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 complementaryDepthBuffer;
26 extern bool postBlendSRGB;
27 extern bool exactColorRounding;
28 extern bool booleanFaceRegister;
29 extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
30 extern bool fullPixelPositionRegister;
32 PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
36 previousScaling = false;
44 for(int i = 0; i < 2048; i++)
50 PixelRoutine::~PixelRoutine()
52 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
58 void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
61 Long pipeTime = Ticks();
64 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
66 sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
69 const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
70 const bool integerPipeline = shaderVersion() <= 0x0104;
72 Int zMask[4]; // Depth mask
73 Int sMask[4]; // Stencil mask
75 for(unsigned int q = 0; q < state.multiSample; q++)
81 for(unsigned int q = 0; q < state.multiSample; q++)
83 stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
93 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
97 for(unsigned int q = 0; q < state.multiSample; q++)
101 if(state.multiSample > 1)
103 x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
106 z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
110 Bool depthPass = false;
114 for(unsigned int q = 0; q < state.multiSample; q++)
116 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
120 If(depthPass || Bool(!earlyDepthTest))
123 Long interpTime = Ticks();
126 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
128 // Centroid locations
129 Float4 XXXX = Float4(0.0f);
130 Float4 YYYY = Float4(0.0f);
134 Float4 WWWW(1.0e-9f);
136 for(unsigned int q = 0; q < state.multiSample; q++)
138 XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
139 YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
140 WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
153 w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
158 rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
162 for(int interpolant = 0; interpolant < 10; interpolant++)
164 for(int component = 0; component < 4; component++)
166 if(state.interpolant[interpolant].component & (1 << component))
168 if(!state.interpolant[interpolant].centroid)
170 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);
174 r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
181 switch(state.interpolant[interpolant].project)
186 rcp = reciprocal(r.vf[interpolant].y);
187 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
190 rcp = reciprocal(r.vf[interpolant].z);
191 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
192 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
195 rcp = reciprocal(r.vf[interpolant].w);
196 r.vf[interpolant].x = r.vf[interpolant].x * rcp;
197 r.vf[interpolant].y = r.vf[interpolant].y * rcp;
198 r.vf[interpolant].z = r.vf[interpolant].z * rcp;
203 if(state.fog.component)
205 f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
210 if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
211 if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
212 if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
213 if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
215 if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
216 if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
217 if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
218 if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
220 else if(shaderVersion() >= 0x0300)
222 if(shader->vPosDeclared)
224 if(!halfIntegerCoordinates)
226 r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
227 r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
231 r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
232 r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
235 if(fullPixelPositionRegister)
237 r.vPos.z = z[0]; // FIXME: Centroid?
238 r.vPos.w = w; // FIXME: Centroid?
242 if(shader->vFaceDeclared)
244 Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
245 Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
255 r.cycles[PERF_INTERP] += Ticks() - interpTime;
258 Bool alphaPass = true;
263 Long shaderTime = Ticks();
268 // shader->print("PixelShader-%0.8X.txt", state.shaderID);
270 if(shader->getVersion() <= 0x0104)
281 r.current = r.diffuse;
282 Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
284 for(int stage = 0; stage < 8; stage++)
286 if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
293 if(state.textureStage[stage].usesTexture)
295 sampleTexture(r, texture, stage, stage);
298 blendTexture(r, temp, texture, stage);
301 specularPixel(r.current, r.specular);
305 r.cycles[PERF_SHADER] += Ticks() - shaderTime;
310 r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
311 r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
312 r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
313 r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
315 alphaPass = alphaTest(r, cMask, r.current);
321 alphaPass = alphaTest(r, cMask, r.oC[0]);
324 if((shader && shader->containsKill()) || state.alphaTestActive())
326 for(unsigned int q = 0; q < state.multiSample; q++)
328 zMask[q] &= cMask[q];
329 sMask[q] &= cMask[q];
338 for(unsigned int q = 0; q < state.multiSample; q++)
340 depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
345 Long ropTime = Ticks();
348 If(depthPass || Bool(earlyDepthTest))
350 for(unsigned int q = 0; q < state.multiSample; q++)
352 if(state.multiSampleMask & (1 << q))
354 writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
356 if(state.occlusionEnabled)
358 r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
366 AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
371 rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
375 rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
381 r.cycles[PERF_ROP] += Ticks() - ropTime;
386 for(unsigned int q = 0; q < state.multiSample; q++)
388 if(state.multiSampleMask & (1 << q))
390 writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
395 r.cycles[PERF_PIPE] += Ticks() - pipeTime;
399 Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
401 Float4 interpolant = D;
405 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
416 Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
418 Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
422 interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
423 y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
434 void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
436 if(!state.stencilActive)
441 // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
443 Pointer<Byte> buffer = sBuffer + 2 * x;
447 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
450 Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
451 Byte8 valueCCW = value;
453 if(!state.noStencilMask)
455 value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
458 stencilTest(r, value, state.stencilCompareMode, false);
460 if(state.twoSidedStencil)
462 if(!state.noStencilMaskCCW)
464 valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
467 stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
469 value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
470 valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
474 sMask = SignMask(value) & cMask;
477 void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
481 switch(stencilCompareMode)
484 value = Byte8(0xFFFFFFFFFFFFFFFF);
487 value = Byte8(0x0000000000000000);
489 case STENCIL_LESS: // a < b ~ b > a
490 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
491 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
494 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
496 case STENCIL_NOTEQUAL: // a != b ~ !(a == b)
497 value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
498 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
500 case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
502 equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
503 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
504 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
507 case STENCIL_GREATER: // a > b
508 equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
509 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
510 equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
513 case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a)
514 value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
515 value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
516 value ^= Byte8(0xFFFFFFFFFFFFFFFF);
523 Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
525 if(!state.depthTestActive)
532 if(shader && shader->depthOverride())
534 if(complementaryDepthBuffer)
536 Z = Float4(1.0f) - r.oDepth;
544 Pointer<Byte> buffer;
547 if(!state.quadLayoutDepthBuffer)
549 buffer = zBuffer + 4 * x;
550 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
554 buffer = zBuffer + 8 * x;
559 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
564 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
566 if(!state.quadLayoutDepthBuffer)
568 // FIXME: Properly optimizes?
569 zValue.xy = *Pointer<Float4>(buffer);
570 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
574 zValue = *Pointer<Float4>(buffer, 16);
580 switch(state.depthCompareMode)
589 zTest = CmpEQ(zValue, Z);
592 zTest = CmpNEQ(zValue, Z);
595 if(complementaryDepthBuffer)
597 zTest = CmpLT(zValue, Z);
601 zTest = CmpNLE(zValue, Z);
604 case DEPTH_GREATEREQUAL:
605 if(complementaryDepthBuffer)
607 zTest = CmpNLT(zValue, Z);
611 zTest = CmpLE(zValue, Z);
614 case DEPTH_LESSEQUAL:
615 if(complementaryDepthBuffer)
617 zTest = CmpLE(zValue, Z);
621 zTest = CmpNLT(zValue, Z);
625 if(complementaryDepthBuffer)
627 zTest = CmpNLE(zValue, Z);
631 zTest = CmpLT(zValue, Z);
638 switch(state.depthCompareMode)
647 zMask = SignMask(zTest) & cMask;
651 if(state.stencilActive)
659 void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
669 const TextureStage::State &textureStage = state.textureStage[stage];
671 if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
672 textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
673 textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
674 textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
675 textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
676 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
678 constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
679 constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
680 constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
681 constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
684 if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
685 textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
686 textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
687 textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
688 textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
689 textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
691 tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
692 tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
693 tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
694 tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
698 if(stage > 0 && textureStage.usesTexture)
700 if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
702 r.current.x = MulHigh(r.current.x, texture.x) << 4;
703 r.current.y = MulHigh(r.current.y, texture.y) << 4;
704 r.current.z = MulHigh(r.current.z, texture.z) << 4;
707 if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
709 r.current.w = MulHigh(r.current.w, texture.w) << 4;
715 texture.x = MulHigh(texture.x, r.L) << 4;
716 texture.y = MulHigh(texture.y, r.L) << 4;
717 texture.z = MulHigh(texture.z, r.L) << 4;
722 switch(textureStage.firstArgument)
724 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
725 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
726 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
727 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
728 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
729 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
730 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
735 switch(textureStage.secondArgument)
737 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
738 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
739 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
740 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
741 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
742 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
743 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
748 switch(textureStage.thirdArgument)
750 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
751 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
752 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
753 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
754 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
755 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
756 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
765 switch(textureStage.firstModifier)
767 case TextureStage::MODIFIER_COLOR:
769 case TextureStage::MODIFIER_INVCOLOR:
771 mod1.x = SubSat(Short4(0x1000), arg1->x);
772 mod1.y = SubSat(Short4(0x1000), arg1->y);
773 mod1.z = SubSat(Short4(0x1000), arg1->z);
774 mod1.w = SubSat(Short4(0x1000), arg1->w);
779 case TextureStage::MODIFIER_ALPHA:
789 case TextureStage::MODIFIER_INVALPHA:
791 mod1.x = SubSat(Short4(0x1000), arg1->w);
792 mod1.y = SubSat(Short4(0x1000), arg1->w);
793 mod1.z = SubSat(Short4(0x1000), arg1->w);
794 mod1.w = SubSat(Short4(0x1000), arg1->w);
803 switch(textureStage.secondModifier)
805 case TextureStage::MODIFIER_COLOR:
807 case TextureStage::MODIFIER_INVCOLOR:
809 mod2.x = SubSat(Short4(0x1000), arg2->x);
810 mod2.y = SubSat(Short4(0x1000), arg2->y);
811 mod2.z = SubSat(Short4(0x1000), arg2->z);
812 mod2.w = SubSat(Short4(0x1000), arg2->w);
817 case TextureStage::MODIFIER_ALPHA:
827 case TextureStage::MODIFIER_INVALPHA:
829 mod2.x = SubSat(Short4(0x1000), arg2->w);
830 mod2.y = SubSat(Short4(0x1000), arg2->w);
831 mod2.z = SubSat(Short4(0x1000), arg2->w);
832 mod2.w = SubSat(Short4(0x1000), arg2->w);
841 switch(textureStage.thirdModifier)
843 case TextureStage::MODIFIER_COLOR:
845 case TextureStage::MODIFIER_INVCOLOR:
847 mod3.x = SubSat(Short4(0x1000), arg3->x);
848 mod3.y = SubSat(Short4(0x1000), arg3->y);
849 mod3.z = SubSat(Short4(0x1000), arg3->z);
850 mod3.w = SubSat(Short4(0x1000), arg3->w);
855 case TextureStage::MODIFIER_ALPHA:
865 case TextureStage::MODIFIER_INVALPHA:
867 mod3.x = SubSat(Short4(0x1000), arg3->w);
868 mod3.y = SubSat(Short4(0x1000), arg3->w);
869 mod3.z = SubSat(Short4(0x1000), arg3->w);
870 mod3.w = SubSat(Short4(0x1000), arg3->w);
879 switch(textureStage.stageOperation)
881 case TextureStage::STAGE_DISABLE:
883 case TextureStage::STAGE_SELECTARG1: // Arg1
890 case TextureStage::STAGE_SELECTARG2: // Arg2
897 case TextureStage::STAGE_SELECTARG3: // Arg3
904 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
906 res.x = MulHigh(arg1->x, arg2->x) << 4;
907 res.y = MulHigh(arg1->y, arg2->y) << 4;
908 res.z = MulHigh(arg1->z, arg2->z) << 4;
911 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
913 res.x = MulHigh(arg1->x, arg2->x) << 5;
914 res.y = MulHigh(arg1->y, arg2->y) << 5;
915 res.z = MulHigh(arg1->z, arg2->z) << 5;
918 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
920 res.x = MulHigh(arg1->x, arg2->x) << 6;
921 res.y = MulHigh(arg1->y, arg2->y) << 6;
922 res.z = MulHigh(arg1->z, arg2->z) << 6;
925 case TextureStage::STAGE_ADD: // Arg1 + Arg2
927 res.x = AddSat(arg1->x, arg2->x);
928 res.y = AddSat(arg1->y, arg2->y);
929 res.z = AddSat(arg1->z, arg2->z);
932 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
934 res.x = AddSat(arg1->x, arg2->x);
935 res.y = AddSat(arg1->y, arg2->y);
936 res.z = AddSat(arg1->z, arg2->z);
938 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
939 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
940 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
943 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
945 res.x = AddSat(arg1->x, arg2->x);
946 res.y = AddSat(arg1->y, arg2->y);
947 res.z = AddSat(arg1->z, arg2->z);
949 res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
950 res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
951 res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
953 res.x = AddSat(res.x, res.x);
954 res.y = AddSat(res.y, res.y);
955 res.z = AddSat(res.z, res.z);
958 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
960 res.x = SubSat(arg1->x, arg2->x);
961 res.y = SubSat(arg1->y, arg2->y);
962 res.z = SubSat(arg1->z, arg2->z);
965 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
969 tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
970 tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
971 tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
974 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
976 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
977 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
978 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
981 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
983 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
984 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
985 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
988 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)
992 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);
993 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);
994 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);
1000 res.x = AddSat(res.x, res.y);
1001 res.x = AddSat(res.x, res.z);
1004 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1005 res.x = Min(res.x, Short4(0x1000));
1012 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1014 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
1015 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
1016 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
1019 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1021 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
1022 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
1023 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
1026 case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1028 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);
1029 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);
1030 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);
1033 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1035 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
1036 res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
1037 res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
1040 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1042 res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1043 res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1044 res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1047 case TextureStage::STAGE_PREMODULATE:
1054 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
1056 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
1057 res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
1058 res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
1061 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
1063 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
1064 res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
1065 res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
1068 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
1072 res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1073 res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1074 res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1077 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
1081 res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
1082 res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
1083 res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
1086 case TextureStage::STAGE_BUMPENVMAP:
1088 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1089 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1096 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1097 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1099 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1100 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1105 res.x = r.current.x;
1106 res.y = r.current.y;
1107 res.z = r.current.z;
1108 res.w = r.current.w;
1111 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1113 r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
1114 r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
1122 r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
1123 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
1125 r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
1126 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
1132 r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
1134 r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
1135 r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1136 r.L = Min(r.L, Short4(0x1000));
1140 res.x = r.current.x;
1141 res.y = r.current.y;
1142 res.z = r.current.z;
1143 res.w = r.current.w;
1150 if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
1152 switch(textureStage.firstArgumentAlpha)
1154 case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
1155 case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
1156 case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
1157 case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
1158 case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
1159 case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
1160 case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
1165 switch(textureStage.secondArgumentAlpha)
1167 case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
1168 case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
1169 case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
1170 case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
1171 case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
1172 case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
1173 case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
1178 switch(textureStage.thirdArgumentAlpha)
1180 case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
1181 case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
1182 case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
1183 case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
1184 case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
1185 case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
1186 case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
1191 switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
1193 case TextureStage::MODIFIER_COLOR:
1195 case TextureStage::MODIFIER_INVCOLOR:
1197 mod1.w = SubSat(Short4(0x1000), arg1->w);
1202 case TextureStage::MODIFIER_ALPHA:
1207 case TextureStage::MODIFIER_INVALPHA:
1209 mod1.w = SubSat(Short4(0x1000), arg1->w);
1218 switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
1220 case TextureStage::MODIFIER_COLOR:
1222 case TextureStage::MODIFIER_INVCOLOR:
1224 mod2.w = SubSat(Short4(0x1000), arg2->w);
1229 case TextureStage::MODIFIER_ALPHA:
1234 case TextureStage::MODIFIER_INVALPHA:
1236 mod2.w = SubSat(Short4(0x1000), arg2->w);
1245 switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
1247 case TextureStage::MODIFIER_COLOR:
1249 case TextureStage::MODIFIER_INVCOLOR:
1251 mod3.w = SubSat(Short4(0x1000), arg3->w);
1256 case TextureStage::MODIFIER_ALPHA:
1261 case TextureStage::MODIFIER_INVALPHA:
1263 mod3.w = SubSat(Short4(0x1000), arg3->w);
1272 switch(textureStage.stageOperationAlpha)
1274 case TextureStage::STAGE_DISABLE:
1276 case TextureStage::STAGE_SELECTARG1: // Arg1
1281 case TextureStage::STAGE_SELECTARG2: // Arg2
1286 case TextureStage::STAGE_SELECTARG3: // Arg3
1291 case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
1293 res.w = MulHigh(arg1->w, arg2->w) << 4;
1296 case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
1298 res.w = MulHigh(arg1->w, arg2->w) << 5;
1301 case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
1303 res.w = MulHigh(arg1->w, arg2->w) << 6;
1306 case TextureStage::STAGE_ADD: // Arg1 + Arg2
1308 res.w = AddSat(arg1->w, arg2->w);
1311 case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
1313 res.w = AddSat(arg1->w, arg2->w);
1314 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1317 case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
1319 res.w = AddSat(arg1->w, arg2->w);
1320 res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
1321 res.w = AddSat(res.w, res.w);
1324 case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
1326 res.w = SubSat(arg1->w, arg2->w);
1329 case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
1333 tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
1336 case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
1338 res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
1341 case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
1343 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
1346 case TextureStage::STAGE_DOT3:
1347 break; // Already computed in color channel
1348 case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
1350 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
1353 case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1355 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
1358 case TextureStage::STAGE_BLENDFACTORALPHA:
1360 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);
1363 case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
1365 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
1368 case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
1370 res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
1373 case TextureStage::STAGE_PREMODULATE:
1378 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1379 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1380 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1381 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1382 case TextureStage::STAGE_BUMPENVMAP:
1383 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1384 break; // Invalid alpha operations
1390 // Clamp result to [0, 1]
1392 switch(textureStage.stageOperation)
1394 case TextureStage::STAGE_DISABLE:
1395 case TextureStage::STAGE_SELECTARG1:
1396 case TextureStage::STAGE_SELECTARG2:
1397 case TextureStage::STAGE_SELECTARG3:
1398 case TextureStage::STAGE_MODULATE:
1399 case TextureStage::STAGE_MODULATE2X:
1400 case TextureStage::STAGE_MODULATE4X:
1401 case TextureStage::STAGE_ADD:
1402 case TextureStage::STAGE_MULTIPLYADD:
1403 case TextureStage::STAGE_LERP:
1404 case TextureStage::STAGE_BLENDCURRENTALPHA:
1405 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1406 case TextureStage::STAGE_BLENDFACTORALPHA:
1407 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1408 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1409 case TextureStage::STAGE_DOT3: // Already clamped
1410 case TextureStage::STAGE_PREMODULATE:
1411 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1412 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1413 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1414 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1415 case TextureStage::STAGE_BUMPENVMAP:
1416 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1417 if(state.textureStage[stage].cantUnderflow)
1419 break; // Can't go below zero
1421 case TextureStage::STAGE_ADDSIGNED:
1422 case TextureStage::STAGE_ADDSIGNED2X:
1423 case TextureStage::STAGE_SUBTRACT:
1424 case TextureStage::STAGE_ADDSMOOTH:
1425 res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1426 res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1427 res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1433 switch(textureStage.stageOperationAlpha)
1435 case TextureStage::STAGE_DISABLE:
1436 case TextureStage::STAGE_SELECTARG1:
1437 case TextureStage::STAGE_SELECTARG2:
1438 case TextureStage::STAGE_SELECTARG3:
1439 case TextureStage::STAGE_MODULATE:
1440 case TextureStage::STAGE_MODULATE2X:
1441 case TextureStage::STAGE_MODULATE4X:
1442 case TextureStage::STAGE_ADD:
1443 case TextureStage::STAGE_MULTIPLYADD:
1444 case TextureStage::STAGE_LERP:
1445 case TextureStage::STAGE_BLENDCURRENTALPHA:
1446 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1447 case TextureStage::STAGE_BLENDFACTORALPHA:
1448 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1449 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1450 case TextureStage::STAGE_DOT3: // Already clamped
1451 case TextureStage::STAGE_PREMODULATE:
1452 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1453 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1454 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1455 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1456 case TextureStage::STAGE_BUMPENVMAP:
1457 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1458 if(state.textureStage[stage].cantUnderflow)
1460 break; // Can't go below zero
1462 case TextureStage::STAGE_ADDSIGNED:
1463 case TextureStage::STAGE_ADDSIGNED2X:
1464 case TextureStage::STAGE_SUBTRACT:
1465 case TextureStage::STAGE_ADDSMOOTH:
1466 res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
1472 switch(textureStage.stageOperation)
1474 case TextureStage::STAGE_DISABLE:
1475 case TextureStage::STAGE_SELECTARG1:
1476 case TextureStage::STAGE_SELECTARG2:
1477 case TextureStage::STAGE_SELECTARG3:
1478 case TextureStage::STAGE_MODULATE:
1479 case TextureStage::STAGE_SUBTRACT:
1480 case TextureStage::STAGE_ADDSMOOTH:
1481 case TextureStage::STAGE_LERP:
1482 case TextureStage::STAGE_BLENDCURRENTALPHA:
1483 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1484 case TextureStage::STAGE_BLENDFACTORALPHA:
1485 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1486 case TextureStage::STAGE_DOT3: // Already clamped
1487 case TextureStage::STAGE_PREMODULATE:
1488 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1489 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1490 case TextureStage::STAGE_BUMPENVMAP:
1491 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1492 break; // Can't go above one
1493 case TextureStage::STAGE_MODULATE2X:
1494 case TextureStage::STAGE_MODULATE4X:
1495 case TextureStage::STAGE_ADD:
1496 case TextureStage::STAGE_ADDSIGNED:
1497 case TextureStage::STAGE_ADDSIGNED2X:
1498 case TextureStage::STAGE_MULTIPLYADD:
1499 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1500 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1501 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1502 res.x = Min(res.x, Short4(0x1000));
1503 res.y = Min(res.y, Short4(0x1000));
1504 res.z = Min(res.z, Short4(0x1000));
1510 switch(textureStage.stageOperationAlpha)
1512 case TextureStage::STAGE_DISABLE:
1513 case TextureStage::STAGE_SELECTARG1:
1514 case TextureStage::STAGE_SELECTARG2:
1515 case TextureStage::STAGE_SELECTARG3:
1516 case TextureStage::STAGE_MODULATE:
1517 case TextureStage::STAGE_SUBTRACT:
1518 case TextureStage::STAGE_ADDSMOOTH:
1519 case TextureStage::STAGE_LERP:
1520 case TextureStage::STAGE_BLENDCURRENTALPHA:
1521 case TextureStage::STAGE_BLENDDIFFUSEALPHA:
1522 case TextureStage::STAGE_BLENDFACTORALPHA:
1523 case TextureStage::STAGE_BLENDTEXTUREALPHA:
1524 case TextureStage::STAGE_DOT3: // Already clamped
1525 case TextureStage::STAGE_PREMODULATE:
1526 case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
1527 case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
1528 case TextureStage::STAGE_BUMPENVMAP:
1529 case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
1530 break; // Can't go above one
1531 case TextureStage::STAGE_MODULATE2X:
1532 case TextureStage::STAGE_MODULATE4X:
1533 case TextureStage::STAGE_ADD:
1534 case TextureStage::STAGE_ADDSIGNED:
1535 case TextureStage::STAGE_ADDSIGNED2X:
1536 case TextureStage::STAGE_MULTIPLYADD:
1537 case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
1538 case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
1539 case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
1540 res.w = Min(res.w, Short4(0x1000));
1546 switch(textureStage.destinationArgument)
1548 case TextureStage::DESTINATION_CURRENT:
1549 r.current.x = res.x;
1550 r.current.y = res.y;
1551 r.current.z = res.z;
1552 r.current.w = res.w;
1554 case TextureStage::DESTINATION_TEMP:
1565 void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
1570 switch(state.alphaCompareMode)
1579 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1580 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1582 case ALPHA_NOTEQUAL: // a != b ~ !(a == b)
1583 cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1584 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1586 case ALPHA_LESS: // a < b ~ b > a
1587 cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
1588 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1590 case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
1591 equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1592 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1594 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1596 case ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
1597 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
1598 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1600 case ALPHA_GREATER: // a > b
1601 cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
1602 aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
1609 void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
1611 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
1612 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
1613 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
1614 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
1616 Int aMask0 = SignMask(coverage0);
1617 Int aMask1 = SignMask(coverage1);
1618 Int aMask2 = SignMask(coverage2);
1619 Int aMask3 = SignMask(coverage3);
1627 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s ¤t)
1629 if(!state.alphaTestActive())
1636 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1638 alphaTest(r, aMask, current.w);
1640 for(unsigned int q = 0; q < state.multiSample; q++)
1645 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1647 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
1649 alphaToCoverage(r, cMask, alpha);
1653 Int pass = cMask[0];
1655 for(unsigned int q = 1; q < state.multiSample; q++)
1657 pass = pass | cMask[q];
1663 Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
1665 if(!state.alphaTestActive())
1672 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
1674 Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
1676 alphaTest(r, aMask, alpha);
1678 for(unsigned int q = 0; q < state.multiSample; q++)
1683 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
1685 alphaToCoverage(r, cMask, c0.w);
1689 Int pass = cMask[0];
1691 for(unsigned int q = 1; q < state.multiSample; q++)
1693 pass = pass | cMask[q];
1699 void PixelRoutine::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
1701 if(!state.fogActive)
1706 if(state.pixelFogMode != FOG_NONE)
1708 pixelFog(r, f, z, rhw);
1711 UShort4 fog = convertFixed16(f, true);
1713 current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
1714 current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
1715 current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
1717 UShort4 invFog = UShort4(0xFFFFu) - fog;
1719 current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
1720 current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
1721 current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
1724 void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
1726 if(!state.fogActive)
1731 if(state.pixelFogMode != FOG_NONE)
1733 pixelFog(r, fog, z, rhw);
1735 fog = Min(fog, Float4(1.0f));
1736 fog = Max(fog, Float4(0.0f));
1739 c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1740 c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1741 c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1747 c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
1748 c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
1749 c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
1752 void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
1754 Float4 &zw = visibility;
1756 if(state.pixelFogMode != FOG_NONE)
1764 if(complementaryDepthBuffer)
1766 zw = Float4(1.0f) - z;
1775 switch(state.pixelFogMode)
1780 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
1781 zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
1784 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
1785 zw = exponential2(zw, true);
1788 zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
1790 zw = exponential2(zw, true);
1798 void PixelRoutine::specularPixel(Vector4s ¤t, Vector4s &specular)
1800 if(!state.specularAdd)
1805 current.x = AddSat(current.x, specular.x);
1806 current.y = AddSat(current.y, specular.y);
1807 current.z = AddSat(current.z, specular.z);
1810 void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
1812 if(!state.depthWriteEnable)
1819 if(shader && shader->depthOverride())
1821 if(complementaryDepthBuffer)
1823 Z = Float4(1.0f) - r.oDepth;
1831 Pointer<Byte> buffer;
1834 if(!state.quadLayoutDepthBuffer)
1836 buffer = zBuffer + 4 * x;
1837 pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
1841 buffer = zBuffer + 8 * x;
1846 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
1851 if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
1853 if(!state.quadLayoutDepthBuffer)
1855 // FIXME: Properly optimizes?
1856 zValue.xy = *Pointer<Float4>(buffer);
1857 zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
1861 zValue = *Pointer<Float4>(buffer, 16);
1865 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
1866 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
1867 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
1869 if(!state.quadLayoutDepthBuffer)
1871 // FIXME: Properly optimizes?
1872 *Pointer<Float2>(buffer) = Float2(Z.xy);
1873 *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
1877 *Pointer<Float4>(buffer, 16) = Z;
1881 void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
1883 if(!state.stencilActive)
1888 if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
1890 if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
1896 if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
1901 Pointer<Byte> buffer = sBuffer + 2 * x;
1905 buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
1908 Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
1911 stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
1913 if(!state.noStencilWriteMask)
1915 Byte8 maskedValue = bufferValue;
1916 newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
1917 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
1918 newValue |= maskedValue;
1921 if(state.twoSidedStencil)
1925 stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
1927 if(!state.noStencilWriteMaskCCW)
1929 Byte8 maskedValue = bufferValue;
1930 newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
1931 maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
1932 newValueCCW |= maskedValue;
1935 newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
1936 newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
1937 newValue |= newValueCCW;
1940 newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
1941 bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
1942 newValue |= bufferValue;
1944 *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
1947 void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
1949 Byte8 &pass = newValue;
1953 stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
1955 if(stencilZFailOperation != stencilPassOperation)
1957 stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
1960 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1962 stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
1965 if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
1967 if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
1969 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
1970 zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
1974 pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
1975 fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
1980 void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
1984 case OPERATION_KEEP:
1985 output = bufferValue;
1987 case OPERATION_ZERO:
1988 output = Byte8(0x0000000000000000);
1990 case OPERATION_REPLACE:
1991 output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
1993 case OPERATION_INCRSAT:
1994 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1996 case OPERATION_DECRSAT:
1997 output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
1999 case OPERATION_INVERT:
2000 output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
2002 case OPERATION_INCR:
2003 output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2005 case OPERATION_DECR:
2006 output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
2013 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
2015 Float4 u = r.vf[2 + coordinates].x;
2016 Float4 v = r.vf[2 + coordinates].y;
2017 Float4 w = r.vf[2 + coordinates].z;
2018 Float4 q = r.vf[2 + coordinates].w;
2028 sampleTexture(r, c, stage, u, v, w, q, project);
2031 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
2036 sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
2039 void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
2042 Long texTime = Ticks();
2045 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2049 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2053 Float4 rq = reciprocal(q);
2055 Float4 u_q = u * rq;
2056 Float4 v_q = v * rq;
2057 Float4 w_q = w * rq;
2059 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2063 r.cycles[PERF_TEX] += Ticks() - texTime;
2067 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)
2069 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
2071 sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2075 Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
2077 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
2079 if(shader->usesSampler(i))
2083 sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
2084 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
2091 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)
2094 Long texTime = Ticks();
2097 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
2101 sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
2105 Float4 rq = reciprocal(q);
2107 Float4 u_q = u * rq;
2108 Float4 v_q = v * rq;
2109 Float4 w_q = w * rq;
2111 sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
2115 r.cycles[PERF_TEX] += Ticks() - texTime;
2119 void PixelRoutine::clampColor(Vector4f oC[4])
2121 for(int index = 0; index < 4; index++)
2123 if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
2128 switch(state.targetFormat[index])
2133 case FORMAT_A8R8G8B8:
2134 case FORMAT_A8B8G8R8:
2135 case FORMAT_X8R8G8B8:
2136 case FORMAT_X8B8G8R8:
2139 case FORMAT_A16B16G16R16:
2140 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
2141 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
2142 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
2143 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
2146 case FORMAT_G32R32F:
2147 case FORMAT_A32B32G32R32F:
2155 void PixelRoutine::rasterOperation(Vector4s ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
2157 if(!state.colorWriteActive(0))
2164 switch(state.targetFormat[0])
2167 case FORMAT_X8R8G8B8:
2168 case FORMAT_X8B8G8R8:
2169 case FORMAT_A8R8G8B8:
2170 case FORMAT_A8B8G8R8:
2173 case FORMAT_A16B16G16R16:
2174 if(!postBlendSRGB && state.writeSRGB)
2176 linearToSRGB12_16(r, current);
2186 if(state.targetFormat[0] == FORMAT_R5G6B5)
2188 current.x &= Short4(0xF800u);
2189 current.y &= Short4(0xFC00u);
2190 current.z &= Short4(0xF800u);
2193 fogBlend(r, current, fog, r.z[0], r.rhw);
2195 for(unsigned int q = 0; q < state.multiSample; q++)
2197 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2198 Vector4s color = current;
2200 if(state.multiSampleMask & (1 << q))
2202 alphaBlend(r, 0, buffer, color, x);
2203 logicOperation(r, 0, buffer, color, x);
2204 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2209 case FORMAT_G32R32F:
2210 case FORMAT_A32B32G32R32F:
2211 convertSigned12(oC, current);
2212 fogBlend(r, oC, fog, r.z[0], r.rhw);
2214 for(unsigned int q = 0; q < state.multiSample; q++)
2216 Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
2217 Vector4f color = oC;
2219 if(state.multiSampleMask & (1 << q))
2221 alphaBlend(r, 0, buffer, color, x);
2222 writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2231 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])
2233 for(int index = 0; index < 4; index++)
2235 if(!state.colorWriteActive(index))
2240 if(!postBlendSRGB && state.writeSRGB)
2242 oC[index].x = linearToSRGB(oC[index].x);
2243 oC[index].y = linearToSRGB(oC[index].y);
2244 oC[index].z = linearToSRGB(oC[index].z);
2249 fogBlend(r, oC[index], fog, r.z[0], r.rhw);
2252 switch(state.targetFormat[index])
2255 case FORMAT_X8R8G8B8:
2256 case FORMAT_X8B8G8R8:
2257 case FORMAT_A8R8G8B8:
2258 case FORMAT_A8B8G8R8:
2261 case FORMAT_A16B16G16R16:
2262 for(unsigned int q = 0; q < state.multiSample; q++)
2264 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2267 color.x = convertFixed16(oC[index].x, false);
2268 color.y = convertFixed16(oC[index].y, false);
2269 color.z = convertFixed16(oC[index].z, false);
2270 color.w = convertFixed16(oC[index].w, false);
2272 if(state.multiSampleMask & (1 << q))
2274 alphaBlend(r, index, buffer, color, x);
2275 logicOperation(r, index, buffer, color, x);
2276 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2281 case FORMAT_G32R32F:
2282 case FORMAT_A32B32G32R32F:
2283 for(unsigned int q = 0; q < state.multiSample; q++)
2285 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
2286 Vector4f color = oC[index];
2288 if(state.multiSampleMask & (1 << q))
2290 alphaBlend(r, index, buffer, color, x);
2291 writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
2301 void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive)
2303 switch(blendFactorActive)
2312 blendFactor.x = current.x;
2313 blendFactor.y = current.y;
2314 blendFactor.z = current.z;
2316 case BLEND_INVSOURCE:
2317 blendFactor.x = Short4(0xFFFFu) - current.x;
2318 blendFactor.y = Short4(0xFFFFu) - current.y;
2319 blendFactor.z = Short4(0xFFFFu) - current.z;
2322 blendFactor.x = pixel.x;
2323 blendFactor.y = pixel.y;
2324 blendFactor.z = pixel.z;
2327 blendFactor.x = Short4(0xFFFFu) - pixel.x;
2328 blendFactor.y = Short4(0xFFFFu) - pixel.y;
2329 blendFactor.z = Short4(0xFFFFu) - pixel.z;
2331 case BLEND_SOURCEALPHA:
2332 blendFactor.x = current.w;
2333 blendFactor.y = current.w;
2334 blendFactor.z = current.w;
2336 case BLEND_INVSOURCEALPHA:
2337 blendFactor.x = Short4(0xFFFFu) - current.w;
2338 blendFactor.y = Short4(0xFFFFu) - current.w;
2339 blendFactor.z = Short4(0xFFFFu) - current.w;
2341 case BLEND_DESTALPHA:
2342 blendFactor.x = pixel.w;
2343 blendFactor.y = pixel.w;
2344 blendFactor.z = pixel.w;
2346 case BLEND_INVDESTALPHA:
2347 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2348 blendFactor.y = Short4(0xFFFFu) - pixel.w;
2349 blendFactor.z = Short4(0xFFFFu) - pixel.w;
2351 case BLEND_SRCALPHASAT:
2352 blendFactor.x = Short4(0xFFFFu) - pixel.w;
2353 blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
2354 blendFactor.y = blendFactor.x;
2355 blendFactor.z = blendFactor.x;
2357 case BLEND_CONSTANT:
2358 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
2359 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
2360 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
2362 case BLEND_INVCONSTANT:
2363 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
2364 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
2365 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
2367 case BLEND_CONSTANTALPHA:
2368 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2369 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2370 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2372 case BLEND_INVCONSTANTALPHA:
2373 blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2374 blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2375 blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2382 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
2384 switch(blendFactorAlphaActive)
2393 blendFactor.w = current.w;
2395 case BLEND_INVSOURCE:
2396 blendFactor.w = Short4(0xFFFFu) - current.w;
2399 blendFactor.w = pixel.w;
2402 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2404 case BLEND_SOURCEALPHA:
2405 blendFactor.w = current.w;
2407 case BLEND_INVSOURCEALPHA:
2408 blendFactor.w = Short4(0xFFFFu) - current.w;
2410 case BLEND_DESTALPHA:
2411 blendFactor.w = pixel.w;
2413 case BLEND_INVDESTALPHA:
2414 blendFactor.w = Short4(0xFFFFu) - pixel.w;
2416 case BLEND_SRCALPHASAT:
2417 blendFactor.w = Short4(0xFFFFu);
2419 case BLEND_CONSTANT:
2420 case BLEND_CONSTANTALPHA:
2421 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
2423 case BLEND_INVCONSTANT:
2424 case BLEND_INVCONSTANTALPHA:
2425 blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
2432 void PixelRoutine::readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x, Vector4s &pixel)
2436 Pointer<Byte> buffer;
2438 switch(state.targetFormat[index])
2441 buffer = cBuffer + 2 * x;
2442 c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 0));
2443 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2444 c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 1));
2446 pixel.x = c01 & Short4(0xF800u);
2447 pixel.y = (c01 & Short4(0x07E0u)) << 5;
2448 pixel.z = (c01 & Short4(0x001Fu)) << 11;
2449 pixel.w = Short4(0xFFFFu);
2451 case FORMAT_A8R8G8B8:
2452 buffer = cBuffer + 4 * x;
2453 c01 = *Pointer<Short4>(buffer);
2454 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2455 c23 = *Pointer<Short4>(buffer);
2458 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2459 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2461 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2462 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2465 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2466 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2467 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2468 pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2470 case FORMAT_A8B8G8R8:
2471 buffer = cBuffer + 4 * x;
2472 c01 = *Pointer<Short4>(buffer);
2473 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2474 c23 = *Pointer<Short4>(buffer);
2477 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2478 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2480 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2481 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2484 pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2485 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2486 pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2487 pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2490 buffer = cBuffer + 1 * x;
2491 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
2492 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2493 pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
2494 pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2495 pixel.x = Short4(0x0000);
2496 pixel.y = Short4(0x0000);
2497 pixel.z = Short4(0x0000);
2499 case FORMAT_X8R8G8B8:
2500 buffer = cBuffer + 4 * x;
2501 c01 = *Pointer<Short4>(buffer);
2502 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2503 c23 = *Pointer<Short4>(buffer);
2506 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2507 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2509 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2510 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2512 pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
2513 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2514 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2515 pixel.w = Short4(0xFFFFu);
2517 case FORMAT_X8B8G8R8:
2518 buffer = cBuffer + 4 * x;
2519 c01 = *Pointer<Short4>(buffer);
2520 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2521 c23 = *Pointer<Short4>(buffer);
2524 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
2525 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
2527 pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
2528 pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
2531 pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
2532 pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
2533 pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
2534 pixel.w = Short4(0xFFFFu);
2536 case FORMAT_A8G8R8B8Q:
2538 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2539 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2540 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2541 // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2543 case FORMAT_X8G8R8B8Q:
2545 // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2546 // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
2547 // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
2548 // pixel.w = Short4(0xFFFFu);
2550 case FORMAT_A16B16G16R16:
2552 pixel.x = *Pointer<Short4>(buffer + 8 * x);
2553 pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
2554 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2555 pixel.z = *Pointer<Short4>(buffer + 8 * x);
2556 pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
2557 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
2561 pixel.x = *Pointer<Short4>(buffer + 4 * x);
2562 buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
2563 pixel.y = *Pointer<Short4>(buffer + 4 * x);
2565 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
2566 pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
2568 pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
2569 pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
2570 pixel.z = Short4(0xFFFFu);
2571 pixel.w = Short4(0xFFFFu);
2577 if(postBlendSRGB && state.writeSRGB)
2579 sRGBtoLinear16_12_16(r, pixel);
2583 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
2585 if(!state.alphaBlendActive)
2594 readPixel(r, index, cBuffer, current, x, pixel);
2596 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
2597 Vector4s sourceFactor;
2598 Vector4s destFactor;
2600 blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
2601 blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
2603 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
2605 current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
2606 current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
2607 current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
2610 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
2612 pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
2613 pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
2614 pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
2617 switch(state.blendOperation)
2620 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2621 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2622 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2625 current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
2626 current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
2627 current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
2629 case BLENDOP_INVSUB:
2630 current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
2631 current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
2632 current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
2635 current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
2636 current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
2637 current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
2640 current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
2641 current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
2642 current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
2644 case BLENDOP_SOURCE:
2648 current.x = pixel.x;
2649 current.y = pixel.y;
2650 current.z = pixel.z;
2653 current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2654 current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2655 current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2661 blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
2662 blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
2664 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
2666 current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
2669 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
2671 pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
2674 switch(state.blendOperationAlpha)
2677 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2680 current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
2682 case BLENDOP_INVSUB:
2683 current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
2686 current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
2689 current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
2691 case BLENDOP_SOURCE:
2695 current.w = pixel.w;
2698 current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
2705 void PixelRoutine::logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
2707 if(state.logicalOperation == LogicalOperation::LOGICALOP_COPY)
2715 readPixel(r, index, cBuffer, current, x, pixel);
2717 switch(state.logicalOperation)
2719 case LOGICALOP_CLEAR:
2729 case LOGICALOP_COPY:
2730 ASSERT(false); // Optimized out
2732 case LOGICALOP_COPY_INVERTED:
2733 current.x = ~current.x;
2734 current.y = ~current.y;
2735 current.z = ~current.z;
2737 case LOGICALOP_NOOP:
2738 current.x = pixel.x;
2739 current.y = pixel.y;
2740 current.z = pixel.z;
2742 case LOGICALOP_INVERT:
2743 current.x = ~pixel.x;
2744 current.y = ~pixel.y;
2745 current.z = ~pixel.z;
2748 current.x = pixel.x & current.x;
2749 current.y = pixel.y & current.y;
2750 current.z = pixel.z & current.z;
2752 case LOGICALOP_NAND:
2753 current.x = ~(pixel.x & current.x);
2754 current.y = ~(pixel.y & current.y);
2755 current.z = ~(pixel.z & current.z);
2758 current.x = pixel.x | current.x;
2759 current.y = pixel.y | current.y;
2760 current.z = pixel.z | current.z;
2763 current.x = ~(pixel.x | current.x);
2764 current.y = ~(pixel.y | current.y);
2765 current.z = ~(pixel.z | current.z);
2768 current.x = pixel.x ^ current.x;
2769 current.y = pixel.y ^ current.y;
2770 current.z = pixel.z ^ current.z;
2772 case LOGICALOP_EQUIV:
2773 current.x = ~(pixel.x ^ current.x);
2774 current.y = ~(pixel.y ^ current.y);
2775 current.z = ~(pixel.z ^ current.z);
2777 case LOGICALOP_AND_REVERSE:
2778 current.x = ~pixel.x & current.x;
2779 current.y = ~pixel.y & current.y;
2780 current.z = ~pixel.z & current.z;
2782 case LOGICALOP_AND_INVERTED:
2783 current.x = pixel.x & ~current.x;
2784 current.y = pixel.y & ~current.y;
2785 current.z = pixel.z & ~current.z;
2787 case LOGICALOP_OR_REVERSE:
2788 current.x = ~pixel.x | current.x;
2789 current.y = ~pixel.y | current.y;
2790 current.z = ~pixel.z | current.z;
2792 case LOGICALOP_OR_INVERTED:
2793 current.x = pixel.x | ~current.x;
2794 current.y = pixel.y | ~current.y;
2795 current.z = pixel.z | ~current.z;
2802 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask)
2804 if(postBlendSRGB && state.writeSRGB)
2806 linearToSRGB16_12_16(r, current);
2809 if(exactColorRounding)
2811 switch(state.targetFormat[index])
2814 // UNIMPLEMENTED(); // FIXME
2816 case FORMAT_X8G8R8B8Q:
2817 case FORMAT_A8G8R8B8Q:
2818 case FORMAT_X8R8G8B8:
2819 case FORMAT_X8B8G8R8:
2820 case FORMAT_A8R8G8B8:
2821 case FORMAT_A8B8G8R8:
2823 current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2824 current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2825 current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2826 current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
2832 int rgbaWriteMask = state.colorWriteActive(index);
2833 int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
2834 int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
2836 switch(state.targetFormat[index])
2840 current.x = current.x & Short4(0xF800u);
2841 current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
2842 current.z = As<UShort4>(current.z) >> 11;
2844 current.x = current.x | current.y | current.z;
2847 case FORMAT_X8G8R8B8Q:
2849 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2850 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2851 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2853 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2854 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2856 case FORMAT_A8G8R8B8Q:
2858 // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2859 // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2860 // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2861 // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2863 // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2864 // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2866 case FORMAT_X8R8G8B8:
2867 case FORMAT_A8R8G8B8:
2868 if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
2870 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2871 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2872 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2874 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2875 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2877 current.x = current.z;
2878 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2879 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2880 current.y = current.z;
2881 current.z = As<Short4>(UnpackLow(current.z, current.x));
2882 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2886 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2887 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2888 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2889 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2891 current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
2892 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2894 current.x = current.z;
2895 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2896 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2897 current.y = current.z;
2898 current.z = As<Short4>(UnpackLow(current.z, current.x));
2899 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2902 case FORMAT_X8B8G8R8:
2903 case FORMAT_A8B8G8R8:
2904 if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7)
2906 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2907 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2908 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2910 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2911 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
2913 current.x = current.z;
2914 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2915 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2916 current.y = current.z;
2917 current.z = As<Short4>(UnpackLow(current.z, current.x));
2918 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2922 current.x = As<Short4>(As<UShort4>(current.x) >> 8);
2923 current.y = As<Short4>(As<UShort4>(current.y) >> 8);
2924 current.z = As<Short4>(As<UShort4>(current.z) >> 8);
2925 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2927 current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
2928 current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
2930 current.x = current.z;
2931 current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
2932 current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
2933 current.y = current.z;
2934 current.z = As<Short4>(UnpackLow(current.z, current.x));
2935 current.y = As<Short4>(UnpackHigh(current.y, current.x));
2939 current.w = As<Short4>(As<UShort4>(current.w) >> 8);
2940 current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
2943 current.z = current.x;
2944 current.x = As<Short4>(UnpackLow(current.x, current.y));
2945 current.z = As<Short4>(UnpackHigh(current.z, current.y));
2946 current.y = current.z;
2948 case FORMAT_A16B16G16R16:
2949 transpose4x4(current.x, current.y, current.z, current.w);
2955 Short4 c01 = current.z;
2956 Short4 c23 = current.y;
2958 Int xMask; // Combination of all masks
2960 if(state.depthTestActive)
2969 if(state.stencilActive)
2974 switch(state.targetFormat[index])
2978 Pointer<Byte> buffer = cBuffer + 2 * x;
2979 Int value = *Pointer<Int>(buffer);
2981 Int c01 = Extract(As<Int2>(current.x), 0);
2983 if((bgraWriteMask & 0x00000007) != 0x00000007)
2986 c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
2987 masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
2991 c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
2992 value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
2994 *Pointer<Int>(buffer) = c01;
2996 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
2997 value = *Pointer<Int>(buffer);
2999 Int c23 = Extract(As<Int2>(current.x), 1);
3001 if((bgraWriteMask & 0x00000007) != 0x00000007)
3004 c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
3005 masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
3009 c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
3010 value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
3012 *Pointer<Int>(buffer) = c23;
3015 case FORMAT_A8G8R8B8Q:
3016 case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
3018 // value = *Pointer<Short4>(cBuffer + 8 * x + 0);
3020 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
3021 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
3022 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
3024 // Short4 masked = value;
3025 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3026 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3030 // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3031 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3033 // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
3035 // value = *Pointer<Short4>(cBuffer + 8 * x + 8);
3037 // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
3038 // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
3039 // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
3041 // Short4 masked = value;
3042 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3043 // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3047 // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3048 // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3050 // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
3052 case FORMAT_A8R8G8B8:
3053 case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
3055 Pointer<Byte> buffer = cBuffer + x * 4;
3056 Short4 value = *Pointer<Short4>(buffer);
3058 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
3059 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
3060 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
3062 Short4 masked = value;
3063 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3064 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3068 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3069 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3071 *Pointer<Short4>(buffer) = c01;
3073 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3074 value = *Pointer<Short4>(buffer);
3076 if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
3077 ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
3078 (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
3080 Short4 masked = value;
3081 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
3082 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
3086 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3087 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3089 *Pointer<Short4>(buffer) = c23;
3092 case FORMAT_A8B8G8R8:
3093 case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha?
3095 Pointer<Byte> buffer = cBuffer + x * 4;
3096 Short4 value = *Pointer<Short4>(buffer);
3098 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
3099 ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
3100 (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
3102 Short4 masked = value;
3103 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
3104 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
3108 c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3109 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3111 *Pointer<Short4>(buffer) = c01;
3113 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3114 value = *Pointer<Short4>(buffer);
3116 if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
3117 ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
3118 (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
3120 Short4 masked = value;
3121 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
3122 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
3126 c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3127 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3129 *Pointer<Short4>(buffer) = c23;
3133 if(rgbaWriteMask & 0x00000008)
3135 Pointer<Byte> buffer = cBuffer + 1 * x;
3137 Insert(value, *Pointer<Short>(buffer), 0);
3138 Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3139 Insert(value, *Pointer<Short>(buffer + pitch), 1);
3140 value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
3142 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
3143 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
3146 *Pointer<Short>(buffer) = Extract(current.w, 0);
3147 *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
3152 Pointer<Byte> buffer = cBuffer + 4 * x;
3154 Short4 value = *Pointer<Short4>(buffer);
3156 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3158 Short4 masked = value;
3159 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3160 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3161 current.x |= masked;
3164 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
3165 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
3167 *Pointer<Short4>(buffer) = current.x;
3169 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3171 value = *Pointer<Short4>(buffer);
3173 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3175 Short4 masked = value;
3176 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
3177 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
3178 current.y |= masked;
3181 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
3182 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
3184 *Pointer<Short4>(buffer) = current.y;
3187 case FORMAT_A16B16G16R16:
3189 Pointer<Byte> buffer = cBuffer + 8 * x;
3192 Short4 value = *Pointer<Short4>(buffer);
3194 if(rgbaWriteMask != 0x0000000F)
3196 Short4 masked = value;
3197 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3198 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3199 current.x |= masked;
3202 current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
3203 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
3205 *Pointer<Short4>(buffer) = current.x;
3209 Short4 value = *Pointer<Short4>(buffer + 8);
3211 if(rgbaWriteMask != 0x0000000F)
3213 Short4 masked = value;
3214 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3215 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3216 current.y |= masked;
3219 current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
3220 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
3222 *Pointer<Short4>(buffer + 8) = current.y;
3225 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3228 Short4 value = *Pointer<Short4>(buffer);
3230 if(rgbaWriteMask != 0x0000000F)
3232 Short4 masked = value;
3233 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3234 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3235 current.z |= masked;
3238 current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
3239 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
3241 *Pointer<Short4>(buffer) = current.z;
3245 Short4 value = *Pointer<Short4>(buffer + 8);
3247 if(rgbaWriteMask != 0x0000000F)
3249 Short4 masked = value;
3250 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
3251 masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
3252 current.w |= masked;
3255 current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
3256 value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
3258 *Pointer<Short4>(buffer + 8) = current.w;
3267 void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
3269 switch(blendFactorActive)
3278 blendFactor.x = oC.x;
3279 blendFactor.y = oC.y;
3280 blendFactor.z = oC.z;
3282 case BLEND_INVSOURCE:
3283 blendFactor.x = Float4(1.0f) - oC.x;
3284 blendFactor.y = Float4(1.0f) - oC.y;
3285 blendFactor.z = Float4(1.0f) - oC.z;
3288 blendFactor.x = pixel.x;
3289 blendFactor.y = pixel.y;
3290 blendFactor.z = pixel.z;
3293 blendFactor.x = Float4(1.0f) - pixel.x;
3294 blendFactor.y = Float4(1.0f) - pixel.y;
3295 blendFactor.z = Float4(1.0f) - pixel.z;
3297 case BLEND_SOURCEALPHA:
3298 blendFactor.x = oC.w;
3299 blendFactor.y = oC.w;
3300 blendFactor.z = oC.w;
3302 case BLEND_INVSOURCEALPHA:
3303 blendFactor.x = Float4(1.0f) - oC.w;
3304 blendFactor.y = Float4(1.0f) - oC.w;
3305 blendFactor.z = Float4(1.0f) - oC.w;
3307 case BLEND_DESTALPHA:
3308 blendFactor.x = pixel.w;
3309 blendFactor.y = pixel.w;
3310 blendFactor.z = pixel.w;
3312 case BLEND_INVDESTALPHA:
3313 blendFactor.x = Float4(1.0f) - pixel.w;
3314 blendFactor.y = Float4(1.0f) - pixel.w;
3315 blendFactor.z = Float4(1.0f) - pixel.w;
3317 case BLEND_SRCALPHASAT:
3318 blendFactor.x = Float4(1.0f) - pixel.w;
3319 blendFactor.x = Min(blendFactor.x, oC.w);
3320 blendFactor.y = blendFactor.x;
3321 blendFactor.z = blendFactor.x;
3323 case BLEND_CONSTANT:
3324 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
3325 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
3326 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
3328 case BLEND_INVCONSTANT:
3329 blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
3330 blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
3331 blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
3338 void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
3340 switch(blendFactorAlphaActive)
3349 blendFactor.w = oC.w;
3351 case BLEND_INVSOURCE:
3352 blendFactor.w = Float4(1.0f) - oC.w;
3355 blendFactor.w = pixel.w;
3358 blendFactor.w = Float4(1.0f) - pixel.w;
3360 case BLEND_SOURCEALPHA:
3361 blendFactor.w = oC.w;
3363 case BLEND_INVSOURCEALPHA:
3364 blendFactor.w = Float4(1.0f) - oC.w;
3366 case BLEND_DESTALPHA:
3367 blendFactor.w = pixel.w;
3369 case BLEND_INVDESTALPHA:
3370 blendFactor.w = Float4(1.0f) - pixel.w;
3372 case BLEND_SRCALPHASAT:
3373 blendFactor.w = Float4(1.0f);
3375 case BLEND_CONSTANT:
3376 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
3378 case BLEND_INVCONSTANT:
3379 blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
3386 void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
3388 if(!state.alphaBlendActive)
3393 Pointer<Byte> buffer;
3400 switch(state.targetFormat[index])
3405 pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
3406 pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
3407 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3409 pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
3410 pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
3411 pixel.y = Float4(1.0f);
3412 pixel.z = Float4(1.0f);
3413 pixel.w = Float4(1.0f);
3415 case FORMAT_G32R32F:
3417 pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
3418 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3419 pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
3421 pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
3422 pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
3424 pixel.z = Float4(1.0f);
3425 pixel.w = Float4(1.0f);
3427 case FORMAT_A32B32G32R32F:
3429 pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
3430 pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3431 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3432 pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
3433 pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
3434 transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
3440 if(postBlendSRGB && state.writeSRGB)
3442 sRGBtoLinear(pixel.x);
3443 sRGBtoLinear(pixel.y);
3444 sRGBtoLinear(pixel.z);
3447 // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
3448 Vector4f sourceFactor;
3449 Vector4f destFactor;
3451 blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
3452 blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
3454 if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
3456 oC.x *= sourceFactor.x;
3457 oC.y *= sourceFactor.y;
3458 oC.z *= sourceFactor.z;
3461 if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
3463 pixel.x *= destFactor.x;
3464 pixel.y *= destFactor.y;
3465 pixel.z *= destFactor.z;
3468 switch(state.blendOperation)
3480 case BLENDOP_INVSUB:
3481 oC.x = pixel.x - oC.x;
3482 oC.y = pixel.y - oC.y;
3483 oC.z = pixel.z - oC.z;
3486 oC.x = Min(oC.x, pixel.x);
3487 oC.y = Min(oC.y, pixel.y);
3488 oC.z = Min(oC.z, pixel.z);
3491 oC.x = Max(oC.x, pixel.x);
3492 oC.y = Max(oC.y, pixel.y);
3493 oC.z = Max(oC.z, pixel.z);
3495 case BLENDOP_SOURCE:
3504 oC.x = Float4(0.0f);
3505 oC.y = Float4(0.0f);
3506 oC.z = Float4(0.0f);
3512 blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
3513 blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
3515 if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
3517 oC.w *= sourceFactor.w;
3520 if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
3522 pixel.w *= destFactor.w;
3525 switch(state.blendOperationAlpha)
3533 case BLENDOP_INVSUB:
3538 oC.w = Min(oC.w, pixel.w);
3541 oC.w = Max(oC.w, pixel.w);
3543 case BLENDOP_SOURCE:
3550 oC.w = Float4(0.0f);
3557 void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
3559 switch(state.targetFormat[index])
3563 case FORMAT_G32R32F:
3565 oC.x = UnpackLow(oC.x, oC.y);
3566 oC.z = UnpackHigh(oC.z, oC.y);
3569 case FORMAT_A32B32G32R32F:
3570 transpose4x4(oC.x, oC.y, oC.z, oC.w);
3576 int rgbaWriteMask = state.colorWriteActive(index);
3578 Int xMask; // Combination of all masks
3580 if(state.depthTestActive)
3589 if(state.stencilActive)
3594 Pointer<Byte> buffer;
3597 switch(state.targetFormat[index])
3600 if(rgbaWriteMask & 0x00000001)
3602 buffer = cBuffer + 4 * x;
3605 value.x = *Pointer<Float>(buffer + 0);
3606 value.y = *Pointer<Float>(buffer + 4);
3608 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3611 value.z = *Pointer<Float>(buffer + 0);
3612 value.w = *Pointer<Float>(buffer + 4);
3614 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
3615 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
3616 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3619 *Pointer<Float>(buffer + 0) = oC.x.z;
3620 *Pointer<Float>(buffer + 4) = oC.x.w;
3622 buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3625 *Pointer<Float>(buffer + 0) = oC.x.x;
3626 *Pointer<Float>(buffer + 4) = oC.x.y;
3629 case FORMAT_G32R32F:
3630 buffer = cBuffer + 8 * x;
3632 value = *Pointer<Float4>(buffer);
3634 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3636 Float4 masked = value;
3637 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3638 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3639 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3642 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
3643 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
3644 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3645 *Pointer<Float4>(buffer) = oC.x;
3647 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3649 value = *Pointer<Float4>(buffer);
3651 if((rgbaWriteMask & 0x00000003) != 0x00000003)
3656 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
3657 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
3658 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3661 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
3662 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
3663 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3664 *Pointer<Float4>(buffer) = oC.y;
3666 case FORMAT_A32B32G32R32F:
3667 buffer = cBuffer + 16 * x;
3670 value = *Pointer<Float4>(buffer, 16);
3672 if(rgbaWriteMask != 0x0000000F)
3674 Float4 masked = value;
3675 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3676 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3677 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
3680 oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
3681 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
3682 oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
3683 *Pointer<Float4>(buffer, 16) = oC.x;
3687 value = *Pointer<Float4>(buffer + 16, 16);
3689 if(rgbaWriteMask != 0x0000000F)
3691 Float4 masked = value;
3692 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3693 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3694 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
3697 oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
3698 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
3699 oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
3700 *Pointer<Float4>(buffer + 16, 16) = oC.y;
3703 buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
3706 value = *Pointer<Float4>(buffer, 16);
3708 if(rgbaWriteMask != 0x0000000F)
3710 Float4 masked = value;
3711 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3712 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3713 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
3716 oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
3717 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
3718 oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
3719 *Pointer<Float4>(buffer, 16) = oC.z;
3723 value = *Pointer<Float4>(buffer + 16, 16);
3725 if(rgbaWriteMask != 0x0000000F)
3727 Float4 masked = value;
3728 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
3729 masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
3730 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
3733 oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
3734 value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
3735 oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
3736 *Pointer<Float4>(buffer + 16, 16) = oC.w;
3744 void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
3746 int pad = 0; // Count number of texm3x3pad instructions
3747 Vector4s dPairing; // Destination for first pairing instruction
3749 for(size_t i = 0; i < shader->getLength(); i++)
3751 const Shader::Instruction *instruction = shader->getInstruction(i);
3752 Shader::Opcode opcode = instruction->opcode;
3754 // #ifndef NDEBUG // FIXME: Centralize debug output control
3755 // shader->printInstruction(i, "debug.txt");
3758 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3763 const Dst &dst = instruction->dst;
3764 const Src &src0 = instruction->src[0];
3765 const Src &src1 = instruction->src[1];
3766 const Src &src2 = instruction->src[2];
3768 unsigned short version = shader->getVersion();
3769 bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
3770 bool coissue = instruction->coissue; // Second instruction of pair
3777 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
3778 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
3779 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
3781 Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
3782 Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
3783 Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
3784 Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
3788 case Shader::OPCODE_PS_1_0: break;
3789 case Shader::OPCODE_PS_1_1: break;
3790 case Shader::OPCODE_PS_1_2: break;
3791 case Shader::OPCODE_PS_1_3: break;
3792 case Shader::OPCODE_PS_1_4: break;
3794 case Shader::OPCODE_DEF: break;
3796 case Shader::OPCODE_NOP: break;
3797 case Shader::OPCODE_MOV: MOV(d, s0); break;
3798 case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
3799 case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
3800 case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
3801 case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
3802 case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
3803 case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
3804 case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
3805 case Shader::OPCODE_TEXCOORD:
3806 if(version < 0x0104)
3808 TEXCOORD(d, u, v, s, dst.index);
3812 if((src0.swizzle & 0x30) == 0x20) // .xyz
3814 TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3818 TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3822 case Shader::OPCODE_TEXKILL:
3823 if(version < 0x0104)
3825 TEXKILL(cMask, u, v, s);
3827 else if(version == 0x0104)
3829 if(dst.type == Shader::PARAMETER_TEXTURE)
3831 TEXKILL(cMask, u, v, s);
3835 TEXKILL(cMask, r.rs[dst.index]);
3840 case Shader::OPCODE_TEX:
3841 if(version < 0x0104)
3843 TEX(r, d, u, v, s, dst.index, false);
3845 else if(version == 0x0104)
3847 if(src0.type == Shader::PARAMETER_TEXTURE)
3849 if((src0.swizzle & 0x30) == 0x20) // .xyz
3851 TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3855 TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3860 TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
3865 case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
3866 case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
3867 case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
3868 case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
3869 case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
3870 case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3871 case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
3872 case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3873 case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
3874 case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
3875 case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
3876 case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
3877 case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
3878 case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3879 case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
3880 case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
3881 case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
3882 case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
3883 case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
3884 case Shader::OPCODE_PHASE: break;
3885 case Shader::OPCODE_END: break;
3890 if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
3894 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);}
3895 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);}
3896 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);}
3897 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);}
3899 else if(dst.shift < 0)
3901 if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
3902 if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
3903 if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
3904 if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
3909 if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3910 if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3911 if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3912 if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
3917 if(dst.mask & 0x1) dPairing.x = d.x;
3918 if(dst.mask & 0x2) dPairing.y = d.y;
3919 if(dst.mask & 0x4) dPairing.z = d.z;
3920 if(dst.mask & 0x8) dPairing.w = d.w;
3925 const Dst &dst = shader->getInstruction(i - 1)->dst;
3927 writeDestination(r, dPairing, dst);
3932 writeDestination(r, d, dst);
3938 void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
3943 if(shader->containsLeaveInstruction())
3945 r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
3948 bool out[4][4] = {false};
3950 // Create all call site return blocks up front
3951 for(size_t i = 0; i < shader->getLength(); i++)
3953 const Shader::Instruction *instruction = shader->getInstruction(i);
3954 Shader::Opcode opcode = instruction->opcode;
3956 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
3958 const Dst &dst = instruction->dst;
3960 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
3961 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
3965 for(size_t i = 0; i < shader->getLength(); i++)
3967 const Shader::Instruction *instruction = shader->getInstruction(i);
3968 Shader::Opcode opcode = instruction->opcode;
3970 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
3975 const Dst &dst = instruction->dst;
3976 const Src &src0 = instruction->src[0];
3977 const Src &src1 = instruction->src[1];
3978 const Src &src2 = instruction->src[2];
3979 const Src &src3 = instruction->src[3];
3981 bool predicate = instruction->predicate;
3982 Control control = instruction->control;
3983 bool pp = dst.partialPrecision;
3984 bool project = instruction->project;
3985 bool bias = instruction->bias;
3993 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
3995 if(dst.type == Shader::PARAMETER_TEXTURE)
3997 d.x = r.vf[2 + dst.index].x;
3998 d.y = r.vf[2 + dst.index].y;
3999 d.z = r.vf[2 + dst.index].z;
4000 d.w = r.vf[2 + dst.index].w;
4004 d = r.rf[dst.index];
4008 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
4009 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
4010 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
4011 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
4015 case Shader::OPCODE_PS_2_0: break;
4016 case Shader::OPCODE_PS_2_x: break;
4017 case Shader::OPCODE_PS_3_0: break;
4018 case Shader::OPCODE_DEF: break;
4019 case Shader::OPCODE_DCL: break;
4020 case Shader::OPCODE_NOP: break;
4021 case Shader::OPCODE_MOV: mov(d, s0); break;
4022 case Shader::OPCODE_F2B: f2b(d, s0); break;
4023 case Shader::OPCODE_B2F: b2f(d, s0); break;
4024 case Shader::OPCODE_ADD: add(d, s0, s1); break;
4025 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
4026 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
4027 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
4028 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
4029 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
4030 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
4031 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
4032 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
4033 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
4034 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
4035 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
4036 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
4037 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
4038 case Shader::OPCODE_FRC: frc(d, s0); break;
4039 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
4040 case Shader::OPCODE_FLOOR: floor(d, s0); break;
4041 case Shader::OPCODE_ROUND: round(d, s0); break;
4042 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
4043 case Shader::OPCODE_CEIL: ceil(d, s0); break;
4044 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
4045 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
4046 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
4047 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
4048 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
4049 case Shader::OPCODE_LOG: log(d, s0, pp); break;
4050 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
4051 case Shader::OPCODE_DIV: div(d, s0, s1); break;
4052 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
4053 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
4054 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
4055 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
4056 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
4057 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
4058 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
4059 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
4060 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
4061 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
4062 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
4063 case Shader::OPCODE_MIN: min(d, s0, s1); break;
4064 case Shader::OPCODE_MAX: max(d, s0, s1); break;
4065 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
4066 case Shader::OPCODE_STEP: step(d, s0, s1); break;
4067 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
4068 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
4069 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
4070 case Shader::OPCODE_SGN: sgn(d, s0); break;
4071 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
4072 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
4073 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
4074 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
4075 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
4076 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
4077 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
4078 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
4079 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
4080 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
4081 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
4082 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
4083 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
4084 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
4085 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
4086 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
4087 case Shader::OPCODE_ABS: abs(d, s0); break;
4088 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
4089 case Shader::OPCODE_COS: cos(d, s0, pp); break;
4090 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
4091 case Shader::OPCODE_TAN: tan(d, s0, pp); break;
4092 case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
4093 case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
4094 case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
4095 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
4096 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
4097 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
4098 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
4099 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
4100 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
4101 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
4102 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
4103 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
4104 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
4105 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
4106 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
4107 case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
4108 case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
4109 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
4110 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
4111 case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
4112 case Shader::OPCODE_DFDX: DFDX(d, s0); break;
4113 case Shader::OPCODE_DFDY: DFDY(d, s0); break;
4114 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
4115 case Shader::OPCODE_BREAK: BREAK(r); break;
4116 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
4117 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
4118 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
4119 case Shader::OPCODE_TEST: TEST(); break;
4120 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
4121 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
4122 case Shader::OPCODE_ELSE: ELSE(r); break;
4123 case Shader::OPCODE_ENDIF: ENDIF(r); break;
4124 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
4125 case Shader::OPCODE_ENDREP: ENDREP(r); break;
4126 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
4127 case Shader::OPCODE_IF: IF(r, src0); break;
4128 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
4129 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
4130 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
4131 case Shader::OPCODE_REP: REP(r, src0); break;
4132 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
4133 case Shader::OPCODE_RET: RET(r); break;
4134 case Shader::OPCODE_LEAVE: LEAVE(r); break;
4135 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
4136 case Shader::OPCODE_ALL: all(d.x, s0); break;
4137 case Shader::OPCODE_ANY: any(d.x, s0); break;
4138 case Shader::OPCODE_NOT: not(d, s0); break;
4139 case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
4140 case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
4141 case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
4142 case Shader::OPCODE_END: break;
4147 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
4153 case Shader::OPCODE_DIV:
4154 if(dst.x) d.x = Trunc(d.x);
4155 if(dst.y) d.y = Trunc(d.y);
4156 if(dst.z) d.z = Trunc(d.z);
4157 if(dst.w) d.w = Trunc(d.w);
4160 break; // No truncation to integer required when arguments are integer
4166 if(dst.x) d.x = Max(d.x, Float4(0.0f));
4167 if(dst.y) d.y = Max(d.y, Float4(0.0f));
4168 if(dst.z) d.z = Max(d.z, Float4(0.0f));
4169 if(dst.w) d.w = Max(d.w, Float4(0.0f));
4171 if(dst.x) d.x = Min(d.x, Float4(1.0f));
4172 if(dst.y) d.y = Min(d.y, Float4(1.0f));
4173 if(dst.z) d.z = Min(d.z, Float4(1.0f));
4174 if(dst.w) d.w = Min(d.w, Float4(1.0f));
4177 if(instruction->isPredicated())
4179 Vector4f pDst; // FIXME: Rename
4183 case Shader::PARAMETER_TEMP:
4184 if(dst.rel.type == Shader::PARAMETER_VOID)
4186 if(dst.x) pDst.x = r.rf[dst.index].x;
4187 if(dst.y) pDst.y = r.rf[dst.index].y;
4188 if(dst.z) pDst.z = r.rf[dst.index].z;
4189 if(dst.w) pDst.w = r.rf[dst.index].w;
4193 Int a = relativeAddress(r, dst);
4195 if(dst.x) pDst.x = r.rf[dst.index + a].x;
4196 if(dst.y) pDst.y = r.rf[dst.index + a].y;
4197 if(dst.z) pDst.z = r.rf[dst.index + a].z;
4198 if(dst.w) pDst.w = r.rf[dst.index + a].w;
4201 case Shader::PARAMETER_COLOROUT:
4202 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4203 if(dst.x) pDst.x = r.oC[dst.index].x;
4204 if(dst.y) pDst.y = r.oC[dst.index].y;
4205 if(dst.z) pDst.z = r.oC[dst.index].z;
4206 if(dst.w) pDst.w = r.oC[dst.index].w;
4208 case Shader::PARAMETER_PREDICATE:
4209 if(dst.x) pDst.x = r.p0.x;
4210 if(dst.y) pDst.y = r.p0.y;
4211 if(dst.z) pDst.z = r.p0.z;
4212 if(dst.w) pDst.w = r.p0.w;
4214 case Shader::PARAMETER_DEPTHOUT:
4221 Int4 enable = enableMask(r, instruction);
4223 Int4 xEnable = enable;
4224 Int4 yEnable = enable;
4225 Int4 zEnable = enable;
4226 Int4 wEnable = enable;
4230 unsigned char pSwizzle = instruction->predicateSwizzle;
4232 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
4233 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
4234 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
4235 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
4237 if(!instruction->predicateNot)
4239 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
4240 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
4241 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
4242 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
4246 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
4247 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
4248 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
4249 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
4253 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
4254 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
4255 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
4256 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
4258 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
4259 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
4260 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
4261 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
4266 case Shader::PARAMETER_TEMP:
4267 if(dst.rel.type == Shader::PARAMETER_VOID)
4269 if(dst.x) r.rf[dst.index].x = d.x;
4270 if(dst.y) r.rf[dst.index].y = d.y;
4271 if(dst.z) r.rf[dst.index].z = d.z;
4272 if(dst.w) r.rf[dst.index].w = d.w;
4276 Int a = relativeAddress(r, dst);
4278 if(dst.x) r.rf[dst.index + a].x = d.x;
4279 if(dst.y) r.rf[dst.index + a].y = d.y;
4280 if(dst.z) r.rf[dst.index + a].z = d.z;
4281 if(dst.w) r.rf[dst.index + a].w = d.w;
4284 case Shader::PARAMETER_COLOROUT:
4285 ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
4286 if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
4287 if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
4288 if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
4289 if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
4291 case Shader::PARAMETER_PREDICATE:
4292 if(dst.x) r.p0.x = d.x;
4293 if(dst.y) r.p0.y = d.y;
4294 if(dst.z) r.p0.z = d.z;
4295 if(dst.w) r.p0.w = d.w;
4297 case Shader::PARAMETER_DEPTHOUT:
4306 if(currentLabel != -1)
4308 Nucleus::setInsertBlock(returnBlock);
4311 for(int i = 0; i < 4; i++)
4313 if(state.targetFormat[i] != FORMAT_NULL)
4315 if(!out[i][0]) r.oC[i].x = Float4(0.0f);
4316 if(!out[i][1]) r.oC[i].y = Float4(0.0f);
4317 if(!out[i][2]) r.oC[i].z = Float4(0.0f);
4318 if(!out[i][3]) r.oC[i].w = Float4(0.0f);
4323 Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
4325 return RoundShort4(cf * Float4(0x1000));
4328 void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
4330 cs.x = convertFixed12(cf.x);
4331 cs.y = convertFixed12(cf.y);
4332 cs.z = convertFixed12(cf.z);
4333 cs.w = convertFixed12(cf.w);
4336 UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
4338 return UShort4(cf * Float4(0xFFFF), saturate);
4341 void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
4343 cs.x = convertFixed16(cf.x, saturate);
4344 cs.y = convertFixed16(cf.y, saturate);
4345 cs.z = convertFixed16(cf.z, saturate);
4346 cs.w = convertFixed16(cf.w, saturate);
4349 Float4 PixelRoutine::convertSigned12(Short4 &cs)
4351 return Float4(cs) * Float4(1.0f / 0x0FFE);
4354 void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
4356 cf.x = convertSigned12(cs.x);
4357 cf.y = convertSigned12(cs.y);
4358 cf.z = convertSigned12(cs.z);
4359 cf.w = convertSigned12(cs.w);
4362 Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
4364 return Float4(cs) * Float4(1.0f / 0xFFFF);
4367 void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c)
4369 c.x = As<UShort4>(c.x) >> 4;
4370 c.y = As<UShort4>(c.y) >> 4;
4371 c.z = As<UShort4>(c.z) >> 4;
4373 sRGBtoLinear12_16(r, c);
4376 void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
4378 Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLinear12_16);
4380 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4381 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4382 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4383 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4385 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4386 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4387 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4388 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4390 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4391 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4392 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4393 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4396 void PixelRoutine::linearToSRGB16_12_16(Registers &r, Vector4s &c)
4398 c.x = As<UShort4>(c.x) >> 4;
4399 c.y = As<UShort4>(c.y) >> 4;
4400 c.z = As<UShort4>(c.z) >> 4;
4402 linearToSRGB12_16(r, c);
4405 void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
4407 Pointer<Byte> LUT = r.constants + OFFSET(Constants,linearToSRGB12_16);
4409 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
4410 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
4411 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
4412 c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
4414 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
4415 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
4416 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
4417 c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
4419 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
4420 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
4421 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
4422 c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
4425 Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
4427 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
4428 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
4430 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
4433 Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
4435 Float4 linear = x * x;
4436 linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
4438 return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
4441 void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
4449 void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4451 dst.x = AddSat(src0.x, src1.x);
4452 dst.y = AddSat(src0.y, src1.y);
4453 dst.z = AddSat(src0.z, src1.z);
4454 dst.w = AddSat(src0.w, src1.w);
4457 void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4459 dst.x = SubSat(src0.x, src1.x);
4460 dst.y = SubSat(src0.y, src1.y);
4461 dst.z = SubSat(src0.z, src1.z);
4462 dst.w = SubSat(src0.w, src1.w);
4465 void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4467 // FIXME: Long fixed-point multiply fixup
4468 {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);}
4469 {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);}
4470 {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);}
4471 {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);}
4474 void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4476 // FIXME: Long fixed-point multiply fixup
4477 {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);}
4478 {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);}
4479 {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);}
4480 {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);}
4483 void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4488 // FIXME: Long fixed-point multiply fixup
4489 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4490 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4491 t0 = AddSat(t0, t1);
4492 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4493 t0 = AddSat(t0, t1);
4501 void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
4506 // FIXME: Long fixed-point multiply fixup
4507 t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
4508 t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4509 t0 = AddSat(t0, t1);
4510 t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4511 t0 = AddSat(t0, t1);
4512 t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
4513 t0 = AddSat(t0, t1);
4521 void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4523 // FIXME: Long fixed-point multiply fixup
4524 {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);}
4525 {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);}
4526 {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);}
4527 {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);}
4530 void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
4536 if(state.interpolant[2 + coordinate].component & 0x01)
4538 uw = Max(u, Float4(0.0f));
4539 uw = Min(uw, Float4(1.0f));
4540 dst.x = convertFixed12(uw);
4544 dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4547 if(state.interpolant[2 + coordinate].component & 0x02)
4549 vw = Max(v, Float4(0.0f));
4550 vw = Min(vw, Float4(1.0f));
4551 dst.y = convertFixed12(vw);
4555 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4558 if(state.interpolant[2 + coordinate].component & 0x04)
4560 sw = Max(s, Float4(0.0f));
4561 sw = Min(sw, Float4(1.0f));
4562 dst.z = convertFixed12(sw);
4566 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4569 dst.w = Short4(0x1000);
4572 void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
4584 if(state.interpolant[2 + coordinate].component & 0x01)
4586 uw *= Float4(0x1000);
4587 uw = Max(uw, Float4(-0x8000));
4588 uw = Min(uw, Float4(0x7FFF));
4589 dst.x = RoundShort4(uw);
4593 dst.x = Short4(0x0000);
4596 if(state.interpolant[2 + coordinate].component & 0x02)
4598 vw *= Float4(0x1000);
4599 vw = Max(vw, Float4(-0x8000));
4600 vw = Min(vw, Float4(0x7FFF));
4601 dst.y = RoundShort4(vw);
4605 dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4608 if(state.interpolant[2 + coordinate].component & 0x04)
4610 sw *= Float4(0x1000);
4611 sw = Max(sw, Float4(-0x8000));
4612 sw = Min(sw, Float4(0x7FFF));
4613 dst.z = RoundShort4(sw);
4617 dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
4621 void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
4623 TEXM3X3PAD(r, u, v, s, src, 0, false);
4625 Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
4633 void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4635 TEXM3X3PAD(r, u, v, s, src0, 0, false);
4637 r.v_ = Float4(0.0f);
4638 r.w_ = Float4(0.0f);
4640 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4643 void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
4645 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
4646 SignMask(CmpNLT(v, Float4(0.0f))) &
4647 SignMask(CmpNLT(s, Float4(0.0f)));
4649 for(unsigned int q = 0; q < state.multiSample; q++)
4655 void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
4657 Short4 test = src.x | src.y | src.z;
4658 Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
4660 for(unsigned int q = 0; q < state.multiSample; q++)
4666 void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
4668 sampleTexture(r, dst, sampler, u, v, s, s, project);
4671 void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
4673 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
4674 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
4675 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
4677 sampleTexture(r, dst, sampler, u, v, s, s, project);
4680 void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4682 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4683 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4688 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4689 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4691 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4692 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4698 sampleTexture(r, dst, stage, u_, v_, s, s);
4701 void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
4703 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
4704 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
4709 du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
4710 dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
4712 dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
4713 du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
4719 sampleTexture(r, dst, stage, u_, v_, s, s);
4724 L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
4726 L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
4727 L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
4728 L = Min(L, Short4(0x1000));
4730 dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
4731 dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
4732 dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
4735 void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4737 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
4738 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4739 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4741 sampleTexture(r, dst, stage, u, v, s, s);
4744 void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4746 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4747 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4750 sampleTexture(r, dst, stage, u, v, s, s);
4753 void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
4755 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
4756 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
4757 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
4759 sampleTexture(r, dst, stage, u, v, s, s);
4762 void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
4764 TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
4767 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4772 void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4774 TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
4777 void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4779 TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
4781 r.w_ = Float4(0.0f);
4783 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4786 void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
4788 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4790 dst.x = RoundShort4(r.u_ * Float4(0x1000));
4791 dst.y = RoundShort4(r.v_ * Float4(0x1000));
4792 dst.z = RoundShort4(r.w_ * Float4(0x1000));
4793 dst.w = Short4(0x1000);
4796 void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
4798 if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
4800 r.U = Float4(src0.x);
4801 r.V = Float4(src0.y);
4802 r.W = Float4(src0.z);
4804 previousScaling = signedScaling;
4807 Float4 x = r.U * u + r.V * v + r.W * s;
4809 x *= Float4(1.0f / 0x1000);
4813 case 0: r.u_ = x; break;
4814 case 1: r.v_ = x; break;
4815 case 2: r.w_ = x; break;
4816 default: ASSERT(false);
4820 void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
4822 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4824 Float4 E[3]; // Eye vector
4826 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
4827 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
4828 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
4835 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4849 r.u_ += r.v_ + r.w_;
4854 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4857 void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
4859 TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
4861 sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
4864 void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
4866 TEXM3X3PAD(r, u, v, s, src0, 2, false);
4868 Float4 E[3]; // Eye vector
4870 E[0] = r.vf[2 + stage - 2].w;
4871 E[1] = r.vf[2 + stage - 1].w;
4872 E[2] = r.vf[2 + stage - 0].w;
4879 // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
4893 r.u_ += r.v_ + r.w_;
4898 sampleTexture(r, dst, stage, u__, v__, w__, w__);
4901 void PixelRoutine::TEXDEPTH(Registers &r)
4903 r.u_ = Float4(r.rs[5].x);
4904 r.v_ = Float4(r.rs[5].y);
4907 r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
4912 void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4914 {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;};
4915 {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;};
4916 {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;};
4917 {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;};
4920 void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
4922 {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;};
4923 {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;};
4924 {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;};
4925 {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;};
4928 void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
4933 // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
4934 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4935 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4936 t0 = AddSat(t0, t1);
4937 t0 = AddSat(t0, src0.x);
4940 // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
4941 t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
4942 t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
4943 t0 = AddSat(t0, t1);
4944 t0 = AddSat(t0, src0.y);
4948 void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4950 Vector4f row0 = fetchRegisterF(r, src1, 0);
4951 Vector4f row1 = fetchRegisterF(r, src1, 1);
4953 dst.x = dot3(src0, row0);
4954 dst.y = dot3(src0, row1);
4957 void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4959 Vector4f row0 = fetchRegisterF(r, src1, 0);
4960 Vector4f row1 = fetchRegisterF(r, src1, 1);
4961 Vector4f row2 = fetchRegisterF(r, src1, 2);
4963 dst.x = dot3(src0, row0);
4964 dst.y = dot3(src0, row1);
4965 dst.z = dot3(src0, row2);
4968 void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4970 Vector4f row0 = fetchRegisterF(r, src1, 0);
4971 Vector4f row1 = fetchRegisterF(r, src1, 1);
4972 Vector4f row2 = fetchRegisterF(r, src1, 2);
4973 Vector4f row3 = fetchRegisterF(r, src1, 3);
4975 dst.x = dot3(src0, row0);
4976 dst.y = dot3(src0, row1);
4977 dst.z = dot3(src0, row2);
4978 dst.w = dot3(src0, row3);
4981 void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4983 Vector4f row0 = fetchRegisterF(r, src1, 0);
4984 Vector4f row1 = fetchRegisterF(r, src1, 1);
4985 Vector4f row2 = fetchRegisterF(r, src1, 2);
4987 dst.x = dot4(src0, row0);
4988 dst.y = dot4(src0, row1);
4989 dst.z = dot4(src0, row2);
4992 void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
4994 Vector4f row0 = fetchRegisterF(r, src1, 0);
4995 Vector4f row1 = fetchRegisterF(r, src1, 1);
4996 Vector4f row2 = fetchRegisterF(r, src1, 2);
4997 Vector4f row3 = fetchRegisterF(r, src1, 3);
4999 dst.x = dot4(src0, row0);
5000 dst.y = dot4(src0, row1);
5001 dst.z = dot4(src0, row2);
5002 dst.w = dot4(src0, row3);
5005 void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5008 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
5010 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5011 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5012 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5013 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5016 void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
5019 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
5021 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5022 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5023 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5024 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5027 void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
5030 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
5032 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
5033 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
5034 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
5035 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
5038 void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
5042 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
5043 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
5044 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
5045 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
5047 // FIXME: Dynamic branching affects TEXKILL?
5048 // if(shader->containsDynamicBranching())
5050 // kill = ~SignMask(enableMask(r));
5053 for(unsigned int q = 0; q < state.multiSample; q++)
5058 // FIXME: Branch to end of shader if all killed?
5061 void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
5065 if(shader->containsDynamicBranching())
5067 kill = ~SignMask(enableMask(r, instruction));
5070 for(unsigned int q = 0; q < state.multiSample; q++)
5075 // FIXME: Branch to end of shader if all killed?
5078 void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
5080 dst.x = src.x.yyww - src.x.xxzz;
5081 dst.y = src.y.yyww - src.y.xxzz;
5082 dst.z = src.z.yyww - src.z.xxzz;
5083 dst.w = src.w.yyww - src.w.xxzz;
5086 void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
5088 dst.x = src.x.zwzw - src.x.xyxy;
5089 dst.y = src.y.zwzw - src.y.xyxy;
5090 dst.z = src.z.zwzw - src.z.xyxy;
5091 dst.w = src.w.zwzw - src.w.xyxy;
5094 void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
5096 // abs(dFdx(src)) + abs(dFdy(src));
5097 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
5098 dst.y = Abs(src.y.yyww - src.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
5099 dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
5100 dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
5103 void PixelRoutine::BREAK(Registers &r)
5105 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
5106 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5110 r.enableIndex = r.enableIndex - breakDepth;
5111 Nucleus::createBr(endBlock);
5115 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
5116 Bool allBreak = SignMask(r.enableBreak) == 0x0;
5118 r.enableIndex = r.enableIndex - breakDepth;
5119 branch(allBreak, endBlock, deadBlock);
5122 Nucleus::setInsertBlock(deadBlock);
5123 r.enableIndex = r.enableIndex + breakDepth;
5126 void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5132 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
5133 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
5134 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
5135 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
5136 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
5137 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
5142 BREAK(r, condition);
5145 void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
5147 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5149 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5151 condition = ~condition;
5154 BREAK(r, condition);
5157 void PixelRoutine::BREAK(Registers &r, Int4 &condition)
5159 condition &= r.enableStack[r.enableIndex];
5161 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
5162 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
5164 r.enableBreak = r.enableBreak & ~condition;
5165 Bool allBreak = SignMask(r.enableBreak) == 0x0;
5167 r.enableIndex = r.enableIndex - breakDepth;
5168 branch(allBreak, endBlock, continueBlock);
5170 Nucleus::setInsertBlock(continueBlock);
5171 r.enableIndex = r.enableIndex + breakDepth;
5174 void PixelRoutine::CONTINUE(Registers &r)
5176 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
5179 void PixelRoutine::TEST()
5184 void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
5186 if(!labelBlock[labelIndex])
5188 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5191 if(callRetBlock[labelIndex].size() > 1)
5193 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5196 Int4 restoreLeave = r.enableLeave;
5198 Nucleus::createBr(labelBlock[labelIndex]);
5199 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5201 r.enableLeave = restoreLeave;
5204 void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
5206 if(src.type == Shader::PARAMETER_CONSTBOOL)
5208 CALLNZb(r, labelIndex, callSiteIndex, src);
5210 else if(src.type == Shader::PARAMETER_PREDICATE)
5212 CALLNZp(r, labelIndex, callSiteIndex, src);
5217 void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
5219 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5221 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5223 condition = !condition;
5226 if(!labelBlock[labelIndex])
5228 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5231 if(callRetBlock[labelIndex].size() > 1)
5233 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5236 Int4 restoreLeave = r.enableLeave;
5238 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5239 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5241 r.enableLeave = restoreLeave;
5244 void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
5246 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5248 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5250 condition = ~condition;
5253 condition &= r.enableStack[r.enableIndex];
5255 if(!labelBlock[labelIndex])
5257 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5260 if(callRetBlock[labelIndex].size() > 1)
5262 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
5266 r.enableStack[r.enableIndex] = condition;
5267 Int4 restoreLeave = r.enableLeave;
5269 Bool notAllFalse = SignMask(condition) != 0;
5270 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
5271 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
5274 r.enableLeave = restoreLeave;
5277 void PixelRoutine::ELSE(Registers &r)
5281 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
5282 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5284 if(isConditionalIf[ifDepth])
5286 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5287 Bool notAllFalse = SignMask(condition) != 0;
5289 branch(notAllFalse, falseBlock, endBlock);
5291 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
5295 Nucleus::createBr(endBlock);
5296 Nucleus::setInsertBlock(falseBlock);
5299 ifFalseBlock[ifDepth] = endBlock;
5304 void PixelRoutine::ENDIF(Registers &r)
5308 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
5310 Nucleus::createBr(endBlock);
5311 Nucleus::setInsertBlock(endBlock);
5313 if(isConditionalIf[ifDepth])
5320 void PixelRoutine::ENDLOOP(Registers &r)
5324 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
5326 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5327 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5329 Nucleus::createBr(testBlock);
5330 Nucleus::setInsertBlock(endBlock);
5333 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5336 void PixelRoutine::ENDREP(Registers &r)
5340 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5341 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5343 Nucleus::createBr(testBlock);
5344 Nucleus::setInsertBlock(endBlock);
5347 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5350 void PixelRoutine::ENDWHILE(Registers &r)
5354 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
5355 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
5357 Nucleus::createBr(testBlock);
5358 Nucleus::setInsertBlock(endBlock);
5361 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
5365 void PixelRoutine::IF(Registers &r, const Src &src)
5367 if(src.type == Shader::PARAMETER_CONSTBOOL)
5371 else if(src.type == Shader::PARAMETER_PREDICATE)
5377 Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
5382 void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
5384 ASSERT(ifDepth < 24 + 4);
5386 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
5388 if(boolRegister.modifier == Shader::MODIFIER_NOT)
5390 condition = !condition;
5393 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5394 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5396 branch(condition, trueBlock, falseBlock);
5398 isConditionalIf[ifDepth] = false;
5399 ifFalseBlock[ifDepth] = falseBlock;
5404 void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
5406 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
5408 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
5410 condition = ~condition;
5416 void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
5422 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
5423 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
5424 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
5425 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
5426 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
5427 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
5435 void PixelRoutine::IF(Registers &r, Int4 &condition)
5437 condition &= r.enableStack[r.enableIndex];
5440 r.enableStack[r.enableIndex] = condition;
5442 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
5443 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
5445 Bool notAllFalse = SignMask(condition) != 0;
5447 branch(notAllFalse, trueBlock, falseBlock);
5449 isConditionalIf[ifDepth] = true;
5450 ifFalseBlock[ifDepth] = falseBlock;
5456 void PixelRoutine::LABEL(int labelIndex)
5458 if(!labelBlock[labelIndex])
5460 labelBlock[labelIndex] = Nucleus::createBasicBlock();
5463 Nucleus::setInsertBlock(labelBlock[labelIndex]);
5464 currentLabel = labelIndex;
5467 void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
5471 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5472 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
5473 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
5475 // If(r.increment[r.loopDepth] == 0)
5477 // r.increment[r.loopDepth] = 1;
5480 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5481 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5482 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5484 loopRepTestBlock[loopRepDepth] = testBlock;
5485 loopRepEndBlock[loopRepDepth] = endBlock;
5487 // FIXME: jump(testBlock)
5488 Nucleus::createBr(testBlock);
5489 Nucleus::setInsertBlock(testBlock);
5491 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5492 Nucleus::setInsertBlock(loopBlock);
5494 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5500 void PixelRoutine::REP(Registers &r, const Src &integerRegister)
5504 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
5505 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
5507 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5508 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5509 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5511 loopRepTestBlock[loopRepDepth] = testBlock;
5512 loopRepEndBlock[loopRepDepth] = endBlock;
5514 // FIXME: jump(testBlock)
5515 Nucleus::createBr(testBlock);
5516 Nucleus::setInsertBlock(testBlock);
5518 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
5519 Nucleus::setInsertBlock(loopBlock);
5521 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
5527 void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
5531 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
5532 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
5533 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
5535 loopRepTestBlock[loopRepDepth] = testBlock;
5536 loopRepEndBlock[loopRepDepth] = endBlock;
5538 Int4 restoreBreak = r.enableBreak;
5539 Int4 restoreContinue = r.enableContinue;
5541 // FIXME: jump(testBlock)
5542 Nucleus::createBr(testBlock);
5543 Nucleus::setInsertBlock(testBlock);
5544 r.enableContinue = restoreContinue;
5546 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
5547 Int4 condition = As<Int4>(src.x);
5548 condition &= r.enableStack[r.enableIndex - 1];
5549 r.enableStack[r.enableIndex] = condition;
5551 Bool notAllFalse = SignMask(condition) != 0;
5552 branch(notAllFalse, loopBlock, endBlock);
5554 Nucleus::setInsertBlock(endBlock);
5555 r.enableBreak = restoreBreak;
5557 Nucleus::setInsertBlock(loopBlock);
5563 void PixelRoutine::RET(Registers &r)
5565 if(currentLabel == -1)
5567 returnBlock = Nucleus::createBasicBlock();
5568 Nucleus::createBr(returnBlock);
5572 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
5574 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
5576 // FIXME: Encapsulate
5577 UInt index = r.callStack[--r.stackIndex];
5579 llvm::Value *value = index.loadValue();
5580 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
5582 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
5584 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
5587 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
5589 Nucleus::createBr(callRetBlock[currentLabel][0]);
5591 else // Function isn't called
5593 Nucleus::createBr(unreachableBlock);
5596 Nucleus::setInsertBlock(unreachableBlock);
5597 Nucleus::createUnreachable();
5601 void PixelRoutine::LEAVE(Registers &r)
5603 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
5605 // FIXME: Return from function if all instances left
5606 // FIXME: Use enableLeave in other control-flow constructs
5609 void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
5613 case Shader::PARAMETER_TEMP:
5614 if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
5615 if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
5616 if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
5617 if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
5619 case Shader::PARAMETER_INPUT:
5620 if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5621 if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5622 if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5623 if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5625 case Shader::PARAMETER_CONST: ASSERT(false); break;
5626 case Shader::PARAMETER_TEXTURE:
5627 if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
5628 if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
5629 if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
5630 if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
5632 case Shader::PARAMETER_COLOROUT:
5633 if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
5634 if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
5635 if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
5636 if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
5643 Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
5650 if(src.type == Shader::PARAMETER_CONST)
5652 c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
5653 c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
5654 c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
5655 c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
5660 case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
5661 case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
5662 case Shader::PARAMETER_CONST: reg = &c; break;
5663 case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
5664 case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
5665 case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
5670 const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
5671 const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
5672 const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
5673 const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
5677 switch(src.modifier)
5679 case Shader::MODIFIER_NONE:
5685 case Shader::MODIFIER_BIAS:
5686 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5687 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5688 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5689 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5691 case Shader::MODIFIER_BIAS_NEGATE:
5692 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5693 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5694 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5695 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5697 case Shader::MODIFIER_COMPLEMENT:
5698 mod.x = SubSat(Short4(0x1000), x);
5699 mod.y = SubSat(Short4(0x1000), y);
5700 mod.z = SubSat(Short4(0x1000), z);
5701 mod.w = SubSat(Short4(0x1000), w);
5703 case Shader::MODIFIER_NEGATE:
5709 case Shader::MODIFIER_X2:
5710 mod.x = AddSat(x, x);
5711 mod.y = AddSat(y, y);
5712 mod.z = AddSat(z, z);
5713 mod.w = AddSat(w, w);
5715 case Shader::MODIFIER_X2_NEGATE:
5716 mod.x = -AddSat(x, x);
5717 mod.y = -AddSat(y, y);
5718 mod.z = -AddSat(z, z);
5719 mod.w = -AddSat(w, w);
5721 case Shader::MODIFIER_SIGN:
5722 mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5723 mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5724 mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5725 mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
5726 mod.x = AddSat(mod.x, mod.x);
5727 mod.y = AddSat(mod.y, mod.y);
5728 mod.z = AddSat(mod.z, mod.z);
5729 mod.w = AddSat(mod.w, mod.w);
5731 case Shader::MODIFIER_SIGN_NEGATE:
5732 mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
5733 mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
5734 mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
5735 mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
5736 mod.x = AddSat(mod.x, mod.x);
5737 mod.y = AddSat(mod.y, mod.y);
5738 mod.z = AddSat(mod.z, mod.z);
5739 mod.w = AddSat(mod.w, mod.w);
5741 case Shader::MODIFIER_DZ:
5746 // Projection performed by texture sampler
5748 case Shader::MODIFIER_DW:
5753 // Projection performed by texture sampler
5759 if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
5761 mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5762 mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5763 mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5764 mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
5770 Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
5773 int i = src.index + offset;
5777 case Shader::PARAMETER_TEMP:
5778 if(src.rel.type == Shader::PARAMETER_VOID)
5784 Int a = relativeAddress(r, src);
5789 case Shader::PARAMETER_INPUT:
5791 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5795 else if(src.rel.type == Shader::PARAMETER_LOOP)
5797 Int aL = r.aL[r.loopDepth];
5803 Int a = relativeAddress(r, src);
5809 case Shader::PARAMETER_CONST:
5810 reg = readConstant(r, src, offset);
5812 case Shader::PARAMETER_TEXTURE:
5815 case Shader::PARAMETER_MISCTYPE:
5816 if(src.index == 0) reg = r.vPos;
5817 if(src.index == 1) reg = r.vFace;
5819 case Shader::PARAMETER_SAMPLER:
5820 if(src.rel.type == Shader::PARAMETER_VOID)
5822 reg.x = As<Float4>(Int4(i));
5824 else if(src.rel.type == Shader::PARAMETER_TEMP)
5826 reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
5829 case Shader::PARAMETER_PREDICATE: return reg; // Dummy
5830 case Shader::PARAMETER_VOID: return reg; // Dummy
5831 case Shader::PARAMETER_FLOAT4LITERAL:
5832 reg.x = Float4(src.value[0]);
5833 reg.y = Float4(src.value[1]);
5834 reg.z = Float4(src.value[2]);
5835 reg.w = Float4(src.value[3]);
5837 case Shader::PARAMETER_CONSTINT: return reg; // Dummy
5838 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
5839 case Shader::PARAMETER_LOOP: return reg; // Dummy
5840 case Shader::PARAMETER_COLOROUT:
5843 case Shader::PARAMETER_DEPTHOUT:
5850 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
5851 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
5852 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
5853 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
5857 switch(src.modifier)
5859 case Shader::MODIFIER_NONE:
5865 case Shader::MODIFIER_NEGATE:
5871 case Shader::MODIFIER_ABS:
5877 case Shader::MODIFIER_ABS_NEGATE:
5883 case Shader::MODIFIER_NOT:
5884 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
5885 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
5886 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
5887 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
5896 Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
5900 int i = src.index + offset;
5902 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
5904 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
5911 if(shader->containsDefineInstruction()) // Constant may be known at compile time
5913 for(size_t j = 0; j < shader->getLength(); j++)
5915 const Shader::Instruction &instruction = *shader->getInstruction(j);
5917 if(instruction.opcode == Shader::OPCODE_DEF)
5919 if(instruction.dst.index == i)
5921 c.x = Float4(instruction.src[0].value[0]);
5922 c.y = Float4(instruction.src[0].value[1]);
5923 c.z = Float4(instruction.src[0].value[2]);
5924 c.w = Float4(instruction.src[0].value[3]);
5932 else if(src.rel.type == Shader::PARAMETER_LOOP)
5934 Int loopCounter = r.aL[r.loopDepth];
5936 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
5945 Int a = relativeAddress(r, src);
5947 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
5958 Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
5960 ASSERT(var.rel.deterministic);
5962 if(var.rel.type == Shader::PARAMETER_TEMP)
5964 return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
5966 else if(var.rel.type == Shader::PARAMETER_INPUT)
5968 return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
5970 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
5972 return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
5974 else if(var.rel.type == Shader::PARAMETER_CONST)
5976 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
5978 return RoundInt(Extract(c, 0)) * var.rel.scale;
5985 Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
5987 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
5991 if(shader->containsBreakInstruction() && instruction->analysisBreak)
5993 enable &= r.enableBreak;
5996 if(shader->containsContinueInstruction() && instruction->analysisContinue)
5998 enable &= r.enableContinue;
6001 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
6003 enable &= r.enableLeave;
6010 bool PixelRoutine::colorUsed()
6012 return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
6015 unsigned short PixelRoutine::shaderVersion() const
6017 return shader ? shader->getVersion() : 0x0000;
6020 bool PixelRoutine::interpolateZ() const
6022 return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
6025 bool PixelRoutine::interpolateW() const
6027 return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);