5848 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
5849 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
5853 switch(src.modifier)
5855 case Shader::MODIFIER_NONE:
5861 case Shader::MODIFIER_NEGATE:
5867 case Shader::MODIFIER_ABS:
5873 case Shader::MODIFIER_ABS_NEGATE:
5879 case Shader::MODIFIER_NOT:
5880 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
5881 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
5882 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
5883 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
5892 Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
5896 int i = src.index + offset;
5898 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5900 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
5907 if(localShaderConstants) // Constant may be known at compile time
5909 for(size_t j = 0; j < shader->getLength(); j++)
5911 const Shader::Instruction &instruction = *shader->getInstruction(j);
5913 if(instruction.opcode == Shader::OPCODE_DEF)
5915 if(instruction.dst.index == i)
5917 c.x = Float4(instruction.src[0].value[0]);
5918 c.y = Float4(instruction.src[0].value[1]);
5919 c.z = Float4(instruction.src[0].value[2]);
5920 c.w = Float4(instruction.src[0].value[3]);
5928 else if(src.rel.type == Shader::PARAMETER_LOOP)
5930 Int loopCounter = r.aL[r.loopDepth];
5932 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
5941 Int a = relativeAddress(r, src);
5943 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
5954 Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
5956 ASSERT(var.rel.deterministic);
5958 if(var.rel.type == Shader::PARAMETER_TEMP)
5960 return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
5962 else if(var.rel.type == Shader::PARAMETER_INPUT)
5964 return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
5966 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
5968 return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
5970 else if(var.rel.type == Shader::PARAMETER_CONST)
5972 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
5974 return RoundInt(Extract(c, 0)) * var.rel.scale;
5981 Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
5983 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
5987 if(shader->containsBreakInstruction() && instruction->analysisBreak)
5989 enable &= r.enableBreak;
5992 if(shader->containsContinueInstruction() && instruction->analysisContinue)
5994 enable &= r.enableContinue;
5997 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
5999 enable &= r.enableLeave;
6006 bool PixelRoutine::colorUsed()
6008 return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
6011 unsigned short PixelRoutine::shaderVersion() const
6013 return shader ? shader->getVersion() : 0x0000;
6016 bool PixelRoutine::interpolateZ() const
6018 return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
6021 bool PixelRoutine::interpolateW() const
6023 return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);