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"
25 extern bool localShaderConstants;
29 extern bool complementaryDepthBuffer;
30 extern bool postBlendSRGB;
31 extern bool exactColorRounding;
32 extern bool booleanFaceRegister;
33 extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
34 extern bool fullPixelPositionRegister;
36 PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
40 previousScaling = false;
48 for(int i = 0; i < 2048; i++)
54 PixelRoutine::~PixelRoutine()
56 for(int i = 0; i < 16; i++)
62 void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
65 Long pipeTime = Ticks();
68 for(int i = 0; i < 16; i++)
70 sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
73 const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
74 const bool integerPipeline = shaderVersion() <= 0x0104;
76 Int zMask[4]; // Depth mask
77 Int sMask[4]; // Stencil mask
79 for(unsigned int q = 0; q < state.multiSample; q++)
85 for(unsigned int q = 0; q < state.multiSample; q++)
87 stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
97 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
101 for(unsigned int q = 0; q < state.multiSample; q++)
105 if(state.multiSample > 1)
107 x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
110 z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
114 Bool depthPass = false;
118 for(unsigned int q = 0; q < state.multiSample; q++)
120 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
124 If(depthPass || Bool(!earlyDepthTest))
127 Long interpTime = Ticks();
130 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive, yQuad), 16);
132 // Centroid locations
133 Float4 XXXX = Float4(0.0f);
134 Float4 YYYY = Float4(0.0f);
138 Float4 WWWW(1.0e-9f);
140 for(unsigned int q = 0; q < state.multiSample; q++)
142 XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
143 YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
144 WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
157 w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
162 rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
166 for(int interpolant = 0; interpolant < 10; interpolant++)
168 for(int component = 0; component < 4; component++)
170 if(state.interpolant[interpolant].component & (1 << component))
172 if(!state.interpolant[interpolant].centroid)
174 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);
178 r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
185 switch(state.interpolant[interpolant].project)
190 rcp = reciprocal(r.vf[interpolant].y);
191 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
194 rcp = reciprocal(r.vf[interpolant].z);
195 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
196 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
199 rcp = reciprocal(r.vf[interpolant].w);
200 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
201 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
202 r.vf[interpolant].z = r.vf[interpolant].z * rcp;
207 if(state.fog.component)
209 f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
214 if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
215 if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
216 if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
217 if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
219 if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
220 if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
221 if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
222 if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
224 else if(shaderVersion() >= 0x0300)
226 if(shader->vPosDeclared)
228 if(!halfIntegerCoordinates)
230 r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
231 r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
235 r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
236 r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
239 if(fullPixelPositionRegister)
241 r.vPos.z = z[0]; // FIXME: Centroid?
242 r.vPos.w = w; // FIXME: Centroid?
246 if(shader->vFaceDeclared)
248 Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
249 Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
259 r.cycles[PERF_INTERP] += Ticks() - interpTime;
262 Bool alphaPass = true;
267 Long shaderTime = Ticks();
272 // shader->print("PixelShader-%0.8X.txt", state.shaderID);
274 if(shader->getVersion() <= 0x0104)
285 r.current = r.diffuse;
286 Vector4i temp(0x0000, 0x0000, 0x0000, 0x0000);
288 for(int stage = 0; stage < 8; stage++)
290 if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
297 if(state.textureStage[stage].usesTexture)
299 sampleTexture(r, texture, stage, stage);
302 blendTexture(r, temp, texture, stage);
305 specularPixel(r.current, r.specular);
309 r.cycles[PERF_SHADER] += Ticks() - shaderTime;
314 r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
315 r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
316 r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
317 r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
319 alphaPass = alphaTest(r, cMask, r.current);
325 alphaPass = alphaTest(r, cMask, r.oC[0]);
328 if((shader && shader->containsKill()) || state.alphaTestActive())
330 for(unsigned int q = 0; q < state.multiSample; q++)
332 zMask[q] &= cMask[q];
333 sMask[q] &= cMask[q];
342 for(unsigned int q = 0; q < state.multiSample; q++)
344 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
349 Long ropTime = Ticks();
352 If(depthPass || Bool(earlyDepthTest))
354 for(unsigned int q = 0; q < state.multiSample; q++)
356 if(state.multiSampleMask & (1 << q))
358 writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
360 if(state.occlusionEnabled)
362 r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
370 AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
375 rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
379 rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
385 r.cycles[PERF_ROP] += Ticks() - ropTime;
390 for(unsigned int q = 0; q < state.multiSample; q++)
392 if(state.multiSampleMask & (1 << q))
394 writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
399 r.cycles[PERF_PIPE] += Ticks() - pipeTime;
403 Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
405 Float4 interpolant = D;
409 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
420 Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
422 Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
426 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
427 y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
438 void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
440 if(!state.stencilActive)
445 // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
447 Pointer<Byte> buffer = sBuffer + 2 * x;
451 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
454 Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
455 Byte8 valueCCW = value;
457 if(!state.noStencilMask)
459 value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
462 stencilTest(r, value, (Context::StencilCompareMode)state.stencilCompareMode, false);
464 if(state.twoSidedStencil)
466 if(!state.noStencilMaskCCW)
468 valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
471 stencilTest(r, valueCCW, (Context::StencilCompareMode)state.stencilCompareModeCCW, true);
473 value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
474 valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
478 sMask = SignMask(value) & cMask;
481 void PixelRoutine::stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW)
485 switch(stencilCompareMode)
487 case Context::STENCIL_ALWAYS:
488 value = Byte8(0xFFFFFFFFFFFFFFFF);
490 case Context::STENCIL_NEVER:
491 value = Byte8(0x0000000000000000);
493 case Context::STENCIL_LESS: // a < b ~ b > a
494 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
495 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
497 case Context::STENCIL_EQUAL:
498 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
500 case Context::STENCIL_NOTEQUAL: // a != b ~ !(a == b)
501 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
502 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
504 case Context::STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
506 equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
507 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
508 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
511 case Context::STENCIL_GREATER: // a > b
512 equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
513 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
514 equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
517 case Context::STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a)
518 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
519 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
520 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
527 Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
529 if(!state.depthTestActive)
536 if(shader && shader->depthOverride())
538 if(complementaryDepthBuffer)
540 Z = Float4(1.0f) - r.oDepth;
548 Pointer<Byte> buffer;
551 if(!state.quadLayoutDepthBuffer)
553 buffer = zBuffer + 4 * x;
554 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
558 buffer = zBuffer + 8 * x;
563 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
568 if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
570 if(!state.quadLayoutDepthBuffer)
572 // FIXME: Properly optimizes?
573 zValue.xy = *Pointer<Float4>(buffer);
574 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
578 zValue = *Pointer<Float4>(buffer, 16);
584 switch(state.depthCompareMode)
586 case Context::DEPTH_ALWAYS:
589 case Context::DEPTH_NEVER:
592 case Context::DEPTH_EQUAL:
593 zTest = CmpEQ(zValue, Z);
595 case Context::DEPTH_NOTEQUAL:
596 zTest = CmpNEQ(zValue, Z);
598 case Context::DEPTH_LESS:
599 if(complementaryDepthBuffer)
601 zTest = CmpLT(zValue, Z);
605 zTest = CmpNLE(zValue, Z);
608 case Context::DEPTH_GREATEREQUAL:
609 if(complementaryDepthBuffer)
611 zTest = CmpNLT(zValue, Z);
615 zTest = CmpLE(zValue, Z);
618 case Context::DEPTH_LESSEQUAL:
619 if(complementaryDepthBuffer)
621 zTest = CmpLE(zValue, Z);
625 zTest = CmpNLT(zValue, Z);
628 case Context::DEPTH_GREATER:
629 if(complementaryDepthBuffer)
631 zTest = CmpNLE(zValue, Z);
635 zTest = CmpLT(zValue, Z);
642 switch(state.depthCompareMode)
644 case Context::DEPTH_ALWAYS:
647 case Context::DEPTH_NEVER:
651 zMask = SignMask(zTest) & cMask;
655 if(state.stencilActive)
663 void PixelRoutine::blendTexture(Registers &r, Vector4i &temp, Vector4i &texture, int stage)
673 const TextureStage::State &textureStage = state.textureStage[stage];
675 if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
676 textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
677 textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
678 textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
679 textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
680 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
682 constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
683 constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
684 constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
685 constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
688 if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
689 textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
690 textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
691 textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
692 textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
693 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
695 tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
696 tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
697 tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
698 tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
702 if(stage > 0 && textureStage.usesTexture)
704 if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
706 r.current.x = MulHigh(r.current.x, texture.x) << 4;
707 r.current.y = MulHigh(r.current.y, texture.y) << 4;
708 r.current.z = MulHigh(r.current.z, texture.z) << 4;
711 if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
713 r.current.w = MulHigh(r.current.w, texture.w) << 4;
719 texture.x = MulHigh(texture.x, r.L) << 4;
720 texture.y = MulHigh(texture.y, r.L) << 4;
721 texture.z = MulHigh(texture.z, r.L) << 4;
726 switch(textureStage.firstArgument)
728 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
729 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
730 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
731 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
732 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
733 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
734 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
739 switch(textureStage.secondArgument)
741 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
742 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
743 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
744 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
745 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
746 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
747 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
752 switch(textureStage.thirdArgument)
754 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
755 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
756 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
757 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
758 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
759 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
760 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
769 switch(textureStage.firstModifier)
771 case TextureStage::MODIFIER_COLOR:
773 case TextureStage::MODIFIER_INVCOLOR:
775 mod1.x = SubSat(Short4(0x1000), arg1->x);
776 mod1.y = SubSat(Short4(0x1000), arg1->y);
777 mod1.z = SubSat(Short4(0x1000), arg1->z);
778 mod1.w = SubSat(Short4(0x1000), arg1->w);
783 case TextureStage::MODIFIER_ALPHA:
793 case TextureStage::MODIFIER_INVALPHA:
795 mod1.x = SubSat(Short4(0x1000), arg1->w);
796 mod1.y = SubSat(Short4(0x1000), arg1->w);
797 mod1.z = SubSat(Short4(0x1000), arg1->w);
798 mod1.w = SubSat(Short4(0x1000), arg1->w);
807 switch(textureStage.secondModifier)
809 case TextureStage::MODIFIER_COLOR:
811 case TextureStage::MODIFIER_INVCOLOR:
813 mod2.x = SubSat(Short4(0x1000), arg2->x);
814 mod2.y = SubSat(Short4(0x1000), arg2->y);
815 mod2.z = SubSat(Short4(0x1000), arg2->z);
816 mod2.w = SubSat(Short4(0x1000), arg2->w);
821 case TextureStage::MODIFIER_ALPHA:
831 case TextureStage::MODIFIER_INVALPHA:
833 mod2.x = SubSat(Short4(0x1000), arg2->w);
834 mod2.y = SubSat(Short4(0x1000), arg2->w);
835 mod2.z = SubSat(Short4(0x1000), arg2->w);
836 mod2.w = SubSat(Short4(0x1000), arg2->w);
845 switch(textureStage.thirdModifier)
847 case TextureStage::MODIFIER_COLOR:
849 case TextureStage::MODIFIER_INVCOLOR:
851 mod3.x = SubSat(Short4(0x1000), arg3->x);
852 mod3.y = SubSat(Short4(0x1000), arg3->y);
853 mod3.z = SubSat(Short4(0x1000), arg3->z);
854 mod3.w = SubSat(Short4(0x1000), arg3->w);
859 case TextureStage::MODIFIER_ALPHA:
869 case TextureStage::MODIFIER_INVALPHA:
871 mod3.x = SubSat(Short4(0x1000), arg3->w);
872 mod3.y = SubSat(Short4(0x1000), arg3->w);
873 mod3.z = SubSat(Short4(0x1000), arg3->w);
874 mod3.w = SubSat(Short4(0x1000), arg3->w);
883 switch(textureStage.stageOperation)
885 case TextureStage::STAGE_DISABLE:
887 case TextureStage::STAGE_SELECTARG1: // Arg1
894 case TextureStage::STAGE_SELECTARG2: // Arg2
901 case TextureStage::STAGE_SELECTARG3: // Arg3
908 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
910 res.x = MulHigh(arg1->x, arg2->x) << 4;
911 res.y = MulHigh(arg1->y, arg2->y) << 4;
912 res.z = MulHigh(arg1->z, arg2->z) << 4;
915 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
917 res.x = MulHigh(arg1->x, arg2->x) << 5;
918 res.y = MulHigh(arg1->y, arg2->y) << 5;
919 res.z = MulHigh(arg1->z, arg2->z) << 5;
922 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
924 res.x = MulHigh(arg1->x, arg2->x) << 6;
925 res.y = MulHigh(arg1->y, arg2->y) << 6;
926 res.z = MulHigh(arg1->z, arg2->z) << 6;
929 case TextureStage::STAGE_ADD: // Arg1 + Arg2
931 res.x = AddSat(arg1->x, arg2->x);
932 res.y = AddSat(arg1->y, arg2->y);
933 res.z = AddSat(arg1->z, arg2->z);
936 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
938 res.x = AddSat(arg1->x, arg2->x);
939 res.y = AddSat(arg1->y, arg2->y);
940 res.z = AddSat(arg1->z, arg2->z);
942 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
943 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
944 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
947 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
949 res.x = AddSat(arg1->x, arg2->x);
950 res.y = AddSat(arg1->y, arg2->y);
951 res.z = AddSat(arg1->z, arg2->z);
953 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
954 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
955 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
957 res.x = AddSat(res.x, res.x);
958 res.y = AddSat(res.y, res.y);
959 res.z = AddSat(res.z, res.z);
962 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
964 res.x = SubSat(arg1->x, arg2->x);
965 res.y = SubSat(arg1->y, arg2->y);
966 res.z = SubSat(arg1->z, arg2->z);
969 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
973 tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
974 tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
975 tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
978 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
980 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
981 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
982 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
985 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
987 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
988 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
989 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
992 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)
996 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);
997 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);
998 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);
1004 res.x = AddSat(res.x, res.y);
1005 res.x = AddSat(res.x, res.z);
1008 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1009 res.x = Min(res.x, Short4(0x1000));
1016 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1018 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
1019 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
1020 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
1023 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1025 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
1026 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
1027 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
1030 case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1032 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);
1033 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);
1034 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);
1037 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1039 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
1040 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
1041 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
1044 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1046 res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1047 res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1048 res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1051 case TextureStage::STAGE_PREMODULATE:
1058 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
1060 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1061 res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1062 res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1065 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
1067 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
1068 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
1069 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
1072 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
1076 res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1077 res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1078 res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1081 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
1085 res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1086 res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1087 res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1090 case TextureStage::STAGE_BUMPENVMAP:
1092 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1093 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1100 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1101 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1103 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1104 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1109 res.x = r.current.x;
1110 res.y = r.current.y;
1111 res.z = r.current.z;
1112 res.w = r.current.w;
1115 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1117 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1118 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1126 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1127 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1129 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1130 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1136 r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
1138 r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
1139 r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1140 r.L = Min(r.L, Short4(0x1000));
1144 res.x = r.current.x;
1145 res.y = r.current.y;
1146 res.z = r.current.z;
1147 res.w = r.current.w;
1154 if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
1156 switch(textureStage.firstArgumentAlpha)
1158 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
1159 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
1160 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
1161 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
1162 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
1163 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
1164 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
1169 switch(textureStage.secondArgumentAlpha)
1171 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
1172 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
1173 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
1174 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
1175 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
1176 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
1177 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
1182 switch(textureStage.thirdArgumentAlpha)
1184 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
1185 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
1186 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
1187 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
1188 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
1189 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
1190 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
1195 switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
1197 case TextureStage::MODIFIER_COLOR:
1199 case TextureStage::MODIFIER_INVCOLOR:
1201 mod1.w = SubSat(Short4(0x1000), arg1->w);
1206 case TextureStage::MODIFIER_ALPHA:
1211 case TextureStage::MODIFIER_INVALPHA:
1213 mod1.w = SubSat(Short4(0x1000), arg1->w);
1222 switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
1224 case TextureStage::MODIFIER_COLOR:
1226 case TextureStage::MODIFIER_INVCOLOR:
1228 mod2.w = SubSat(Short4(0x1000), arg2->w);
1233 case TextureStage::MODIFIER_ALPHA:
1238 case TextureStage::MODIFIER_INVALPHA:
1240 mod2.w = SubSat(Short4(0x1000), arg2->w);
1249 switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
1251 case TextureStage::MODIFIER_COLOR:
1253 case TextureStage::MODIFIER_INVCOLOR:
1255 mod3.w = SubSat(Short4(0x1000), arg3->w);
1260 case TextureStage::MODIFIER_ALPHA:
1265 case TextureStage::MODIFIER_INVALPHA:
1267 mod3.w = SubSat(Short4(0x1000), arg3->w);
1276 switch(textureStage.stageOperationAlpha)
1278 case TextureStage::STAGE_DISABLE:
1280 case TextureStage::STAGE_SELECTARG1: // Arg1
1285 case TextureStage::STAGE_SELECTARG2: // Arg2
1290 case TextureStage::STAGE_SELECTARG3: // Arg3
1295 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
1297 res.w = MulHigh(arg1->w, arg2->w) << 4;
1300 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
1302 res.w = MulHigh(arg1->w, arg2->w) << 5;
1305 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
1307 res.w = MulHigh(arg1->w, arg2->w) << 6;
1310 case TextureStage::STAGE_ADD: // Arg1 + Arg2
1312 res.w = AddSat(arg1->w, arg2->w);
1315 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
1317 res.w = AddSat(arg1->w, arg2->w);
1318 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1321 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
1323 res.w = AddSat(arg1->w, arg2->w);
1324 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1325 res.w = AddSat(res.w, res.w);
1328 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
1330 res.w = SubSat(arg1->w, arg2->w);
1333 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
1337 tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
1340 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
1342 res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
1345 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
1347 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
1350 case TextureStage::STAGE_DOT3:
1351 break; // Already computed in color channel
1352 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1354 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
1357 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1359 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
1362 case TextureStage::STAGE_BLENDFACTORALPHA:
1364 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);
1367 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1369 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
1372 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1374 res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
1377 case TextureStage::STAGE_PREMODULATE:
1382 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1383 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1384 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1385 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1386 case TextureStage::STAGE_BUMPENVMAP:
1387 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1388 break; // Invalid alpha operations
1394 // Clamp result to [0, 1]
1396 switch(textureStage.stageOperation)
1398 case TextureStage::STAGE_DISABLE:
1399 case TextureStage::STAGE_SELECTARG1:
1400 case TextureStage::STAGE_SELECTARG2:
1401 case TextureStage::STAGE_SELECTARG3:
1402 case TextureStage::STAGE_MODULATE:
1403 case TextureStage::STAGE_MODULATE2X:
1404 case TextureStage::STAGE_MODULATE4X:
1405 case TextureStage::STAGE_ADD:
1406 case TextureStage::STAGE_MULTIPLYADD:
1407 case TextureStage::STAGE_LERP:
1408 case TextureStage::STAGE_BLENDCURRENTALPHA:
1409 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1410 case TextureStage::STAGE_BLENDFACTORALPHA:
1411 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1412 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1413 case TextureStage::STAGE_DOT3: // Already clamped
1414 case TextureStage::STAGE_PREMODULATE:
1415 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1416 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1417 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1418 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1419 case TextureStage::STAGE_BUMPENVMAP:
1420 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1421 if(state.textureStage[stage].cantUnderflow)
1423 break; // Can't go below zero
1425 case TextureStage::STAGE_ADDSIGNED:
1426 case TextureStage::STAGE_ADDSIGNED2X:
1427 case TextureStage::STAGE_SUBTRACT:
1428 case TextureStage::STAGE_ADDSMOOTH:
1429 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1430 res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1431 res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1437 switch(textureStage.stageOperationAlpha)
1439 case TextureStage::STAGE_DISABLE:
1440 case TextureStage::STAGE_SELECTARG1:
1441 case TextureStage::STAGE_SELECTARG2:
1442 case TextureStage::STAGE_SELECTARG3:
1443 case TextureStage::STAGE_MODULATE:
1444 case TextureStage::STAGE_MODULATE2X:
1445 case TextureStage::STAGE_MODULATE4X:
1446 case TextureStage::STAGE_ADD:
1447 case TextureStage::STAGE_MULTIPLYADD:
1448 case TextureStage::STAGE_LERP:
1449 case TextureStage::STAGE_BLENDCURRENTALPHA:
1450 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1451 case TextureStage::STAGE_BLENDFACTORALPHA:
1452 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1453 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1454 case TextureStage::STAGE_DOT3: // Already clamped
1455 case TextureStage::STAGE_PREMODULATE:
1456 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1457 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1458 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1459 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1460 case TextureStage::STAGE_BUMPENVMAP:
1461 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1462 if(state.textureStage[stage].cantUnderflow)
1464 break; // Can't go below zero
1466 case TextureStage::STAGE_ADDSIGNED:
1467 case TextureStage::STAGE_ADDSIGNED2X:
1468 case TextureStage::STAGE_SUBTRACT:
1469 case TextureStage::STAGE_ADDSMOOTH:
1470 res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1476 switch(textureStage.stageOperation)
1478 case TextureStage::STAGE_DISABLE:
1479 case TextureStage::STAGE_SELECTARG1:
1480 case TextureStage::STAGE_SELECTARG2:
1481 case TextureStage::STAGE_SELECTARG3:
1482 case TextureStage::STAGE_MODULATE:
1483 case TextureStage::STAGE_SUBTRACT:
1484 case TextureStage::STAGE_ADDSMOOTH:
1485 case TextureStage::STAGE_LERP:
1486 case TextureStage::STAGE_BLENDCURRENTALPHA:
1487 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1488 case TextureStage::STAGE_BLENDFACTORALPHA:
1489 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1490 case TextureStage::STAGE_DOT3: // Already clamped
1491 case TextureStage::STAGE_PREMODULATE:
1492 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1493 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1494 case TextureStage::STAGE_BUMPENVMAP:
1495 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1496 break; // Can't go above one
1497 case TextureStage::STAGE_MODULATE2X:
1498 case TextureStage::STAGE_MODULATE4X:
1499 case TextureStage::STAGE_ADD:
1500 case TextureStage::STAGE_ADDSIGNED:
1501 case TextureStage::STAGE_ADDSIGNED2X:
1502 case TextureStage::STAGE_MULTIPLYADD:
1503 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1504 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1505 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1506 res.x = Min(res.x, Short4(0x1000));
1507 res.y = Min(res.y, Short4(0x1000));
1508 res.z = Min(res.z, Short4(0x1000));
1514 switch(textureStage.stageOperationAlpha)
1516 case TextureStage::STAGE_DISABLE:
1517 case TextureStage::STAGE_SELECTARG1:
1518 case TextureStage::STAGE_SELECTARG2:
1519 case TextureStage::STAGE_SELECTARG3:
1520 case TextureStage::STAGE_MODULATE:
1521 case TextureStage::STAGE_SUBTRACT:
1522 case TextureStage::STAGE_ADDSMOOTH:
1523 case TextureStage::STAGE_LERP:
1524 case TextureStage::STAGE_BLENDCURRENTALPHA:
1525 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1526 case TextureStage::STAGE_BLENDFACTORALPHA:
1527 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1528 case TextureStage::STAGE_DOT3: // Already clamped
1529 case TextureStage::STAGE_PREMODULATE:
1530 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1531 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1532 case TextureStage::STAGE_BUMPENVMAP:
1533 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1534 break; // Can't go above one
1535 case TextureStage::STAGE_MODULATE2X:
1536 case TextureStage::STAGE_MODULATE4X:
1537 case TextureStage::STAGE_ADD:
1538 case TextureStage::STAGE_ADDSIGNED:
1539 case TextureStage::STAGE_ADDSIGNED2X:
1540 case TextureStage::STAGE_MULTIPLYADD:
1541 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1542 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1543 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1544 res.w = Min(res.w, Short4(0x1000));
1550 switch(textureStage.destinationArgument)
1552 case TextureStage::DESTINATION_CURRENT:
1553 r.current.x = res.x;
1554 r.current.y = res.y;
1555 r.current.z = res.z;
1556 r.current.w = res.w;
1558 case TextureStage::DESTINATION_TEMP:
1569 void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
1574 switch(state.alphaCompareMode)
1576 case Context::ALPHA_ALWAYS:
1579 case Context::ALPHA_NEVER:
1582 case Context::ALPHA_EQUAL:
1583 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1584 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1586 case Context::ALPHA_NOTEQUAL: // a != b ~ !(a == b)
1587 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1588 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1590 case Context::ALPHA_LESS: // a < b ~ b > a
1591 cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
1592 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1594 case Context::ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
1595 equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1596 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1598 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1600 case Context::ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
1601 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1602 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1604 case Context::ALPHA_GREATER: // a > b
1605 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1606 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1613 void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
1615 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
1616 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
1617 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
1618 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
1620 Int aMask0 = SignMask(coverage0);
1621 Int aMask1 = SignMask(coverage1);
1622 Int aMask2 = SignMask(coverage2);
1623 Int aMask3 = SignMask(coverage3);
1631 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4i ¤t)
1633 if(!state.alphaTestActive())
1640 if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
1642 alphaTest(r, aMask, current.w);
1644 for(unsigned int q = 0; q < state.multiSample; q++)
1649 else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
1651 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
1653 alphaToCoverage(r, cMask, alpha);
1657 Int pass = cMask[0];
1659 for(unsigned int q = 1; q < state.multiSample; q++)
1661 pass = pass | cMask[q];
1667 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
1669 if(!state.alphaTestActive())
1676 if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE)
1678 Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
1680 alphaTest(r, aMask, alpha);
1682 for(unsigned int q = 0; q < state.multiSample; q++)
1687 else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE)
1689 alphaToCoverage(r, cMask, c0.w);
1693 Int pass = cMask[0];
1695 for(unsigned int q = 1; q < state.multiSample; q++)
1697 pass = pass | cMask[q];
1703 void PixelRoutine::fogBlend(Registers &r, Vector4i ¤t, Float4 &f, Float4 &z, Float4 &rhw)
1705 if(!state.fogActive)
1710 if(state.pixelFogMode != Context::FOG_NONE)
1712 pixelFog(r, f, z, rhw);
1715 UShort4 fog = convertFixed16(f, true);
1717 current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
1718 current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
1719 current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
1721 UShort4 invFog = UShort4(0xFFFFu) - fog;
1723 current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
1724 current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
1725 current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
1728 void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
1730 if(!state.fogActive)
1735 if(state.pixelFogMode != Context::FOG_NONE)
1737 pixelFog(r, fog, z, rhw);
1739 fog = Min(fog, Float4(1.0f));
1740 fog = Max(fog, Float4(0.0f));
1743 c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1744 c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1745 c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1751 c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1752 c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1753 c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1756 void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
1758 Float4 &zw = visibility;
1760 if(state.pixelFogMode != Context::FOG_NONE)
1768 if(complementaryDepthBuffer)
1770 zw = Float4(1.0f) - z;
1779 switch(state.pixelFogMode)
1781 case Context::FOG_NONE:
1783 case Context::FOG_LINEAR:
1784 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
1785 zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
1787 case Context::FOG_EXP:
1788 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
1789 zw = exponential2(zw, true);
1791 case Context::FOG_EXP2:
1792 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
1794 zw = exponential2(zw, true);
1802 void PixelRoutine::specularPixel(Vector4i ¤t, Vector4i &specular)
1804 if(!state.specularAdd)
1809 current.x = AddSat(current.x, specular.x);
1810 current.y = AddSat(current.y, specular.y);
1811 current.z = AddSat(current.z, specular.z);
1814 void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
1816 if(!state.depthWriteEnable)
1823 if(shader && shader->depthOverride())
1825 if(complementaryDepthBuffer)
1827 Z = Float4(1.0f) - r.oDepth;
1835 Pointer<Byte> buffer;
1838 if(!state.quadLayoutDepthBuffer)
1840 buffer = zBuffer + 4 * x;
1841 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
1845 buffer = zBuffer + 8 * x;
1850 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
1855 if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable))
1857 if(!state.quadLayoutDepthBuffer)
1859 // FIXME: Properly optimizes?
1860 zValue.xy = *Pointer<Float4>(buffer);
1861 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
1865 zValue = *Pointer<Float4>(buffer, 16);
1869 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
1870 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
1871 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
1873 if(!state.quadLayoutDepthBuffer)
1875 // FIXME: Properly optimizes?
1876 *Pointer<Float2>(buffer) = Float2(Z.xy);
1877 *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
1881 *Pointer<Float4>(buffer, 16) = Z;
1885 void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
1887 if(!state.stencilActive)
1892 if(state.stencilPassOperation == Context::OPERATION_KEEP && state.stencilZFailOperation == Context::OPERATION_KEEP && state.stencilFailOperation == Context::OPERATION_KEEP)
1894 if(!state.twoSidedStencil || (state.stencilPassOperationCCW == Context::OPERATION_KEEP && state.stencilZFailOperationCCW == Context::OPERATION_KEEP && state.stencilFailOperationCCW == Context::OPERATION_KEEP))
1900 if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
1905 Pointer<Byte> buffer = sBuffer + 2 * x;
1909 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
1912 Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
1915 stencilOperation(r, newValue, bufferValue, (Context::StencilOperation)state.stencilPassOperation, (Context::StencilOperation)state.stencilZFailOperation, (Context::StencilOperation)state.stencilFailOperation, false, zMask, sMask);
1917 if(!state.noStencilWriteMask)
1919 Byte8 maskedValue = bufferValue;
1920 newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
1921 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
1922 newValue |= maskedValue;
1925 if(state.twoSidedStencil)
1929 stencilOperation(r, newValueCCW, bufferValue, (Context::StencilOperation)state.stencilPassOperationCCW, (Context::StencilOperation)state.stencilZFailOperationCCW, (Context::StencilOperation)state.stencilFailOperationCCW, true, zMask, sMask);
1931 if(!state.noStencilWriteMaskCCW)
1933 Byte8 maskedValue = bufferValue;
1934 newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
1935 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
1936 newValueCCW |= maskedValue;
1939 newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
1940 newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
1941 newValue |= newValueCCW;
1944 newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
1945 bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
1946 newValue |= bufferValue;
1948 *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
1951 void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
1953 Byte8 &pass = newValue;
1957 stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
1959 if(stencilZFailOperation != stencilPassOperation)
1961 stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
1964 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1966 stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
1969 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1971 if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
1973 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
1974 zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
1978 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
1979 fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
1984 void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW)
1988 case Context::OPERATION_KEEP:
1989 output = bufferValue;
1991 case Context::OPERATION_ZERO:
1992 output = Byte8(0x0000000000000000);
1994 case Context::OPERATION_REPLACE:
1995 output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
1997 case Context::OPERATION_INCRSAT:
1998 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
2000 case Context::OPERATION_DECRSAT:
2001 output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
2003 case Context::OPERATION_INVERT:
2004 output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
2006 case Context::OPERATION_INCR:
2007 output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2009 case Context::OPERATION_DECR:
2010 output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2017 void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int coordinates, int stage, bool project)
2019 Float4 u = r.vf[2 + coordinates].x;
2020 Float4 v = r.vf[2 + coordinates].y;
2021 Float4 w = r.vf[2 + coordinates].z;
2022 Float4 q = r.vf[2 + coordinates].w;
2032 sampleTexture(r, c, stage, u, v, w, q, project);
2035 void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12)
2040 sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false);
2043 void PixelRoutine::sampleTexture(Registers &r, Vector4i &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)
2046 Long texTime = Ticks();
2049 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2053 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2057 Float4 rq = reciprocal(q);
2059 Float4 u_q = u * rq;
2060 Float4 v_q = v * rq;
2061 Float4 w_q = w * rq;
2063 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, fixed12, gradients, lodProvided);
2067 r.cycles[PERF_TEX] += Ticks() - texTime;
2071 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)
2073 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
2075 sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2079 Int index = As<Int>(Float(reg(r, sampler).x.x));
2081 for(int i = 0; i < 16; i++)
2083 if(shader->usesSampler(i))
2087 sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2088 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
2095 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)
2098 Long texTime = Ticks();
2101 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2105 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2109 Float4 rq = reciprocal(q);
2111 Float4 u_q = u * rq;
2112 Float4 v_q = v * rq;
2113 Float4 w_q = w * rq;
2115 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2119 r.cycles[PERF_TEX] += Ticks() - texTime;
2123 void PixelRoutine::clampColor(Vector4f oC[4])
2125 for(int index = 0; index < 4; index++)
2127 if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
2132 switch(state.targetFormat[index])
2136 case FORMAT_A16B16G16R16:
2137 case FORMAT_A8R8G8B8:
2138 case FORMAT_X8R8G8B8:
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(Vector4i ¤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_A8R8G8B8:
2171 case FORMAT_A16B16G16R16:
2172 if(!postBlendSRGB && state.writeSRGB)
2174 linearToSRGB12_16(r, current);
2184 fogBlend(r, current, fog, r.z[0], r.rhw);
2186 for(unsigned int q = 0; q < state.multiSample; q++)
2188 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2189 Vector4i color = current;
2191 if(state.multiSampleMask & (1 << q))
2193 alphaBlend(r, 0, buffer, color, x);
2194 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2199 case FORMAT_G32R32F:
2200 case FORMAT_A32B32G32R32F:
2201 convertSigned12(oC, current);
2202 fogBlend(r, oC, fog, r.z[0], r.rhw);
2204 for(unsigned int q = 0; q < state.multiSample; q++)
2206 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2207 Vector4f color = oC;
2209 if(state.multiSampleMask & (1 << q))
2211 alphaBlend(r, 0, buffer, color, x);
2212 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2221 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])
2223 for(int index = 0; index < 4; index++)
2225 if(!state.colorWriteActive(index))
2230 if(!postBlendSRGB && state.writeSRGB)
2232 oC[index].x = linearToSRGB(oC[index].x);
2233 oC[index].y = linearToSRGB(oC[index].y);
2234 oC[index].z = linearToSRGB(oC[index].z);
2239 fogBlend(r, oC[index], fog, r.z[0], r.rhw);
2242 switch(state.targetFormat[index])
2244 case FORMAT_X8R8G8B8:
2245 case FORMAT_A8R8G8B8:
2248 case FORMAT_A16B16G16R16:
2249 for(unsigned int q = 0; q < state.multiSample; q++)
2251 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2254 color.x = convertFixed16(oC[index].x, false);
2255 color.y = convertFixed16(oC[index].y, false);
2256 color.z = convertFixed16(oC[index].z, false);
2257 color.w = convertFixed16(oC[index].w, false);
2259 if(state.multiSampleMask & (1 << q))
2261 alphaBlend(r, index, buffer, color, x);
2262 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2267 case FORMAT_G32R32F:
2268 case FORMAT_A32B32G32R32F:
2269 for(unsigned int q = 0; q < state.multiSample; q++)
2271 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2272 Vector4f color = oC[index];
2274 if(state.multiSampleMask & (1 << q))
2276 alphaBlend(r, index, buffer, color, x);
2277 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2287 void PixelRoutine::blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorActive)
2289 switch(blendFactorActive)
2291 case Context::BLEND_ZERO:
2294 case Context::BLEND_ONE:
2297 case Context::BLEND_SOURCE:
2298 blendFactor.x = current.x;
2299 blendFactor.y = current.y;
2300 blendFactor.z = current.z;
2302 case Context::BLEND_INVSOURCE:
2303 blendFactor.x = Short4(0xFFFFu) - current.x;
2304 blendFactor.y = Short4(0xFFFFu) - current.y;
2305 blendFactor.z = Short4(0xFFFFu) - current.z;
2307 case Context::BLEND_DEST:
2308 blendFactor.x = pixel.x;
2309 blendFactor.y = pixel.y;
2310 blendFactor.z = pixel.z;
2312 case Context::BLEND_INVDEST:
2313 blendFactor.x = Short4(0xFFFFu) - pixel.x;
2314 blendFactor.y = Short4(0xFFFFu) - pixel.y;
2315 blendFactor.z = Short4(0xFFFFu) - pixel.z;
2317 case Context::BLEND_SOURCEALPHA:
2318 blendFactor.x = current.w;
2319 blendFactor.y = current.w;
2320 blendFactor.z = current.w;
2322 case Context::BLEND_INVSOURCEALPHA:
2323 blendFactor.x = Short4(0xFFFFu) - current.w;
2324 blendFactor.y = Short4(0xFFFFu) - current.w;
2325 blendFactor.z = Short4(0xFFFFu) - current.w;
2327 case Context::BLEND_DESTALPHA:
2328 blendFactor.x = pixel.w;
2329 blendFactor.y = pixel.w;
2330 blendFactor.z = pixel.w;
2332 case Context::BLEND_INVDESTALPHA:
2333 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2334 blendFactor.y = Short4(0xFFFFu) - pixel.w;
2335 blendFactor.z = Short4(0xFFFFu) - pixel.w;
2337 case Context::BLEND_SRCALPHASAT:
2338 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2339 blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
2340 blendFactor.y = blendFactor.x;
2341 blendFactor.z = blendFactor.x;
2343 case Context::BLEND_CONSTANT:
2344 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
2345 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
2346 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
2348 case Context::BLEND_INVCONSTANT:
2349 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
2350 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
2351 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
2353 case Context::BLEND_CONSTANTALPHA:
2354 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2355 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2356 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2358 case Context::BLEND_INVCONSTANTALPHA:
2359 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2360 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2361 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2368 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive)
2370 switch(blendFactorAlphaActive)
2372 case Context::BLEND_ZERO:
2375 case Context::BLEND_ONE:
2378 case Context::BLEND_SOURCE:
2379 blendFactor.w = current.w;
2381 case Context::BLEND_INVSOURCE:
2382 blendFactor.w = Short4(0xFFFFu) - current.w;
2384 case Context::BLEND_DEST:
2385 blendFactor.w = pixel.w;
2387 case Context::BLEND_INVDEST:
2388 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2390 case Context::BLEND_SOURCEALPHA:
2391 blendFactor.w = current.w;
2393 case Context::BLEND_INVSOURCEALPHA:
2394 blendFactor.w = Short4(0xFFFFu) - current.w;
2396 case Context::BLEND_DESTALPHA:
2397 blendFactor.w = pixel.w;
2399 case Context::BLEND_INVDESTALPHA:
2400 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2402 case Context::BLEND_SRCALPHASAT:
2403 blendFactor.w = Short4(0xFFFFu);
2405 case Context::BLEND_CONSTANT:
2406 case Context::BLEND_CONSTANTALPHA:
2407 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2409 case Context::BLEND_INVCONSTANT:
2410 case Context::BLEND_INVCONSTANTALPHA:
2411 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2418 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i ¤t, Int &x)
2420 if(!state.alphaBlendActive)
2425 Pointer<Byte> buffer;
2432 switch(state.targetFormat[index])
2434 case FORMAT_A8R8G8B8:
2435 buffer = cBuffer + 4 * x;
2436 c01 = *Pointer<Short4>(buffer);
2437 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2438 c23 = *Pointer<Short4>(buffer);
2441 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2442 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2444 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2445 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2448 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2449 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2450 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2451 pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2454 buffer = cBuffer + 1 * x;
2455 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
2456 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2457 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
2458 pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2459 pixel.x = Short4(0x0000);
2460 pixel.y = Short4(0x0000);
2461 pixel.z = Short4(0x0000);
2463 case FORMAT_X8R8G8B8:
2464 buffer = cBuffer + 4 * x;
2465 c01 = *Pointer<Short4>(buffer);
2466 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2467 c23 = *Pointer<Short4>(buffer);
2470 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2471 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2473 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2474 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2476 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2477 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2478 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2479 pixel.w = Short4(0xFFFFu);
2481 case FORMAT_A8G8R8B8Q:
2483 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2484 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2485 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2486 // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2488 case FORMAT_X8G8R8B8Q:
2490 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2491 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2492 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2493 // pixel.w = Short4(0xFFFFu);
2495 case FORMAT_A16B16G16R16:
2497 pixel.x = *Pointer<Short4>(buffer + 8 * x);
2498 pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
2499 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2500 pixel.z = *Pointer<Short4>(buffer + 8 * x);
2501 pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
2502 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
2506 pixel.x = *Pointer<Short4>(buffer + 4 * x);
2507 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2508 pixel.y = *Pointer<Short4>(buffer + 4 * x);
2510 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
2511 pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
2513 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
2514 pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
2515 pixel.z = Short4(0xFFFFu);
2516 pixel.w = Short4(0xFFFFu);
2522 if(postBlendSRGB && state.writeSRGB)
2524 sRGBtoLinear16_16(r, pixel);
2527 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
2528 Vector4i sourceFactor;
2529 Vector4i destFactor;
2531 blendFactor(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactor);
2532 blendFactor(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactor);
2534 if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
2536 current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
2537 current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
2538 current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
2541 if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
2543 pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
2544 pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
2545 pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
2548 switch(state.blendOperation)
2550 case Context::BLENDOP_ADD:
2551 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2552 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2553 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2555 case Context::BLENDOP_SUB:
2556 current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2557 current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2558 current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2560 case Context::BLENDOP_INVSUB:
2561 current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
2562 current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
2563 current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
2565 case Context::BLENDOP_MIN:
2566 current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
2567 current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
2568 current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
2570 case Context::BLENDOP_MAX:
2571 current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
2572 current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
2573 current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
2575 case Context::BLENDOP_SOURCE:
2578 case Context::BLENDOP_DEST:
2579 current.x = pixel.x;
2580 current.y = pixel.y;
2581 current.z = pixel.z;
2583 case Context::BLENDOP_NULL:
2584 current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2585 current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2586 current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2592 blendFactorAlpha(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
2593 blendFactorAlpha(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
2595 if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
2597 current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
2600 if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
2602 pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
2605 switch(state.blendOperationAlpha)
2607 case Context::BLENDOP_ADD:
2608 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2610 case Context::BLENDOP_SUB:
2611 current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2613 case Context::BLENDOP_INVSUB:
2614 current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
2616 case Context::BLENDOP_MIN:
2617 current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
2619 case Context::BLENDOP_MAX:
2620 current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
2622 case Context::BLENDOP_SOURCE:
2625 case Context::BLENDOP_DEST:
2626 current.w = pixel.w;
2628 case Context::BLENDOP_NULL:
2629 current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2636 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4i ¤t, Int &sMask, Int &zMask, Int &cMask)
2638 if(!state.colorWriteActive(index))
2643 if(postBlendSRGB && state.writeSRGB)
2645 linearToSRGB16_16(r, current);
2648 if(exactColorRounding)
2650 switch(state.targetFormat[index])
2652 case FORMAT_X8G8R8B8Q:
2653 case FORMAT_A8G8R8B8Q:
2654 case FORMAT_X8R8G8B8:
2655 case FORMAT_A8R8G8B8:
2657 current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2658 current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2659 current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2660 current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2666 int rgbaWriteMask = state.colorWriteActive(index);
2667 int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
2668 int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
2670 switch(state.targetFormat[index])
2672 case FORMAT_X8G8R8B8Q:
2674 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2675 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2676 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2678 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2679 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2681 case FORMAT_A8G8R8B8Q:
2683 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2684 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2685 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2686 // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2688 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2689 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2691 case FORMAT_X8R8G8B8:
2692 case FORMAT_A8R8G8B8:
2693 if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
2695 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2696 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2697 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2699 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2700 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2702 current.x = current.z;
2703 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2704 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2705 current.y = current.z;
2706 current.z = As<Short4>(UnpackLow(current.z, current.x));
2707 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2711 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2712 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2713 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2714 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2716 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2717 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2719 current.x = current.z;
2720 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2721 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2722 current.y = current.z;
2723 current.z = As<Short4>(UnpackLow(current.z, current.x));
2724 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2728 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2729 current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
2732 current.z = current.x;
2733 current.x = As<Short4>(UnpackLow(current.x, current.y));
2734 current.z = As<Short4>(UnpackHigh(current.z, current.y));
2735 current.y = current.z;
2737 case FORMAT_A16B16G16R16:
2738 transpose4x4(current.x, current.y, current.z, current.w);
2741 case FORMAT_G32R32F:
2742 case FORMAT_A32B32G32R32F:
2746 oC.x = convertUnsigned16(UShort4(current.x));
2747 oC.y = convertUnsigned16(UShort4(current.y));
2748 oC.z = convertUnsigned16(UShort4(current.z));
2749 oC.w = convertUnsigned16(UShort4(current.w));
2751 writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask);
2758 Short4 c01 = current.z;
2759 Short4 c23 = current.y;
2761 Int xMask; // Combination of all masks
2763 if(state.depthTestActive)
2772 if(state.stencilActive)
2777 Pointer<Byte> buffer;
2780 switch(state.targetFormat[index])
2782 case FORMAT_A8G8R8B8Q:
2783 case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
2785 // value = *Pointer<Short4>(cBuffer + 8 * x + 0);
2787 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2788 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2789 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2791 // Short4 masked = value;
2792 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2793 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2797 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2798 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2800 // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
2802 // value = *Pointer<Short4>(cBuffer + 8 * x + 8);
2804 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
2805 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
2806 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2808 // Short4 masked = value;
2809 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2810 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2814 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2815 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2817 // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
2819 case FORMAT_A8R8G8B8:
2820 case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
2821 buffer = cBuffer + x * 4;
2822 value = *Pointer<Short4>(buffer);
2824 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2825 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2826 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2828 Short4 masked = value;
2829 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2830 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2834 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2835 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2837 *Pointer<Short4>(buffer) = c01;
2839 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2840 value = *Pointer<Short4>(buffer);
2842 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
2843 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
2844 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
2846 Short4 masked = value;
2847 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
2848 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
2852 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2853 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2855 *Pointer<Short4>(buffer) = c23;
2858 if(rgbaWriteMask & 0x00000008)
2860 buffer = cBuffer + 1 * x;
2861 Insert(value, *Pointer<Short>(buffer), 0);
2862 Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2863 Insert(value, *Pointer<Short>(buffer + pitch), 1);
2864 value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
2866 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
2867 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
2870 *Pointer<Short>(buffer) = Extract(current.w, 0);
2871 *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
2875 buffer = cBuffer + 4 * x;
2877 value = *Pointer<Short4>(buffer);
2879 if((rgbaWriteMask & 0x00000003) != 0x00000003)
2881 Short4 masked = value;
2882 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
2883 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
2884 current.x |= masked;
2887 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
2888 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
2890 *Pointer<Short4>(buffer) = current.x;
2892 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2894 value = *Pointer<Short4>(buffer);
2896 if((rgbaWriteMask & 0x00000003) != 0x00000003)
2898 Short4 masked = value;
2899 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
2900 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
2901 current.y |= masked;
2904 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
2905 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
2907 *Pointer<Short4>(buffer) = current.y;
2909 case FORMAT_A16B16G16R16:
2910 buffer = cBuffer + 8 * x;
2913 value = *Pointer<Short4>(buffer);
2915 if(rgbaWriteMask != 0x0000000F)
2917 Short4 masked = value;
2918 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2919 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2920 current.x |= masked;
2923 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
2924 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
2926 *Pointer<Short4>(buffer) = current.x;
2930 value = *Pointer<Short4>(buffer + 8);
2932 if(rgbaWriteMask != 0x0000000F)
2934 Short4 masked = value;
2935 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2936 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2937 current.y |= masked;
2940 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
2941 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
2943 *Pointer<Short4>(buffer + 8) = current.y;
2946 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2949 value = *Pointer<Short4>(buffer);
2951 if(rgbaWriteMask != 0x0000000F)
2953 Short4 masked = value;
2954 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2955 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2956 current.z |= masked;
2959 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
2960 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
2962 *Pointer<Short4>(buffer) = current.z;
2966 value = *Pointer<Short4>(buffer + 8);
2968 if(rgbaWriteMask != 0x0000000F)
2970 Short4 masked = value;
2971 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
2972 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
2973 current.w |= masked;
2976 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
2977 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
2979 *Pointer<Short4>(buffer + 8) = current.w;
2987 void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive)
2989 switch(blendFactorActive)
2991 case Context::BLEND_ZERO:
2994 case Context::BLEND_ONE:
2997 case Context::BLEND_SOURCE:
2998 blendFactor.x = oC.x;
2999 blendFactor.y = oC.y;
3000 blendFactor.z = oC.z;
3002 case Context::BLEND_INVSOURCE:
3003 blendFactor.x = Float4(1.0f) - oC.x;
3004 blendFactor.y = Float4(1.0f) - oC.y;
3005 blendFactor.z = Float4(1.0f) - oC.z;
3007 case Context::BLEND_DEST:
3008 blendFactor.x = pixel.x;
3009 blendFactor.y = pixel.y;
3010 blendFactor.z = pixel.z;
3012 case Context::BLEND_INVDEST:
3013 blendFactor.x = Float4(1.0f) - pixel.x;
3014 blendFactor.y = Float4(1.0f) - pixel.y;
3015 blendFactor.z = Float4(1.0f) - pixel.z;
3017 case Context::BLEND_SOURCEALPHA:
3018 blendFactor.x = oC.w;
3019 blendFactor.y = oC.w;
3020 blendFactor.z = oC.w;
3022 case Context::BLEND_INVSOURCEALPHA:
3023 blendFactor.x = Float4(1.0f) - oC.w;
3024 blendFactor.y = Float4(1.0f) - oC.w;
3025 blendFactor.z = Float4(1.0f) - oC.w;
3027 case Context::BLEND_DESTALPHA:
3028 blendFactor.x = pixel.w;
3029 blendFactor.y = pixel.w;
3030 blendFactor.z = pixel.w;
3032 case Context::BLEND_INVDESTALPHA:
3033 blendFactor.x = Float4(1.0f) - pixel.w;
3034 blendFactor.y = Float4(1.0f) - pixel.w;
3035 blendFactor.z = Float4(1.0f) - pixel.w;
3037 case Context::BLEND_SRCALPHASAT:
3038 blendFactor.x = Float4(1.0f) - pixel.w;
3039 blendFactor.x = Min(blendFactor.x, oC.w);
3040 blendFactor.y = blendFactor.x;
3041 blendFactor.z = blendFactor.x;
3043 case Context::BLEND_CONSTANT:
3044 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
3045 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
3046 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
3048 case Context::BLEND_INVCONSTANT:
3049 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
3050 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
3051 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
3058 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive)
3060 switch(blendFactorAlphaActive)
3062 case Context::BLEND_ZERO:
3065 case Context::BLEND_ONE:
3068 case Context::BLEND_SOURCE:
3069 blendFactor.w = oC.w;
3071 case Context::BLEND_INVSOURCE:
3072 blendFactor.w = Float4(1.0f) - oC.w;
3074 case Context::BLEND_DEST:
3075 blendFactor.w = pixel.w;
3077 case Context::BLEND_INVDEST:
3078 blendFactor.w = Float4(1.0f) - pixel.w;
3080 case Context::BLEND_SOURCEALPHA:
3081 blendFactor.w = oC.w;
3083 case Context::BLEND_INVSOURCEALPHA:
3084 blendFactor.w = Float4(1.0f) - oC.w;
3086 case Context::BLEND_DESTALPHA:
3087 blendFactor.w = pixel.w;
3089 case Context::BLEND_INVDESTALPHA:
3090 blendFactor.w = Float4(1.0f) - pixel.w;
3092 case Context::BLEND_SRCALPHASAT:
3093 blendFactor.w = Float4(1.0f);
3095 case Context::BLEND_CONSTANT:
3096 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
3098 case Context::BLEND_INVCONSTANT:
3099 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
3106 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
3108 if(!state.alphaBlendActive)
3113 Pointer<Byte> buffer;
3121 switch(state.targetFormat[index])
3123 case FORMAT_A8R8G8B8:
3124 buffer = cBuffer + 4 * x;
3125 c01 = *Pointer<Short4>(buffer);
3126 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3127 c23 = *Pointer<Short4>(buffer);
3130 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3131 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3133 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3134 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3137 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3138 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3139 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3140 color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w));
3142 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3143 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3144 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3145 pixel.w = convertUnsigned16(As<UShort4>(color.w));
3147 case FORMAT_X8R8G8B8:
3148 buffer = cBuffer + 4 * x;
3149 c01 = *Pointer<Short4>(buffer);
3150 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3151 c23 = *Pointer<Short4>(buffer);
3154 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23));
3155 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23));
3157 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y));
3158 color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y));
3160 color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x));
3161 color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y));
3162 color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z));
3164 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3165 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3166 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3167 pixel.w = Float4(1.0f);
3170 buffer = cBuffer + 1 * x;
3171 c01 = Insert(c01, *Pointer<Short>(buffer), 0);
3172 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3173 c01 = Insert(c01, *Pointer<Short>(buffer), 1);
3174 pixel.w = convertUnsigned16(As<UShort4>(UnpackLow(As<Byte8>(c01), As<Byte8>(c01))));
3175 pixel.x = Float4(0.0f);
3176 pixel.y = Float4(0.0f);
3177 pixel.z = Float4(0.0f);
3179 case FORMAT_A8G8R8B8Q:
3181 // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3182 // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3183 // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3184 // UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]);
3186 case FORMAT_X8G8R8B8Q:
3188 // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]);
3189 // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]);
3190 // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]);
3191 // pixel.w = Short4(0xFFFFu);
3193 case FORMAT_A16B16G16R16:
3195 color.x = *Pointer<Short4>(buffer + 8 * x);
3196 color.y = *Pointer<Short4>(buffer + 8 * x + 8);
3197 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3198 color.z = *Pointer<Short4>(buffer + 8 * x);
3199 color.w = *Pointer<Short4>(buffer + 8 * x + 8);
3201 transpose4x4(color.x, color.y, color.z, color.w);
3203 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3204 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3205 pixel.z = convertUnsigned16(As<UShort4>(color.z));
3206 pixel.w = convertUnsigned16(As<UShort4>(color.w));
3210 color.x = *Pointer<Short4>(buffer + 4 * x);
3211 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3212 color.y = *Pointer<Short4>(buffer + 4 * x);
3214 color.x = As<Short4>(UnpackLow(color.x, color.y));
3215 color.z = As<Short4>(UnpackHigh(color.z, color.y));
3217 color.x = As<Short4>(UnpackLow(color.x, color.z));
3218 color.y = As<Short4>(UnpackHigh(color.y, color.z));
3220 pixel.x = convertUnsigned16(As<UShort4>(color.x));
3221 pixel.y = convertUnsigned16(As<UShort4>(color.y));
3222 pixel.z = Float4(1.0f);
3223 pixel.w = Float4(1.0f);
3228 pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
3229 pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
3230 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3232 pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
3233 pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
3234 pixel.y = Float4(1.0f);
3235 pixel.z = Float4(1.0f);
3236 pixel.w = Float4(1.0f);
3238 case FORMAT_G32R32F:
3240 pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
3241 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3242 pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
3244 pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
3245 pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
3247 pixel.z = Float4(1.0f);
3248 pixel.w = Float4(1.0f);
3250 case FORMAT_A32B32G32R32F:
3252 pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
3253 pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3254 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3255 pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
3256 pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3257 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
3263 if(postBlendSRGB && state.writeSRGB)
3265 sRGBtoLinear(pixel.x);
3266 sRGBtoLinear(pixel.y);
3267 sRGBtoLinear(pixel.z);
3270 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
3271 Vector4f sourceFactor;
3272 Vector4f destFactor;
3274 blendFactor(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactor);
3275 blendFactor(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactor);
3277 if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO)
3279 oC.x *= sourceFactor.x;
3280 oC.y *= sourceFactor.y;
3281 oC.z *= sourceFactor.z;
3284 if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO)
3286 pixel.x *= destFactor.x;
3287 pixel.y *= destFactor.y;
3288 pixel.z *= destFactor.z;
3291 switch(state.blendOperation)
3293 case Context::BLENDOP_ADD:
3298 case Context::BLENDOP_SUB:
3303 case Context::BLENDOP_INVSUB:
3304 oC.x = pixel.x - oC.x;
3305 oC.y = pixel.y - oC.y;
3306 oC.z = pixel.z - oC.z;
3308 case Context::BLENDOP_MIN:
3309 oC.x = Min(oC.x, pixel.x);
3310 oC.y = Min(oC.y, pixel.y);
3311 oC.z = Min(oC.z, pixel.z);
3313 case Context::BLENDOP_MAX:
3314 oC.x = Max(oC.x, pixel.x);
3315 oC.y = Max(oC.y, pixel.y);
3316 oC.z = Max(oC.z, pixel.z);
3318 case Context::BLENDOP_SOURCE:
3321 case Context::BLENDOP_DEST:
3326 case Context::BLENDOP_NULL:
3327 oC.x = Float4(0.0f);
3328 oC.y = Float4(0.0f);
3329 oC.z = Float4(0.0f);
3335 blendFactorAlpha(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha);
3336 blendFactorAlpha(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactorAlpha);
3338 if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO)
3340 oC.w *= sourceFactor.w;
3343 if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO)
3345 pixel.w *= destFactor.w;
3348 switch(state.blendOperationAlpha)
3350 case Context::BLENDOP_ADD:
3353 case Context::BLENDOP_SUB:
3356 case Context::BLENDOP_INVSUB:
3360 case Context::BLENDOP_MIN:
3361 oC.w = Min(oC.w, pixel.w);
3363 case Context::BLENDOP_MAX:
3364 oC.w = Max(oC.w, pixel.w);
3366 case Context::BLENDOP_SOURCE:
3369 case Context::BLENDOP_DEST:
3372 case Context::BLENDOP_NULL:
3373 oC.w = Float4(0.0f);
3380 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
3382 if(!state.colorWriteActive(index))
3389 switch(state.targetFormat[index])
3391 case FORMAT_X8R8G8B8:
3392 case FORMAT_A8R8G8B8:
3395 case FORMAT_A16B16G16R16:
3396 convertFixed16(color, oC, true);
3397 writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask);
3401 case FORMAT_G32R32F:
3403 oC.x = UnpackLow(oC.x, oC.y);
3404 oC.z = UnpackHigh(oC.z, oC.y);
3407 case FORMAT_A32B32G32R32F:
3408 transpose4x4(oC.x, oC.y, oC.z, oC.w);
3414 int rgbaWriteMask = state.colorWriteActive(index);
3416 Int xMask; // Combination of all masks
3418 if(state.depthTestActive)
3427 if(state.stencilActive)
3432 Pointer<Byte> buffer;
3435 switch(state.targetFormat[index])
3438 if(rgbaWriteMask & 0x00000001)
3440 buffer = cBuffer + 4 * x;
3443 value.x = *Pointer<Float>(buffer + 0);
3444 value.y = *Pointer<Float>(buffer + 4);
3446 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3449 value.z = *Pointer<Float>(buffer + 0);
3450 value.w = *Pointer<Float>(buffer + 4);
3452 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
3453 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
3454 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3457 *Pointer<Float>(buffer + 0) = oC.x.z;
3458 *Pointer<Float>(buffer + 4) = oC.x.w;
3460 buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3463 *Pointer<Float>(buffer + 0) = oC.x.x;
3464 *Pointer<Float>(buffer + 4) = oC.x.y;
3467 case FORMAT_G32R32F:
3468 buffer = cBuffer + 8 * x;
3470 value = *Pointer<Float4>(buffer);
3472 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3474 Float4 masked = value;
3475 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3476 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3477 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3480 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
3481 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
3482 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3483 *Pointer<Float4>(buffer) = oC.x;
3485 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3487 value = *Pointer<Float4>(buffer);
3489 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3494 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3495 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3496 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3499 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
3500 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
3501 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3502 *Pointer<Float4>(buffer) = oC.y;
3504 case FORMAT_A32B32G32R32F:
3505 buffer = cBuffer + 16 * x;
3508 value = *Pointer<Float4>(buffer, 16);
3510 if(rgbaWriteMask != 0x0000000F)
3512 Float4 masked = value;
3513 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3514 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3515 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3518 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
3519 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
3520 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3521 *Pointer<Float4>(buffer, 16) = oC.x;
3525 value = *Pointer<Float4>(buffer + 16, 16);
3527 if(rgbaWriteMask != 0x0000000F)
3529 Float4 masked = value;
3530 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3531 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3532 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3535 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
3536 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
3537 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3538 *Pointer<Float4>(buffer + 16, 16) = oC.y;
3541 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3544 value = *Pointer<Float4>(buffer, 16);
3546 if(rgbaWriteMask != 0x0000000F)
3548 Float4 masked = value;
3549 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3550 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3551 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
3554 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
3555 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
3556 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
3557 *Pointer<Float4>(buffer, 16) = oC.z;
3561 value = *Pointer<Float4>(buffer + 16, 16);
3563 if(rgbaWriteMask != 0x0000000F)
3565 Float4 masked = value;
3566 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3567 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3568 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
3571 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
3572 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
3573 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
3574 *Pointer<Float4>(buffer + 16, 16) = oC.w;
3582 void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
3584 int pad = 0; // Count number of texm3x3pad instructions
3585 Vector4i dPairing; // Destination for first pairing instruction
3587 for(int i = 0; i < shader->getLength(); i++)
3589 const Shader::Instruction *instruction = shader->getInstruction(i);
3590 Shader::Opcode opcode = instruction->opcode;
3592 // #ifndef NDEBUG // FIXME: Centralize debug output control
3593 // shader->printInstruction(i, "debug.txt");
3596 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3601 const Dst &dst = instruction->dst;
3602 const Src &src0 = instruction->src[0];
3603 const Src &src1 = instruction->src[1];
3604 const Src &src2 = instruction->src[2];
3606 unsigned short version = shader->getVersion();
3607 bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
3608 bool coissue = instruction->coissue; // Second instruction of pair
3615 if(src0.type != Shader::PARAMETER_VOID) s0 = regi(r, src0);
3616 if(src1.type != Shader::PARAMETER_VOID) s1 = regi(r, src1);
3617 if(src2.type != Shader::PARAMETER_VOID) s2 = regi(r, src2);
3619 Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
3620 Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
3621 Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
3622 Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
3626 case Shader::OPCODE_PS_1_0: break;
3627 case Shader::OPCODE_PS_1_1: break;
3628 case Shader::OPCODE_PS_1_2: break;
3629 case Shader::OPCODE_PS_1_3: break;
3630 case Shader::OPCODE_PS_1_4: break;
3632 case Shader::OPCODE_DEF: break;
3634 case Shader::OPCODE_NOP: break;
3635 case Shader::OPCODE_MOV: MOV(d, s0); break;
3636 case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
3637 case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
3638 case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
3639 case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
3640 case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
3641 case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
3642 case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
3643 case Shader::OPCODE_TEXCOORD:
3644 if(version < 0x0104)
3646 TEXCOORD(d, u, v, s, dst.index);
3650 if((src0.swizzle & 0x30) == 0x20) // .xyz
3652 TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3656 TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3660 case Shader::OPCODE_TEXKILL:
3661 if(version < 0x0104)
3663 TEXKILL(cMask, u, v, s);
3665 else if(version == 0x0104)
3667 if(dst.type == Shader::PARAMETER_TEXTURE)
3669 TEXKILL(cMask, u, v, s);
3673 TEXKILL(cMask, r.ri[dst.index]);
3678 case Shader::OPCODE_TEX:
3679 if(version < 0x0104)
3681 TEX(r, d, u, v, s, dst.index, false);
3683 else if(version == 0x0104)
3685 if(src0.type == Shader::PARAMETER_TEXTURE)
3687 if((src0.swizzle & 0x30) == 0x20) // .xyz
3689 TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3693 TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3698 TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3703 case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
3704 case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
3705 case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
3706 case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
3707 case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
3708 case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3709 case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
3710 case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3711 case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
3712 case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
3713 case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
3714 case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
3715 case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
3716 case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3717 case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
3718 case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3719 case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
3720 case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
3721 case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
3722 case Shader::OPCODE_PHASE: break;
3723 case Shader::OPCODE_END: break;
3728 if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
3732 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);}
3733 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);}
3734 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);}
3735 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);}
3737 else if(dst.shift < 0)
3739 if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
3740 if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
3741 if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
3742 if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
3747 if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3748 if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3749 if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3750 if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3755 if(dst.mask & 0x1) dPairing.x = d.x;
3756 if(dst.mask & 0x2) dPairing.y = d.y;
3757 if(dst.mask & 0x4) dPairing.z = d.z;
3758 if(dst.mask & 0x8) dPairing.w = d.w;
3763 const Dst &dst = shader->getInstruction(i - 1)->dst;
3765 writeDestination(r, dPairing, dst);
3770 writeDestination(r, d, dst);
3776 void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
3781 if(shader->containsLeaveInstruction())
3783 r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
3786 bool out[4][4] = {false};
3788 // Create all call site return blocks up front
3789 for(int i = 0; i < shader->getLength(); i++)
3791 const Shader::Instruction *instruction = shader->getInstruction(i);
3792 Shader::Opcode opcode = instruction->opcode;
3794 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
3796 const Dst &dst = instruction->dst;
3798 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
3799 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
3803 for(int i = 0; i < shader->getLength(); i++)
3805 const Shader::Instruction *instruction = shader->getInstruction(i);
3806 Shader::Opcode opcode = instruction->opcode;
3808 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3813 const Dst &dst = instruction->dst;
3814 const Src &src0 = instruction->src[0];
3815 const Src &src1 = instruction->src[1];
3816 const Src &src2 = instruction->src[2];
3817 const Src &src3 = instruction->src[3];
3819 bool predicate = instruction->predicate;
3820 Control control = instruction->control;
3821 bool pp = dst.partialPrecision;
3822 bool project = instruction->project;
3823 bool bias = instruction->bias;
3831 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
3833 if(dst.type == Shader::PARAMETER_TEXTURE)
3835 d.x = r.vf[2 + dst.index].x;
3836 d.y = r.vf[2 + dst.index].y;
3837 d.z = r.vf[2 + dst.index].z;
3838 d.w = r.vf[2 + dst.index].w;
3842 d = r.rf[dst.index];
3846 if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
3847 if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
3848 if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
3849 if(src3.type != Shader::PARAMETER_VOID) s3 = reg(r, src3);
3853 case Shader::OPCODE_PS_2_0: break;
3854 case Shader::OPCODE_PS_2_x: break;
3855 case Shader::OPCODE_PS_3_0: break;
3856 case Shader::OPCODE_DEF: break;
3857 case Shader::OPCODE_DCL: break;
3858 case Shader::OPCODE_NOP: break;
3859 case Shader::OPCODE_MOV: mov(d, s0); break;
3860 case Shader::OPCODE_F2B: f2b(d, s0); break;
3861 case Shader::OPCODE_B2F: b2f(d, s0); break;
3862 case Shader::OPCODE_ADD: add(d, s0, s1); break;
3863 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
3864 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
3865 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
3866 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
3867 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
3868 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
3869 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
3870 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
3871 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
3872 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
3873 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
3874 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
3875 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
3876 case Shader::OPCODE_FRC: frc(d, s0); break;
3877 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
3878 case Shader::OPCODE_FLOOR: floor(d, s0); break;
3879 case Shader::OPCODE_CEIL: ceil(d, s0); break;
3880 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
3881 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
3882 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
3883 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
3884 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
3885 case Shader::OPCODE_LOG: log(d, s0, pp); break;
3886 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
3887 case Shader::OPCODE_DIV: div(d, s0, s1); break;
3888 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
3889 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
3890 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
3891 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
3892 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
3893 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
3894 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
3895 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
3896 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
3897 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
3898 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
3899 case Shader::OPCODE_MIN: min(d, s0, s1); break;
3900 case Shader::OPCODE_MAX: max(d, s0, s1); break;
3901 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
3902 case Shader::OPCODE_STEP: step(d, s0, s1); break;
3903 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
3904 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
3905 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
3906 case Shader::OPCODE_SGN: sgn(d, s0); break;
3907 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
3908 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
3909 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
3910 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
3911 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
3912 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
3913 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
3914 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
3915 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
3916 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
3917 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
3918 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
3919 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
3920 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
3921 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
3922 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
3923 case Shader::OPCODE_ABS: abs(d, s0); break;
3924 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
3925 case Shader::OPCODE_COS: cos(d, s0, pp); break;
3926 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
3927 case Shader::OPCODE_TAN: tan(d, s0, pp); break;
3928 case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
3929 case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
3930 case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
3931 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
3932 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
3933 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
3934 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
3935 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
3936 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
3937 case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
3938 case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
3939 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
3940 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
3941 case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
3942 case Shader::OPCODE_DFDX: DFDX(d, s0); break;
3943 case Shader::OPCODE_DFDY: DFDY(d, s0); break;
3944 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
3945 case Shader::OPCODE_BREAK: BREAK(r); break;
3946 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
3947 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
3948 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
3949 case Shader::OPCODE_TEST: TEST(); break;
3950 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
3951 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
3952 case Shader::OPCODE_ELSE: ELSE(r); break;
3953 case Shader::OPCODE_ENDIF: ENDIF(r); break;
3954 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
3955 case Shader::OPCODE_ENDREP: ENDREP(r); break;
3956 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
3957 case Shader::OPCODE_IF: IF(r, src0); break;
3958 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
3959 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
3960 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
3961 case Shader::OPCODE_REP: REP(r, src0); break;
3962 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
3963 case Shader::OPCODE_RET: RET(r); break;
3964 case Shader::OPCODE_LEAVE: LEAVE(r); break;
3965 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
3966 case Shader::OPCODE_ALL: all(d.x, s0); break;
3967 case Shader::OPCODE_ANY: any(d.x, s0); break;
3968 case Shader::OPCODE_NOT: not(d, s0); break;
3969 case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
3970 case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
3971 case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
3972 case Shader::OPCODE_END: break;
3977 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
3983 case Shader::OPCODE_DIV:
3984 if(dst.x) d.x = Trunc(d.x);
3985 if(dst.y) d.y = Trunc(d.y);
3986 if(dst.z) d.z = Trunc(d.z);
3987 if(dst.w) d.w = Trunc(d.w);
3990 break; // No truncation to integer required when arguments are integer
3996 if(dst.x) d.x = Max(d.x, Float4(0.0f));
3997 if(dst.y) d.y = Max(d.y, Float4(0.0f));
3998 if(dst.z) d.z = Max(d.z, Float4(0.0f));
3999 if(dst.w) d.w = Max(d.w, Float4(0.0f));
4001 if(dst.x) d.x = Min(d.x, Float4(1.0f));
4002 if(dst.y) d.y = Min(d.y, Float4(1.0f));
4003 if(dst.z) d.z = Min(d.z, Float4(1.0f));
4004 if(dst.w) d.w = Min(d.w, Float4(1.0f));
4007 if(instruction->isPredicated())
4009 Vector4f pDst; // FIXME: Rename
4013 case Shader::PARAMETER_TEMP:
4014 if(dst.rel.type == Shader::PARAMETER_VOID)
4016 if(dst.x) pDst.x = r.rf[dst.index].x;
4017 if(dst.y) pDst.y = r.rf[dst.index].y;
4018 if(dst.z) pDst.z = r.rf[dst.index].z;
4019 if(dst.w) pDst.w = r.rf[dst.index].w;
4023 Int a = relativeAddress(r, dst);
4025 if(dst.x) pDst.x = r.rf[dst.index + a].x;
4026 if(dst.y) pDst.y = r.rf[dst.index + a].y;
4027 if(dst.z) pDst.z = r.rf[dst.index + a].z;
4028 if(dst.w) pDst.w = r.rf[dst.index + a].w;
4031 case Shader::PARAMETER_COLOROUT:
4032 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4033 if(dst.x) pDst.x = r.oC[dst.index].x;
4034 if(dst.y) pDst.y = r.oC[dst.index].y;
4035 if(dst.z) pDst.z = r.oC[dst.index].z;
4036 if(dst.w) pDst.w = r.oC[dst.index].w;
4038 case Shader::PARAMETER_PREDICATE:
4039 if(dst.x) pDst.x = r.p0.x;
4040 if(dst.y) pDst.y = r.p0.y;
4041 if(dst.z) pDst.z = r.p0.z;
4042 if(dst.w) pDst.w = r.p0.w;
4044 case Shader::PARAMETER_DEPTHOUT:
4051 Int4 enable = enableMask(r, instruction);
4053 Int4 xEnable = enable;
4054 Int4 yEnable = enable;
4055 Int4 zEnable = enable;
4056 Int4 wEnable = enable;
4060 unsigned char pSwizzle = instruction->predicateSwizzle;
4062 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
4063 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
4064 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
4065 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
4067 if(!instruction->predicateNot)
4069 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
4070 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
4071 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
4072 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
4076 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
4077 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
4078 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
4079 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
4083 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
4084 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
4085 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
4086 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
4088 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
4089 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
4090 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
4091 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
4096 case Shader::PARAMETER_TEMP:
4097 if(dst.rel.type == Shader::PARAMETER_VOID)
4099 if(dst.x) r.rf[dst.index].x = d.x;
4100 if(dst.y) r.rf[dst.index].y = d.y;
4101 if(dst.z) r.rf[dst.index].z = d.z;
4102 if(dst.w) r.rf[dst.index].w = d.w;
4106 Int a = relativeAddress(r, dst);
4108 if(dst.x) r.rf[dst.index + a].x = d.x;
4109 if(dst.y) r.rf[dst.index + a].y = d.y;
4110 if(dst.z) r.rf[dst.index + a].z = d.z;
4111 if(dst.w) r.rf[dst.index + a].w = d.w;
4114 case Shader::PARAMETER_COLOROUT:
4115 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4116 if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
4117 if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
4118 if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
4119 if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
4121 case Shader::PARAMETER_PREDICATE:
4122 if(dst.x) r.p0.x = d.x;
4123 if(dst.y) r.p0.y = d.y;
4124 if(dst.z) r.p0.z = d.z;
4125 if(dst.w) r.p0.w = d.w;
4127 case Shader::PARAMETER_DEPTHOUT:
4136 if(currentLabel != -1)
4138 Nucleus::setInsertBlock(returnBlock);
4141 for(int i = 0; i < 4; i++)
4143 if((Format)state.targetFormat[i] != FORMAT_NULL)
4145 if(!out[i][0]) r.oC[i].x = Float4(0.0f);
4146 if(!out[i][1]) r.oC[i].y = Float4(0.0f);
4147 if(!out[i][2]) r.oC[i].z = Float4(0.0f);
4148 if(!out[i][3]) r.oC[i].w = Float4(0.0f);
4153 Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
4155 return RoundShort4(cf * Float4(0x1000));
4158 void PixelRoutine::convertFixed12(Vector4i &ci, Vector4f &cf)
4160 ci.x = convertFixed12(cf.x);
4161 ci.y = convertFixed12(cf.y);
4162 ci.z = convertFixed12(cf.z);
4163 ci.w = convertFixed12(cf.w);
4166 UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
4168 return UShort4(cf * Float4(0xFFFF), saturate);
4171 void PixelRoutine::convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate)
4173 ci.x = convertFixed16(cf.x, saturate);
4174 ci.y = convertFixed16(cf.y, saturate);
4175 ci.z = convertFixed16(cf.z, saturate);
4176 ci.w = convertFixed16(cf.w, saturate);
4179 Float4 PixelRoutine::convertSigned12(Short4 &ci)
4181 return Float4(ci) * Float4(1.0f / 0x0FFE);
4184 void PixelRoutine::convertSigned12(Vector4f &cf, Vector4i &ci)
4186 cf.x = convertSigned12(ci.x);
4187 cf.y = convertSigned12(ci.y);
4188 cf.z = convertSigned12(ci.z);
4189 cf.w = convertSigned12(ci.w);
4192 Float4 PixelRoutine::convertUnsigned16(UShort4 ci)
4194 return Float4(ci) * Float4(1.0f / 0xFFFF);
4197 void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4i &c)
4199 c.x = As<UShort4>(c.x) >> 4;
4200 c.y = As<UShort4>(c.y) >> 4;
4201 c.z = As<UShort4>(c.z) >> 4;
4203 sRGBtoLinear12_16(r, c);
4206 void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4i &c)
4208 Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16);
4210 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4211 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4212 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4213 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4215 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4216 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4217 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4218 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4220 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4221 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4222 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4223 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4226 void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4i &c)
4228 c.x = As<UShort4>(c.x) >> 4;
4229 c.y = As<UShort4>(c.y) >> 4;
4230 c.z = As<UShort4>(c.z) >> 4;
4232 linearToSRGB12_16(r, c);
4235 void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4i &c)
4237 Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16);
4239 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4240 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4241 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4242 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4244 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4245 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4246 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4247 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4249 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4250 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4251 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4252 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4255 Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
4257 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
4258 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
4260 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
4263 Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
4265 Float4 linear = x * x;
4266 linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
4268 return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
4271 void PixelRoutine::MOV(Vector4i &dst, Vector4i &src0)
4279 void PixelRoutine::ADD(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4281 dst.x = AddSat(src0.x, src1.x);
4282 dst.y = AddSat(src0.y, src1.y);
4283 dst.z = AddSat(src0.z, src1.z);
4284 dst.w = AddSat(src0.w, src1.w);
4287 void PixelRoutine::SUB(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4289 dst.x = SubSat(src0.x, src1.x);
4290 dst.y = SubSat(src0.y, src1.y);
4291 dst.z = SubSat(src0.z, src1.z);
4292 dst.w = SubSat(src0.w, src1.w);
4295 void PixelRoutine::MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4297 // FIXME: Long fixed-point multiply fixup
4298 {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);}
4299 {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);}
4300 {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);}
4301 {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);}
4304 void PixelRoutine::MUL(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4306 // FIXME: Long fixed-point multiply fixup
4307 {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);}
4308 {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);}
4309 {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);}
4310 {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);}
4313 void PixelRoutine::DP3(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4318 // FIXME: Long fixed-point multiply fixup
4319 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4320 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4321 t0 = AddSat(t0, t1);
4322 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4323 t0 = AddSat(t0, t1);
4331 void PixelRoutine::DP4(Vector4i &dst, Vector4i &src0, Vector4i &src1)
4336 // FIXME: Long fixed-point multiply fixup
4337 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4338 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4339 t0 = AddSat(t0, t1);
4340 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4341 t0 = AddSat(t0, t1);
4342 t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4343 t0 = AddSat(t0, t1);
4351 void PixelRoutine::LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4353 // FIXME: Long fixed-point multiply fixup
4354 {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);}
4355 {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);}
4356 {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);}
4357 {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);}
4360 void PixelRoutine::TEXCOORD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
4366 if(state.interpolant[2 + coordinate].component & 0x01)
4368 uw = Max(u, Float4(0.0f));
4369 uw = Min(uw, Float4(1.0f));
4370 dst.x = convertFixed12(uw);
4374 dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4377 if(state.interpolant[2 + coordinate].component & 0x02)
4379 vw = Max(v, Float4(0.0f));
4380 vw = Min(vw, Float4(1.0f));
4381 dst.y = convertFixed12(vw);
4385 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4388 if(state.interpolant[2 + coordinate].component & 0x04)
4390 sw = Max(s, Float4(0.0f));
4391 sw = Min(sw, Float4(1.0f));
4392 dst.z = convertFixed12(sw);
4396 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4399 dst.w = Short4(0x1000);
4402 void PixelRoutine::TEXCRD(Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
4414 if(state.interpolant[2 + coordinate].component & 0x01)
4416 uw *= Float4(0x1000);
4417 uw = Max(uw, Float4(-0x8000));
4418 uw = Min(uw, Float4(0x7FFF));
4419 dst.x = RoundShort4(uw);
4423 dst.x = Short4(0x0000);
4426 if(state.interpolant[2 + coordinate].component & 0x02)
4428 vw *= Float4(0x1000);
4429 vw = Max(vw, Float4(-0x8000));
4430 vw = Min(vw, Float4(0x7FFF));
4431 dst.y = RoundShort4(vw);
4435 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4438 if(state.interpolant[2 + coordinate].component & 0x04)
4440 sw *= Float4(0x1000);
4441 sw = Max(sw, Float4(-0x8000));
4442 sw = Min(sw, Float4(0x7FFF));
4443 dst.z = RoundShort4(sw);
4447 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4451 void PixelRoutine::TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src)
4453 TEXM3X3PAD(r, u, v, s, src, 0, false);
4455 Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
4463 void PixelRoutine::TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
4465 TEXM3X3PAD(r, u, v, s, src0, 0, false);
4467 r.v_ = Float4(0.0f);
4468 r.w_ = Float4(0.0f);
4470 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4473 void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
4475 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
4476 SignMask(CmpNLT(v, Float4(0.0f))) &
4477 SignMask(CmpNLT(s, Float4(0.0f)));
4479 for(unsigned int q = 0; q < state.multiSample; q++)
4485 void PixelRoutine::TEXKILL(Int cMask[4], Vector4i &src)
4487 Short4 test = src.x | src.y | src.z;
4488 Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
4490 for(unsigned int q = 0; q < state.multiSample; q++)
4496 void PixelRoutine::TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
4498 sampleTexture(r, dst, sampler, u, v, s, s, project);
4501 void PixelRoutine::TEXLD(Registers &r, Vector4i &dst, Vector4i &src, int sampler, bool project)
4503 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
4504 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
4505 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
4507 sampleTexture(r, dst, sampler, u, v, s, s, project);
4510 void PixelRoutine::TEXBEM(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4512 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4513 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4518 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4519 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4521 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4522 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4528 sampleTexture(r, dst, stage, u_, v_, s, s);
4531 void PixelRoutine::TEXBEML(Registers &r, Vector4i &dst, Vector4i &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4533 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4534 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4539 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4540 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4542 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4543 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4549 sampleTexture(r, dst, stage, u_, v_, s, s);
4554 L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
4556 L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
4557 L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
4558 L = Min(L, Short4(0x1000));
4560 dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
4561 dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
4562 dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
4565 void PixelRoutine::TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4567 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
4568 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4569 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4571 sampleTexture(r, dst, stage, u, v, s, s);
4574 void PixelRoutine::TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4576 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4577 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4580 sampleTexture(r, dst, stage, u, v, s, s);
4583 void PixelRoutine::TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &src0, int stage)
4585 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4586 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4587 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4589 sampleTexture(r, dst, stage, u, v, s, s);
4592 void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src, bool signedScaling)
4594 TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
4597 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4602 void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
4604 TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
4607 void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
4609 TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
4611 r.w_ = Float4(0.0f);
4613 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4616 void PixelRoutine::TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, bool signedScaling)
4618 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4620 dst.x = RoundShort4(r.u_ * Float4(0x1000));
4621 dst.y = RoundShort4(r.v_ * Float4(0x1000));
4622 dst.z = RoundShort4(r.w_ * Float4(0x1000));
4623 dst.w = Short4(0x1000);
4626 void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling)
4628 if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
4630 r.U = Float4(src0.x);
4631 r.V = Float4(src0.y);
4632 r.W = Float4(src0.z);
4634 previousScaling = signedScaling;
4637 Float4 x = r.U * u + r.V * v + r.W * s;
4639 x *= Float4(1.0f / 0x1000);
4643 case 0: r.u_ = x; break;
4644 case 1: r.v_ = x; break;
4645 case 2: r.w_ = x; break;
4646 default: ASSERT(false);
4650 void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &src1)
4652 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4654 Float4 E[3]; // Eye vector
4656 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
4657 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
4658 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
4665 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4679 r.u_ += r.v_ + r.w_;
4684 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4687 void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling)
4689 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4691 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4694 void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0)
4696 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4698 Float4 E[3]; // Eye vector
4700 E[0] = r.vf[2 + stage - 2].w;
4701 E[1] = r.vf[2 + stage - 1].w;
4702 E[2] = r.vf[2 + stage - 0].w;
4709 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4723 r.u_ += r.v_ + r.w_;
4728 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4731 void PixelRoutine::TEXDEPTH(Registers &r)
4733 r.u_ = Float4(r.ri[5].x);
4734 r.v_ = Float4(r.ri[5].y);
4737 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4742 void PixelRoutine::CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4744 {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;};
4745 {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;};
4746 {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;};
4747 {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;};
4750 void PixelRoutine::CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &src2)
4752 {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;};
4753 {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;};
4754 {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;};
4755 {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;};
4758 void PixelRoutine::BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &src1, int stage)
4763 // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
4764 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4765 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4766 t0 = AddSat(t0, t1);
4767 t0 = AddSat(t0, src0.x);
4770 // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
4771 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4772 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4773 t0 = AddSat(t0, t1);
4774 t0 = AddSat(t0, src0.y);
4778 void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4780 Vector4f row0 = reg(r, src1, 0);
4781 Vector4f row1 = reg(r, src1, 1);
4783 dst.x = dot3(src0, row0);
4784 dst.y = dot3(src0, row1);
4787 void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4789 Vector4f row0 = reg(r, src1, 0);
4790 Vector4f row1 = reg(r, src1, 1);
4791 Vector4f row2 = reg(r, src1, 2);
4793 dst.x = dot3(src0, row0);
4794 dst.y = dot3(src0, row1);
4795 dst.z = dot3(src0, row2);
4798 void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4800 Vector4f row0 = reg(r, src1, 0);
4801 Vector4f row1 = reg(r, src1, 1);
4802 Vector4f row2 = reg(r, src1, 2);
4803 Vector4f row3 = reg(r, src1, 3);
4805 dst.x = dot3(src0, row0);
4806 dst.y = dot3(src0, row1);
4807 dst.z = dot3(src0, row2);
4808 dst.w = dot3(src0, row3);
4811 void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4813 Vector4f row0 = reg(r, src1, 0);
4814 Vector4f row1 = reg(r, src1, 1);
4815 Vector4f row2 = reg(r, src1, 2);
4817 dst.x = dot4(src0, row0);
4818 dst.y = dot4(src0, row1);
4819 dst.z = dot4(src0, row2);
4822 void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4824 Vector4f row0 = reg(r, src1, 0);
4825 Vector4f row1 = reg(r, src1, 1);
4826 Vector4f row2 = reg(r, src1, 2);
4827 Vector4f row3 = reg(r, src1, 3);
4829 dst.x = dot4(src0, row0);
4830 dst.y = dot4(src0, row1);
4831 dst.z = dot4(src0, row2);
4832 dst.w = dot4(src0, row3);
4835 void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
4838 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
4840 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4841 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4842 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4843 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4846 void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
4849 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
4851 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4852 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4853 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4854 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4857 void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
4860 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
4862 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
4863 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
4864 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
4865 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
4868 void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
4872 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
4873 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
4874 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
4875 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
4877 // FIXME: Dynamic branching affects TEXKILL?
4878 // if(shader->containsDynamicBranching())
4880 // kill = ~SignMask(enableMask(r));
4883 for(unsigned int q = 0; q < state.multiSample; q++)
4888 // FIXME: Branch to end of shader if all killed?
4891 void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
4895 if(shader->containsDynamicBranching())
4897 kill = ~SignMask(enableMask(r, instruction));
4900 for(unsigned int q = 0; q < state.multiSample; q++)
4905 // FIXME: Branch to end of shader if all killed?
4908 void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
4910 dst.x = src.x.yyww - src.x.xxzz;
4911 dst.y = src.y.yyww - src.y.xxzz;
4912 dst.z = src.z.yyww - src.z.xxzz;
4913 dst.w = src.w.yyww - src.w.xxzz;
4916 void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
4918 dst.x = src.x.zwzw - src.x.xyxy;
4919 dst.y = src.y.zwzw - src.y.xyxy;
4920 dst.z = src.z.zwzw - src.z.xyxy;
4921 dst.w = src.w.zwzw - src.w.xyxy;
4924 void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
4926 // abs(dFdx(src)) + abs(dFdy(src));
4927 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
4928 dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
4929 dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
4930 dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
4933 void PixelRoutine::BREAK(Registers &r)
4935 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
4936 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
4940 r.enableIndex = r.enableIndex - breakDepth;
4941 Nucleus::createBr(endBlock);
4945 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
4946 Bool allBreak = SignMask(r.enableBreak) == 0x0;
4948 r.enableIndex = r.enableIndex - breakDepth;
4949 branch(allBreak, endBlock, deadBlock);
4952 Nucleus::setInsertBlock(deadBlock);
4953 r.enableIndex = r.enableIndex + breakDepth;
4956 void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
4962 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
4963 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
4964 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
4965 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
4966 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
4967 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
4972 BREAK(r, condition);
4975 void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
4977 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
4979 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
4981 condition = ~condition;
4984 BREAK(r, condition);
4987 void PixelRoutine::BREAK(Registers &r, Int4 &condition)
4989 condition &= r.enableStack[r.enableIndex];
4991 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
4992 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
4994 r.enableBreak = r.enableBreak & ~condition;
4995 Bool allBreak = SignMask(r.enableBreak) == 0x0;
4997 r.enableIndex = r.enableIndex - breakDepth;
4998 branch(allBreak, endBlock, continueBlock);
5000 Nucleus::setInsertBlock(continueBlock);
5001 r.enableIndex = r.enableIndex + breakDepth;
5004 void PixelRoutine::CONTINUE(Registers &r)
5006 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
5009 void PixelRoutine::TEST()
5014 void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
5016 if(!labelBlock[labelIndex])
5018 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5021 if(callRetBlock[labelIndex].size() > 1)
5023 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5026 Int4 restoreLeave = r.enableLeave;
5028 Nucleus::createBr(labelBlock[labelIndex]);
5029 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5031 r.enableLeave = restoreLeave;
5034 void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
5036 if(src.type == Shader::PARAMETER_CONSTBOOL)
5038 CALLNZb(r, labelIndex, callSiteIndex, src);
5040 else if(src.type == Shader::PARAMETER_PREDICATE)
5042 CALLNZp(r, labelIndex, callSiteIndex, src);
5047 void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
5049 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5051 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5053 condition = !condition;
5056 if(!labelBlock[labelIndex])
5058 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5061 if(callRetBlock[labelIndex].size() > 1)
5063 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5066 Int4 restoreLeave = r.enableLeave;
5068 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5069 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5071 r.enableLeave = restoreLeave;
5074 void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
5076 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5078 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5080 condition = ~condition;
5083 condition &= r.enableStack[r.enableIndex];
5085 if(!labelBlock[labelIndex])
5087 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5090 if(callRetBlock[labelIndex].size() > 1)
5092 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5096 r.enableStack[r.enableIndex] = condition;
5097 Int4 restoreLeave = r.enableLeave;
5099 Bool notAllFalse = SignMask(condition) != 0;
5100 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5101 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5104 r.enableLeave = restoreLeave;
5107 void PixelRoutine::ELSE(Registers &r)
5111 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
5112 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5114 if(isConditionalIf[ifDepth])
5116 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5117 Bool notAllFalse = SignMask(condition) != 0;
5119 branch(notAllFalse, falseBlock, endBlock);
5121 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5125 Nucleus::createBr(endBlock);
5126 Nucleus::setInsertBlock(falseBlock);
5129 ifFalseBlock[ifDepth] = endBlock;
5134 void PixelRoutine::ENDIF(Registers &r)
5138 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
5140 Nucleus::createBr(endBlock);
5141 Nucleus::setInsertBlock(endBlock);
5143 if(isConditionalIf[ifDepth])
5150 void PixelRoutine::ENDLOOP(Registers &r)
5154 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
5156 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5157 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5159 Nucleus::createBr(testBlock);
5160 Nucleus::setInsertBlock(endBlock);
5163 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5166 void PixelRoutine::ENDREP(Registers &r)
5170 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5171 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5173 Nucleus::createBr(testBlock);
5174 Nucleus::setInsertBlock(endBlock);
5177 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5180 void PixelRoutine::ENDWHILE(Registers &r)
5184 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5185 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5187 Nucleus::createBr(testBlock);
5188 Nucleus::setInsertBlock(endBlock);
5191 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5195 void PixelRoutine::IF(Registers &r, const Src &src)
5197 if(src.type == Shader::PARAMETER_CONSTBOOL)
5201 else if(src.type == Shader::PARAMETER_PREDICATE)
5207 Int4 condition = As<Int4>(reg(r, src).x);
5212 void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
5214 ASSERT(ifDepth < 24 + 4);
5216 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5218 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5220 condition = !condition;
5223 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5224 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5226 branch(condition, trueBlock, falseBlock);
5228 isConditionalIf[ifDepth] = false;
5229 ifFalseBlock[ifDepth] = falseBlock;
5234 void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
5236 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5238 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5240 condition = ~condition;
5246 void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5252 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
5253 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
5254 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
5255 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
5256 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
5257 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
5265 void PixelRoutine::IF(Registers &r, Int4 &condition)
5267 condition &= r.enableStack[r.enableIndex];
5270 r.enableStack[r.enableIndex] = condition;
5272 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5273 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5275 Bool notAllFalse = SignMask(condition) != 0;
5277 branch(notAllFalse, trueBlock, falseBlock);
5279 isConditionalIf[ifDepth] = true;
5280 ifFalseBlock[ifDepth] = falseBlock;
5286 void PixelRoutine::LABEL(int labelIndex)
5288 if(!labelBlock[labelIndex])
5290 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5293 Nucleus::setInsertBlock(labelBlock[labelIndex]);
5294 currentLabel = labelIndex;
5297 void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
5301 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5302 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
5303 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
5305 // If(r.increment[r.loopDepth] == 0)
5307 // r.increment[r.loopDepth] = 1;
5310 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5311 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5312 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5314 loopRepTestBlock[loopRepDepth] = testBlock;
5315 loopRepEndBlock[loopRepDepth] = endBlock;
5317 // FIXME: jump(testBlock)
5318 Nucleus::createBr(testBlock);
5319 Nucleus::setInsertBlock(testBlock);
5321 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5322 Nucleus::setInsertBlock(loopBlock);
5324 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5330 void PixelRoutine::REP(Registers &r, const Src &integerRegister)
5334 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5335 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
5337 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5338 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5339 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5341 loopRepTestBlock[loopRepDepth] = testBlock;
5342 loopRepEndBlock[loopRepDepth] = endBlock;
5344 // FIXME: jump(testBlock)
5345 Nucleus::createBr(testBlock);
5346 Nucleus::setInsertBlock(testBlock);
5348 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5349 Nucleus::setInsertBlock(loopBlock);
5351 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5357 void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
5361 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5362 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5363 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5365 loopRepTestBlock[loopRepDepth] = testBlock;
5366 loopRepEndBlock[loopRepDepth] = endBlock;
5368 Int4 restoreBreak = r.enableBreak;
5369 Int4 restoreContinue = r.enableContinue;
5371 // FIXME: jump(testBlock)
5372 Nucleus::createBr(testBlock);
5373 Nucleus::setInsertBlock(testBlock);
5374 r.enableContinue = restoreContinue;
5376 const Vector4f &src = reg(r, temporaryRegister);
5377 Int4 condition = As<Int4>(src.x);
5378 condition &= r.enableStack[r.enableIndex - 1];
5379 r.enableStack[r.enableIndex] = condition;
5381 Bool notAllFalse = SignMask(condition) != 0;
5382 branch(notAllFalse, loopBlock, endBlock);
5384 Nucleus::setInsertBlock(endBlock);
5385 r.enableBreak = restoreBreak;
5387 Nucleus::setInsertBlock(loopBlock);
5393 void PixelRoutine::RET(Registers &r)
5395 if(currentLabel == -1)
5397 returnBlock = Nucleus::createBasicBlock();
5398 Nucleus::createBr(returnBlock);
5402 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
5404 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
5406 // FIXME: Encapsulate
5407 UInt index = r.callStack[--r.stackIndex];
5409 llvm::Value *value = index.loadValue();
5410 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
5412 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
5414 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
5417 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
5419 Nucleus::createBr(callRetBlock[currentLabel][0]);
5421 else // Function isn't called
5423 Nucleus::createBr(unreachableBlock);
5426 Nucleus::setInsertBlock(unreachableBlock);
5427 Nucleus::createUnreachable();
5431 void PixelRoutine::LEAVE(Registers &r)
5433 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
5435 // FIXME: Return from function if all instances left
5436 // FIXME: Use enableLeave in other control-flow constructs
5439 void PixelRoutine::writeDestination(Registers &r, Vector4i &d, const Dst &dst)
5443 case Shader::PARAMETER_TEMP:
5444 if(dst.mask & 0x1) r.ri[dst.index].x = d.x;
5445 if(dst.mask & 0x2) r.ri[dst.index].y = d.y;
5446 if(dst.mask & 0x4) r.ri[dst.index].z = d.z;
5447 if(dst.mask & 0x8) r.ri[dst.index].w = d.w;
5449 case Shader::PARAMETER_INPUT:
5450 if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
5451 if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
5452 if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
5453 if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
5455 case Shader::PARAMETER_CONST: ASSERT(false); break;
5456 case Shader::PARAMETER_TEXTURE:
5457 if(dst.mask & 0x1) r.ti[dst.index].x = d.x;
5458 if(dst.mask & 0x2) r.ti[dst.index].y = d.y;
5459 if(dst.mask & 0x4) r.ti[dst.index].z = d.z;
5460 if(dst.mask & 0x8) r.ti[dst.index].w = d.w;
5462 case Shader::PARAMETER_COLOROUT:
5463 if(dst.mask & 0x1) r.vi[dst.index].x = d.x;
5464 if(dst.mask & 0x2) r.vi[dst.index].y = d.y;
5465 if(dst.mask & 0x4) r.vi[dst.index].z = d.z;
5466 if(dst.mask & 0x8) r.vi[dst.index].w = d.w;
5473 Vector4i PixelRoutine::regi(Registers &r, const Src &src)
5480 if(src.type == Shader::PARAMETER_CONST)
5482 c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
5483 c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
5484 c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
5485 c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
5490 case Shader::PARAMETER_TEMP: reg = &r.ri[i]; break;
5491 case Shader::PARAMETER_INPUT: reg = &r.vi[i]; break;
5492 case Shader::PARAMETER_CONST: reg = &c; break;
5493 case Shader::PARAMETER_TEXTURE: reg = &r.ti[i]; break;
5494 case Shader::PARAMETER_VOID: return r.ri[0]; // Dummy
5495 case Shader::PARAMETER_FLOAT4LITERAL: return r.ri[0]; // Dummy
5500 const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
5501 const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
5502 const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
5503 const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
5507 switch(src.modifier)
5509 case Shader::MODIFIER_NONE:
5515 case Shader::MODIFIER_BIAS:
5516 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5517 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5518 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5519 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5521 case Shader::MODIFIER_BIAS_NEGATE:
5522 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5523 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5524 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5525 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5527 case Shader::MODIFIER_COMPLEMENT:
5528 mod.x = SubSat(Short4(0x1000), x);
5529 mod.y = SubSat(Short4(0x1000), y);
5530 mod.z = SubSat(Short4(0x1000), z);
5531 mod.w = SubSat(Short4(0x1000), w);
5533 case Shader::MODIFIER_NEGATE:
5539 case Shader::MODIFIER_X2:
5540 mod.x = AddSat(x, x);
5541 mod.y = AddSat(y, y);
5542 mod.z = AddSat(z, z);
5543 mod.w = AddSat(w, w);
5545 case Shader::MODIFIER_X2_NEGATE:
5546 mod.x = -AddSat(x, x);
5547 mod.y = -AddSat(y, y);
5548 mod.z = -AddSat(z, z);
5549 mod.w = -AddSat(w, w);
5551 case Shader::MODIFIER_SIGN:
5552 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5553 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5554 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5555 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5556 mod.x = AddSat(mod.x, mod.x);
5557 mod.y = AddSat(mod.y, mod.y);
5558 mod.z = AddSat(mod.z, mod.z);
5559 mod.w = AddSat(mod.w, mod.w);
5561 case Shader::MODIFIER_SIGN_NEGATE:
5562 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5563 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5564 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5565 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5566 mod.x = AddSat(mod.x, mod.x);
5567 mod.y = AddSat(mod.y, mod.y);
5568 mod.z = AddSat(mod.z, mod.z);
5569 mod.w = AddSat(mod.w, mod.w);
5571 case Shader::MODIFIER_DZ:
5576 // Projection performed by texture sampler
5578 case Shader::MODIFIER_DW:
5583 // Projection performed by texture sampler
5589 if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
5591 mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5592 mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5593 mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5594 mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5600 Vector4f PixelRoutine::reg(Registers &r, const Src &src, int offset)
5603 int i = src.index + offset;
5607 case Shader::PARAMETER_TEMP:
5608 if(src.rel.type == Shader::PARAMETER_VOID)
5614 Int a = relativeAddress(r, src);
5619 case Shader::PARAMETER_INPUT:
5621 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5625 else if(src.rel.type == Shader::PARAMETER_LOOP)
5627 Int aL = r.aL[r.loopDepth];
5633 Int a = relativeAddress(r, src);
5639 case Shader::PARAMETER_CONST:
5640 reg = readConstant(r, src, offset);
5642 case Shader::PARAMETER_TEXTURE:
5645 case Shader::PARAMETER_MISCTYPE:
5646 if(src.index == 0) reg = r.vPos;
5647 if(src.index == 1) reg = r.vFace;
5649 case Shader::PARAMETER_SAMPLER:
5650 if(src.rel.type == Shader::PARAMETER_VOID)
5652 reg.x = As<Float4>(Int4(i));
5654 else if(src.rel.type == Shader::PARAMETER_TEMP)
5656 reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
5659 case Shader::PARAMETER_PREDICATE: return reg; // Dummy
5660 case Shader::PARAMETER_VOID: return reg; // Dummy
5661 case Shader::PARAMETER_FLOAT4LITERAL:
5662 reg.x = Float4(src.value[0]);
5663 reg.y = Float4(src.value[1]);
5664 reg.z = Float4(src.value[2]);
5665 reg.w = Float4(src.value[3]);
5667 case Shader::PARAMETER_CONSTINT: return reg; // Dummy
5668 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
5669 case Shader::PARAMETER_LOOP: return reg; // Dummy
5670 case Shader::PARAMETER_COLOROUT:
5673 case Shader::PARAMETER_DEPTHOUT:
5680 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
5681 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
5682 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
5683 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
5687 switch(src.modifier)
5689 case Shader::MODIFIER_NONE:
5695 case Shader::MODIFIER_NEGATE:
5701 case Shader::MODIFIER_ABS:
5707 case Shader::MODIFIER_ABS_NEGATE:
5713 case Shader::MODIFIER_NOT:
5714 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
5715 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
5716 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
5717 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
5726 Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
5730 int i = src.index + offset;
5732 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5734 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
5741 if(localShaderConstants) // Constant may be known at compile time
5743 for(int j = 0; j < shader->getLength(); j++)
5745 const Shader::Instruction &instruction = *shader->getInstruction(j);
5747 if(instruction.opcode == Shader::OPCODE_DEF)
5749 if(instruction.dst.index == i)
5751 c.x = Float4(instruction.src[0].value[0]);
5752 c.y = Float4(instruction.src[0].value[1]);
5753 c.z = Float4(instruction.src[0].value[2]);
5754 c.w = Float4(instruction.src[0].value[3]);
5762 else if(src.rel.type == Shader::PARAMETER_LOOP)
5764 Int loopCounter = r.aL[r.loopDepth];
5766 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
5775 Int a = relativeAddress(r, src);
5777 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
5788 Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
5790 ASSERT(var.rel.deterministic);
5792 if(var.rel.type == Shader::PARAMETER_TEMP)
5794 return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
5796 else if(var.rel.type == Shader::PARAMETER_INPUT)
5798 return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
5800 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
5802 return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
5804 else if(var.rel.type == Shader::PARAMETER_CONST)
5806 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
5808 return RoundInt(Extract(c, 0)) * var.rel.scale;
5815 Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
5817 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
5821 if(shader->containsBreakInstruction() && instruction->analysisBreak)
5823 enable &= r.enableBreak;
5826 if(shader->containsContinueInstruction() && instruction->analysisContinue)
5828 enable &= r.enableContinue;
5831 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
5833 enable &= r.enableLeave;
5840 bool PixelRoutine::colorUsed()
5842 return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
5845 unsigned short PixelRoutine::shaderVersion() const
5847 return shader ? shader->getVersion() : 0x0000;
5850 bool PixelRoutine::interpolateZ() const
5852 return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
5855 bool PixelRoutine::interpolateW() const
5857 return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);