1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 #include "VertexProgram.hpp"
17 #include "VertexShader.hpp"
18 #include "SamplerCore.hpp"
19 #include "Renderer/Renderer.hpp"
20 #include "Renderer/Vertex.hpp"
21 #include "Common/Half.hpp"
22 #include "Common/Debug.hpp"
26 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
27 : VertexRoutine(state, shader), shader(shader), r(shader->indirectAddressableTemporaries)
29 for(int i = 0; i < 2048; i++)
35 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
37 if(shader->containsBreakInstruction())
39 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
42 if(shader->containsContinueInstruction())
44 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
47 if(shader->isInstanceIdDeclared())
49 instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
53 VertexProgram::~VertexProgram()
57 void VertexProgram::pipeline(UInt &index)
59 if(!state.preTransformed)
69 void VertexProgram::program(UInt &index)
71 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
73 unsigned short shaderModel = shader->getShaderModel();
78 if(shader->containsLeaveInstruction())
80 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
83 if(shader->isVertexIdDeclared())
85 if(state.textureSampling)
87 vertexID = Int4(index);
91 vertexID = Insert(vertexID, As<Int>(index), 0);
92 vertexID = Insert(vertexID, As<Int>(index + 1), 1);
93 vertexID = Insert(vertexID, As<Int>(index + 2), 2);
94 vertexID = Insert(vertexID, As<Int>(index + 3), 3);
98 // Create all call site return blocks up front
99 for(size_t i = 0; i < shader->getLength(); i++)
101 const Shader::Instruction *instruction = shader->getInstruction(i);
102 Shader::Opcode opcode = instruction->opcode;
104 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
106 const Dst &dst = instruction->dst;
108 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
109 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
113 for(size_t i = 0; i < shader->getLength(); i++)
115 const Shader::Instruction *instruction = shader->getInstruction(i);
116 Shader::Opcode opcode = instruction->opcode;
118 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
123 Dst dst = instruction->dst;
124 Src src0 = instruction->src[0];
125 Src src1 = instruction->src[1];
126 Src src2 = instruction->src[2];
127 Src src3 = instruction->src[3];
128 Src src4 = instruction->src[4];
130 bool predicate = instruction->predicate;
131 Control control = instruction->control;
132 bool integer = dst.type == Shader::PARAMETER_ADDR;
133 bool pp = dst.partialPrecision;
142 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
143 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
144 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
145 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
146 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
150 case Shader::OPCODE_VS_1_0: break;
151 case Shader::OPCODE_VS_1_1: break;
152 case Shader::OPCODE_VS_2_0: break;
153 case Shader::OPCODE_VS_2_x: break;
154 case Shader::OPCODE_VS_2_sw: break;
155 case Shader::OPCODE_VS_3_0: break;
156 case Shader::OPCODE_VS_3_sw: break;
157 case Shader::OPCODE_DCL: break;
158 case Shader::OPCODE_DEF: break;
159 case Shader::OPCODE_DEFI: break;
160 case Shader::OPCODE_DEFB: break;
161 case Shader::OPCODE_NOP: break;
162 case Shader::OPCODE_ABS: abs(d, s0); break;
163 case Shader::OPCODE_IABS: iabs(d, s0); break;
164 case Shader::OPCODE_ADD: add(d, s0, s1); break;
165 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
166 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
167 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
168 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
169 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
170 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
171 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
172 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
173 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
174 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
175 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
176 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
177 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
178 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
179 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
180 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
181 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
182 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
183 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
184 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
185 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
186 case Shader::OPCODE_ATT: att(d, s0, s1); break;
187 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
188 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
189 case Shader::OPCODE_EXPP: expp(d, s0, shaderModel); break;
190 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
191 case Shader::OPCODE_FRC: frc(d, s0); break;
192 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
193 case Shader::OPCODE_FLOOR: floor(d, s0); break;
194 case Shader::OPCODE_ROUND: round(d, s0); break;
195 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
196 case Shader::OPCODE_CEIL: ceil(d, s0); break;
197 case Shader::OPCODE_LIT: lit(d, s0); break;
198 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
199 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
200 case Shader::OPCODE_LOGP: logp(d, s0, shaderModel); break;
201 case Shader::OPCODE_LOG: log(d, s0, pp); break;
202 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
203 case Shader::OPCODE_STEP: step(d, s0, s1); break;
204 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
205 case Shader::OPCODE_ISINF: isinf(d, s0); break;
206 case Shader::OPCODE_ISNAN: isnan(d, s0); break;
207 case Shader::OPCODE_FLOATBITSTOINT:
208 case Shader::OPCODE_FLOATBITSTOUINT:
209 case Shader::OPCODE_INTBITSTOFLOAT:
210 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
211 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
212 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
213 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
214 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
215 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
216 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
217 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
218 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
219 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
220 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
221 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
222 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
223 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
224 case Shader::OPCODE_MAX: max(d, s0, s1); break;
225 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
226 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
227 case Shader::OPCODE_MIN: min(d, s0, s1); break;
228 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
229 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
230 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
231 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
232 case Shader::OPCODE_NEG: neg(d, s0); break;
233 case Shader::OPCODE_INEG: ineg(d, s0); break;
234 case Shader::OPCODE_F2B: f2b(d, s0); break;
235 case Shader::OPCODE_B2F: b2f(d, s0); break;
236 case Shader::OPCODE_F2I: f2i(d, s0); break;
237 case Shader::OPCODE_I2F: i2f(d, s0); break;
238 case Shader::OPCODE_F2U: f2u(d, s0); break;
239 case Shader::OPCODE_U2F: u2f(d, s0); break;
240 case Shader::OPCODE_I2B: i2b(d, s0); break;
241 case Shader::OPCODE_B2I: b2i(d, s0); break;
242 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
243 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
244 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
245 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
246 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
247 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
248 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
249 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
250 case Shader::OPCODE_DIV: div(d, s0, s1); break;
251 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
252 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
253 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
254 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
255 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
256 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
257 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
258 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
259 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
260 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
261 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
262 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
263 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
264 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
265 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
266 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
267 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
268 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
269 case Shader::OPCODE_SGE: step(d, s1, s0); break;
270 case Shader::OPCODE_SGN: sgn(d, s0); break;
271 case Shader::OPCODE_ISGN: isgn(d, s0); break;
272 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
273 case Shader::OPCODE_COS: cos(d, s0, pp); break;
274 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
275 case Shader::OPCODE_TAN: tan(d, s0); break;
276 case Shader::OPCODE_ACOS: acos(d, s0); break;
277 case Shader::OPCODE_ASIN: asin(d, s0); break;
278 case Shader::OPCODE_ATAN: atan(d, s0); break;
279 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
280 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
281 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
282 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
283 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
284 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
285 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
286 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
287 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
288 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
289 case Shader::OPCODE_BREAK: BREAK(); break;
290 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
291 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
292 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
293 case Shader::OPCODE_TEST: TEST(); break;
294 case Shader::OPCODE_SCALAR: SCALAR(); break;
295 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
296 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
297 case Shader::OPCODE_ELSE: ELSE(); break;
298 case Shader::OPCODE_ENDIF: ENDIF(); break;
299 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
300 case Shader::OPCODE_ENDREP: ENDREP(); break;
301 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
302 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
303 case Shader::OPCODE_IF: IF(src0); break;
304 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
305 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
306 case Shader::OPCODE_LOOP: LOOP(src1); break;
307 case Shader::OPCODE_REP: REP(src0); break;
308 case Shader::OPCODE_WHILE: WHILE(src0); break;
309 case Shader::OPCODE_SWITCH: SWITCH(); break;
310 case Shader::OPCODE_RET: RET(); break;
311 case Shader::OPCODE_LEAVE: LEAVE(); break;
312 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
313 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
314 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
315 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
316 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
317 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
318 case Shader::OPCODE_ALL: all(d.x, s0); break;
319 case Shader::OPCODE_ANY: any(d.x, s0); break;
320 case Shader::OPCODE_NOT: bitwise_not(d, s0); break;
321 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break;
322 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break;
323 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
324 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
325 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
326 case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break;
327 case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break;
328 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
329 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
330 case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
331 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
332 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
333 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
334 case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
335 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
336 case Shader::OPCODE_END: break;
341 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
345 if(dst.x) d.x = Max(d.x, Float4(0.0f));
346 if(dst.y) d.y = Max(d.y, Float4(0.0f));
347 if(dst.z) d.z = Max(d.z, Float4(0.0f));
348 if(dst.w) d.w = Max(d.w, Float4(0.0f));
350 if(dst.x) d.x = Min(d.x, Float4(1.0f));
351 if(dst.y) d.y = Min(d.y, Float4(1.0f));
352 if(dst.z) d.z = Min(d.z, Float4(1.0f));
353 if(dst.w) d.w = Min(d.w, Float4(1.0f));
356 if(instruction->isPredicated())
358 Vector4f pDst; // FIXME: Rename
362 case Shader::PARAMETER_VOID: break;
363 case Shader::PARAMETER_TEMP:
364 if(dst.rel.type == Shader::PARAMETER_VOID)
366 if(dst.x) pDst.x = r[dst.index].x;
367 if(dst.y) pDst.y = r[dst.index].y;
368 if(dst.z) pDst.z = r[dst.index].z;
369 if(dst.w) pDst.w = r[dst.index].w;
371 else if(!dst.rel.dynamic)
373 Int a = dst.index + relativeAddress(dst.rel);
375 if(dst.x) pDst.x = r[a].x;
376 if(dst.y) pDst.y = r[a].y;
377 if(dst.z) pDst.z = r[a].z;
378 if(dst.w) pDst.w = r[a].w;
382 Int4 a = dst.index + dynamicAddress(dst.rel);
384 if(dst.x) pDst.x = r[a].x;
385 if(dst.y) pDst.y = r[a].y;
386 if(dst.z) pDst.z = r[a].z;
387 if(dst.w) pDst.w = r[a].w;
390 case Shader::PARAMETER_ADDR: pDst = a0; break;
391 case Shader::PARAMETER_RASTOUT:
395 if(dst.x) pDst.x = o[Pos].x;
396 if(dst.y) pDst.y = o[Pos].y;
397 if(dst.z) pDst.z = o[Pos].z;
398 if(dst.w) pDst.w = o[Pos].w;
410 case Shader::PARAMETER_ATTROUT:
411 if(dst.x) pDst.x = o[C0 + dst.index].x;
412 if(dst.y) pDst.y = o[C0 + dst.index].y;
413 if(dst.z) pDst.z = o[C0 + dst.index].z;
414 if(dst.w) pDst.w = o[C0 + dst.index].w;
416 case Shader::PARAMETER_TEXCRDOUT:
417 // case Shader::PARAMETER_OUTPUT:
418 if(shaderModel < 0x0300)
420 if(dst.x) pDst.x = o[T0 + dst.index].x;
421 if(dst.y) pDst.y = o[T0 + dst.index].y;
422 if(dst.z) pDst.z = o[T0 + dst.index].z;
423 if(dst.w) pDst.w = o[T0 + dst.index].w;
425 else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
427 if(dst.x) pDst.x = o[dst.index].x;
428 if(dst.y) pDst.y = o[dst.index].y;
429 if(dst.z) pDst.z = o[dst.index].z;
430 if(dst.w) pDst.w = o[dst.index].w;
432 else if(!dst.rel.dynamic)
434 Int a = dst.index + relativeAddress(dst.rel);
436 if(dst.x) pDst.x = o[a].x;
437 if(dst.y) pDst.y = o[a].y;
438 if(dst.z) pDst.z = o[a].z;
439 if(dst.w) pDst.w = o[a].w;
443 Int4 a = dst.index + dynamicAddress(dst.rel);
445 if(dst.x) pDst.x = o[a].x;
446 if(dst.y) pDst.y = o[a].y;
447 if(dst.z) pDst.z = o[a].z;
448 if(dst.w) pDst.w = o[a].w;
451 case Shader::PARAMETER_LABEL: break;
452 case Shader::PARAMETER_PREDICATE: pDst = p0; break;
453 case Shader::PARAMETER_INPUT: break;
458 Int4 enable = enableMask(instruction);
460 Int4 xEnable = enable;
461 Int4 yEnable = enable;
462 Int4 zEnable = enable;
463 Int4 wEnable = enable;
467 unsigned char pSwizzle = instruction->predicateSwizzle;
469 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
470 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
471 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
472 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
474 if(!instruction->predicateNot)
476 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
477 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
478 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
479 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
483 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
484 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
485 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
486 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
490 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
491 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
492 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
493 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
495 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
496 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
497 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
498 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
503 case Shader::PARAMETER_VOID:
505 case Shader::PARAMETER_TEMP:
506 if(dst.rel.type == Shader::PARAMETER_VOID)
508 if(dst.x) r[dst.index].x = d.x;
509 if(dst.y) r[dst.index].y = d.y;
510 if(dst.z) r[dst.index].z = d.z;
511 if(dst.w) r[dst.index].w = d.w;
513 else if(!dst.rel.dynamic)
515 Int a = dst.index + relativeAddress(dst.rel);
517 if(dst.x) r[a].x = d.x;
518 if(dst.y) r[a].y = d.y;
519 if(dst.z) r[a].z = d.z;
520 if(dst.w) r[a].w = d.w;
524 Int4 a = dst.index + dynamicAddress(dst.rel);
526 if(dst.x) r.scatter_x(a, d.x);
527 if(dst.y) r.scatter_y(a, d.y);
528 if(dst.z) r.scatter_z(a, d.z);
529 if(dst.w) r.scatter_w(a, d.w);
532 case Shader::PARAMETER_ADDR:
533 if(dst.x) a0.x = d.x;
534 if(dst.y) a0.y = d.y;
535 if(dst.z) a0.z = d.z;
536 if(dst.w) a0.w = d.w;
538 case Shader::PARAMETER_RASTOUT:
542 if(dst.x) o[Pos].x = d.x;
543 if(dst.y) o[Pos].y = d.y;
544 if(dst.z) o[Pos].z = d.z;
545 if(dst.w) o[Pos].w = d.w;
553 default: ASSERT(false);
556 case Shader::PARAMETER_ATTROUT:
557 if(dst.x) o[C0 + dst.index].x = d.x;
558 if(dst.y) o[C0 + dst.index].y = d.y;
559 if(dst.z) o[C0 + dst.index].z = d.z;
560 if(dst.w) o[C0 + dst.index].w = d.w;
562 case Shader::PARAMETER_TEXCRDOUT:
563 // case Shader::PARAMETER_OUTPUT:
564 if(shaderModel < 0x0300)
566 if(dst.x) o[T0 + dst.index].x = d.x;
567 if(dst.y) o[T0 + dst.index].y = d.y;
568 if(dst.z) o[T0 + dst.index].z = d.z;
569 if(dst.w) o[T0 + dst.index].w = d.w;
571 else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
573 if(dst.x) o[dst.index].x = d.x;
574 if(dst.y) o[dst.index].y = d.y;
575 if(dst.z) o[dst.index].z = d.z;
576 if(dst.w) o[dst.index].w = d.w;
578 else if(!dst.rel.dynamic)
580 Int a = dst.index + relativeAddress(dst.rel);
582 if(dst.x) o[a].x = d.x;
583 if(dst.y) o[a].y = d.y;
584 if(dst.z) o[a].z = d.z;
585 if(dst.w) o[a].w = d.w;
589 Int4 a = dst.index + dynamicAddress(dst.rel);
591 if(dst.x) o.scatter_x(a, d.x);
592 if(dst.y) o.scatter_y(a, d.y);
593 if(dst.z) o.scatter_z(a, d.z);
594 if(dst.w) o.scatter_w(a, d.w);
597 case Shader::PARAMETER_LABEL: break;
598 case Shader::PARAMETER_PREDICATE: p0 = d; break;
599 case Shader::PARAMETER_INPUT: break;
606 if(currentLabel != -1)
608 Nucleus::setInsertBlock(returnBlock);
612 void VertexProgram::passThrough()
616 for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
618 unsigned char usage = shader->getOutput(i, 0).usage;
624 case Shader::USAGE_PSIZE:
627 case Shader::USAGE_TEXCOORD:
633 case Shader::USAGE_POSITION:
639 case Shader::USAGE_COLOR:
645 case Shader::USAGE_FOG:
655 o[Pos].x = v[PositionT].x;
656 o[Pos].y = v[PositionT].y;
657 o[Pos].z = v[PositionT].z;
658 o[Pos].w = v[PositionT].w;
660 for(int i = 0; i < 2; i++)
662 o[C0 + i].x = v[Color0 + i].x;
663 o[C0 + i].y = v[Color0 + i].y;
664 o[C0 + i].z = v[Color0 + i].z;
665 o[C0 + i].w = v[Color0 + i].w;
668 for(int i = 0; i < 8; i++)
670 o[T0 + i].x = v[TexCoord0 + i].x;
671 o[T0 + i].y = v[TexCoord0 + i].y;
672 o[T0 + i].z = v[TexCoord0 + i].z;
673 o[T0 + i].w = v[TexCoord0 + i].w;
676 o[Pts].y = v[PointSize].x;
680 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
683 unsigned int i = src.index + offset;
687 case Shader::PARAMETER_TEMP:
688 if(src.rel.type == Shader::PARAMETER_VOID)
692 else if(!src.rel.dynamic)
694 reg = r[i + relativeAddress(src.rel, src.bufferIndex)];
698 reg = r[i + dynamicAddress(src.rel)];
701 case Shader::PARAMETER_CONST:
702 reg = readConstant(src, offset);
704 case Shader::PARAMETER_INPUT:
705 if(src.rel.type == Shader::PARAMETER_VOID)
709 else if(!src.rel.dynamic)
711 reg = v[i + relativeAddress(src.rel, src.bufferIndex)];
715 reg = v[i + dynamicAddress(src.rel)];
718 case Shader::PARAMETER_VOID: return r[0]; // Dummy
719 case Shader::PARAMETER_FLOAT4LITERAL:
720 reg.x = Float4(src.value[0]);
721 reg.y = Float4(src.value[1]);
722 reg.z = Float4(src.value[2]);
723 reg.w = Float4(src.value[3]);
725 case Shader::PARAMETER_ADDR: reg = a0; break;
726 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
727 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
728 case Shader::PARAMETER_LOOP: return r[0]; // Dummy
729 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
730 case Shader::PARAMETER_SAMPLER:
731 if(src.rel.type == Shader::PARAMETER_VOID)
733 reg.x = As<Float4>(Int4(i));
735 else if(src.rel.type == Shader::PARAMETER_TEMP)
737 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
740 case Shader::PARAMETER_OUTPUT:
741 if(src.rel.type == Shader::PARAMETER_VOID)
745 else if(!src.rel.dynamic)
747 reg = o[i + relativeAddress(src.rel, src.bufferIndex)];
751 reg = o[i + dynamicAddress(src.rel)];
754 case Shader::PARAMETER_MISCTYPE:
755 if(src.index == Shader::InstanceIDIndex)
757 reg.x = As<Float>(instanceID);
759 else if(src.index == Shader::VertexIDIndex)
761 reg.x = As<Float4>(vertexID);
769 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
770 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
771 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
772 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
778 case Shader::MODIFIER_NONE:
784 case Shader::MODIFIER_NEGATE:
790 case Shader::MODIFIER_ABS:
796 case Shader::MODIFIER_ABS_NEGATE:
802 case Shader::MODIFIER_NOT:
803 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
804 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
805 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
806 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
815 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
817 if(bufferIndex == -1)
819 return data + OFFSET(DrawData, vs.c[index]);
823 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
827 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset)
829 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
832 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
835 unsigned int i = src.index + offset;
837 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
839 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
846 if(shader->containsDefineInstruction()) // Constant may be known at compile time
848 for(size_t j = 0; j < shader->getLength(); j++)
850 const Shader::Instruction &instruction = *shader->getInstruction(j);
852 if(instruction.opcode == Shader::OPCODE_DEF)
854 if(instruction.dst.index == i)
856 c.x = Float4(instruction.src[0].value[0]);
857 c.y = Float4(instruction.src[0].value[1]);
858 c.z = Float4(instruction.src[0].value[2]);
859 c.w = Float4(instruction.src[0].value[3]);
867 else if(!src.rel.dynamic || src.rel.type == Shader::PARAMETER_LOOP)
869 Int a = relativeAddress(src.rel, src.bufferIndex);
871 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
880 int component = src.rel.swizzle & 0x03;
885 case Shader::PARAMETER_ADDR: a = a0[component]; break;
886 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
887 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
888 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
889 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
890 case Shader::PARAMETER_MISCTYPE:
891 switch(src.rel.index)
893 case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break;
894 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break;
895 default: ASSERT(false);
898 default: ASSERT(false);
901 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
903 index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
905 Int index0 = Extract(index, 0);
906 Int index1 = Extract(index, 1);
907 Int index2 = Extract(index, 2);
908 Int index3 = Extract(index, 3);
910 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
911 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
912 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
913 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
915 transpose4x4(c.x, c.y, c.z, c.w);
921 Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex)
923 ASSERT(!rel.dynamic);
925 if(rel.type == Shader::PARAMETER_TEMP)
927 return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale;
929 else if(rel.type == Shader::PARAMETER_INPUT)
931 return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale;
933 else if(rel.type == Shader::PARAMETER_OUTPUT)
935 return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale;
937 else if(rel.type == Shader::PARAMETER_CONST)
939 return *Pointer<Int>(uniformAddress(bufferIndex, rel.index)) * rel.scale;
941 else if(rel.type == Shader::PARAMETER_LOOP)
943 return aL[loopDepth];
950 Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel)
952 int component = rel.swizzle & 0x03;
957 case Shader::PARAMETER_ADDR: a = a0[component]; break;
958 case Shader::PARAMETER_TEMP: a = r[rel.index][component]; break;
959 case Shader::PARAMETER_INPUT: a = v[rel.index][component]; break;
960 case Shader::PARAMETER_OUTPUT: a = o[rel.index][component]; break;
961 case Shader::PARAMETER_MISCTYPE:
964 case Shader::InstanceIDIndex: a = As<Float>(instanceID); break;
965 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break;
966 default: ASSERT(false);
969 default: ASSERT(false);
972 return As<Int4>(a) * Int4(rel.scale);
975 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
979 return Int4(0xFFFFFFFF);
982 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
984 if(shader->containsBreakInstruction() && instruction->analysisBreak)
986 enable &= enableBreak;
989 if(shader->containsContinueInstruction() && instruction->analysisContinue)
991 enable &= enableContinue;
994 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
996 enable &= enableLeave;
1002 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
1004 Vector4f row0 = fetchRegister(src1, 0);
1005 Vector4f row1 = fetchRegister(src1, 1);
1007 dst.x = dot3(src0, row0);
1008 dst.y = dot3(src0, row1);
1011 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
1013 Vector4f row0 = fetchRegister(src1, 0);
1014 Vector4f row1 = fetchRegister(src1, 1);
1015 Vector4f row2 = fetchRegister(src1, 2);
1017 dst.x = dot3(src0, row0);
1018 dst.y = dot3(src0, row1);
1019 dst.z = dot3(src0, row2);
1022 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
1024 Vector4f row0 = fetchRegister(src1, 0);
1025 Vector4f row1 = fetchRegister(src1, 1);
1026 Vector4f row2 = fetchRegister(src1, 2);
1027 Vector4f row3 = fetchRegister(src1, 3);
1029 dst.x = dot3(src0, row0);
1030 dst.y = dot3(src0, row1);
1031 dst.z = dot3(src0, row2);
1032 dst.w = dot3(src0, row3);
1035 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
1037 Vector4f row0 = fetchRegister(src1, 0);
1038 Vector4f row1 = fetchRegister(src1, 1);
1039 Vector4f row2 = fetchRegister(src1, 2);
1041 dst.x = dot4(src0, row0);
1042 dst.y = dot4(src0, row1);
1043 dst.z = dot4(src0, row2);
1046 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
1048 Vector4f row0 = fetchRegister(src1, 0);
1049 Vector4f row1 = fetchRegister(src1, 1);
1050 Vector4f row2 = fetchRegister(src1, 2);
1051 Vector4f row3 = fetchRegister(src1, 3);
1053 dst.x = dot4(src0, row0);
1054 dst.y = dot4(src0, row1);
1055 dst.z = dot4(src0, row2);
1056 dst.w = dot4(src0, row3);
1059 void VertexProgram::BREAK()
1061 enableBreak = enableBreak & ~enableStack[enableIndex];
1064 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1070 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1071 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1072 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1073 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1074 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1075 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1083 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1085 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1087 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1089 condition = ~condition;
1095 void VertexProgram::BREAK(Int4 &condition)
1097 condition &= enableStack[enableIndex];
1099 enableBreak = enableBreak & ~condition;
1102 void VertexProgram::CONTINUE()
1104 enableContinue = enableContinue & ~enableStack[enableIndex];
1107 void VertexProgram::TEST()
1109 enableContinue = restoreContinue.back();
1110 restoreContinue.pop_back();
1113 void VertexProgram::SCALAR()
1118 void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1120 if(!labelBlock[labelIndex])
1122 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1125 if(callRetBlock[labelIndex].size() > 1)
1127 callStack[stackIndex++] = UInt(callSiteIndex);
1130 Int4 restoreLeave = enableLeave;
1132 Nucleus::createBr(labelBlock[labelIndex]);
1133 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1135 enableLeave = restoreLeave;
1138 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1140 if(src.type == Shader::PARAMETER_CONSTBOOL)
1142 CALLNZb(labelIndex, callSiteIndex, src);
1144 else if(src.type == Shader::PARAMETER_PREDICATE)
1146 CALLNZp(labelIndex, callSiteIndex, src);
1151 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1153 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1155 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1157 condition = !condition;
1160 if(!labelBlock[labelIndex])
1162 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1165 if(callRetBlock[labelIndex].size() > 1)
1167 callStack[stackIndex++] = UInt(callSiteIndex);
1170 Int4 restoreLeave = enableLeave;
1172 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1173 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1175 enableLeave = restoreLeave;
1178 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1180 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1182 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1184 condition = ~condition;
1187 condition &= enableStack[enableIndex];
1189 if(!labelBlock[labelIndex])
1191 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1194 if(callRetBlock[labelIndex].size() > 1)
1196 callStack[stackIndex++] = UInt(callSiteIndex);
1200 enableStack[enableIndex] = condition;
1201 Int4 restoreLeave = enableLeave;
1203 Bool notAllFalse = SignMask(condition) != 0;
1204 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1205 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1208 enableLeave = restoreLeave;
1211 void VertexProgram::ELSE()
1215 BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1216 BasicBlock *endBlock = Nucleus::createBasicBlock();
1218 if(isConditionalIf[ifDepth])
1220 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1221 Bool notAllFalse = SignMask(condition) != 0;
1223 branch(notAllFalse, falseBlock, endBlock);
1225 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1229 Nucleus::createBr(endBlock);
1230 Nucleus::setInsertBlock(falseBlock);
1233 ifFalseBlock[ifDepth] = endBlock;
1238 void VertexProgram::ENDIF()
1242 BasicBlock *endBlock = ifFalseBlock[ifDepth];
1244 Nucleus::createBr(endBlock);
1245 Nucleus::setInsertBlock(endBlock);
1247 if(isConditionalIf[ifDepth])
1253 void VertexProgram::ENDLOOP()
1257 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1259 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1260 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1262 Nucleus::createBr(testBlock);
1263 Nucleus::setInsertBlock(endBlock);
1266 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1269 void VertexProgram::ENDREP()
1273 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1274 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1276 Nucleus::createBr(testBlock);
1277 Nucleus::setInsertBlock(endBlock);
1280 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1283 void VertexProgram::ENDWHILE()
1287 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1288 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1290 Nucleus::createBr(testBlock);
1291 Nucleus::setInsertBlock(endBlock);
1297 void VertexProgram::ENDSWITCH()
1301 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1303 Nucleus::createBr(endBlock);
1304 Nucleus::setInsertBlock(endBlock);
1307 void VertexProgram::IF(const Src &src)
1309 if(src.type == Shader::PARAMETER_CONSTBOOL)
1313 else if(src.type == Shader::PARAMETER_PREDICATE)
1319 Int4 condition = As<Int4>(fetchRegister(src).x);
1324 void VertexProgram::IFb(const Src &boolRegister)
1326 ASSERT(ifDepth < 24 + 4);
1328 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1330 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1332 condition = !condition;
1335 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1336 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1338 branch(condition, trueBlock, falseBlock);
1340 isConditionalIf[ifDepth] = false;
1341 ifFalseBlock[ifDepth] = falseBlock;
1346 void VertexProgram::IFp(const Src &predicateRegister)
1348 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1350 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1352 condition = ~condition;
1358 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1364 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1365 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1366 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1367 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1368 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1369 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1377 void VertexProgram::IF(Int4 &condition)
1379 condition &= enableStack[enableIndex];
1382 enableStack[enableIndex] = condition;
1384 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1385 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1387 Bool notAllFalse = SignMask(condition) != 0;
1389 branch(notAllFalse, trueBlock, falseBlock);
1391 isConditionalIf[ifDepth] = true;
1392 ifFalseBlock[ifDepth] = falseBlock;
1397 void VertexProgram::LABEL(int labelIndex)
1399 if(!labelBlock[labelIndex])
1401 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1404 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1405 currentLabel = labelIndex;
1408 void VertexProgram::LOOP(const Src &integerRegister)
1412 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1413 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1414 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1416 // FIXME: Compiles to two instructions?
1417 If(increment[loopDepth] == 0)
1419 increment[loopDepth] = 1;
1422 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1423 BasicBlock *testBlock = Nucleus::createBasicBlock();
1424 BasicBlock *endBlock = Nucleus::createBasicBlock();
1426 loopRepTestBlock[loopRepDepth] = testBlock;
1427 loopRepEndBlock[loopRepDepth] = endBlock;
1429 // FIXME: jump(testBlock)
1430 Nucleus::createBr(testBlock);
1431 Nucleus::setInsertBlock(testBlock);
1433 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1434 Nucleus::setInsertBlock(loopBlock);
1436 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1441 void VertexProgram::REP(const Src &integerRegister)
1445 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1446 aL[loopDepth] = aL[loopDepth - 1];
1448 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1449 BasicBlock *testBlock = Nucleus::createBasicBlock();
1450 BasicBlock *endBlock = Nucleus::createBasicBlock();
1452 loopRepTestBlock[loopRepDepth] = testBlock;
1453 loopRepEndBlock[loopRepDepth] = endBlock;
1455 // FIXME: jump(testBlock)
1456 Nucleus::createBr(testBlock);
1457 Nucleus::setInsertBlock(testBlock);
1459 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1460 Nucleus::setInsertBlock(loopBlock);
1462 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1467 void VertexProgram::WHILE(const Src &temporaryRegister)
1471 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1472 BasicBlock *testBlock = Nucleus::createBasicBlock();
1473 BasicBlock *endBlock = Nucleus::createBasicBlock();
1475 loopRepTestBlock[loopRepDepth] = testBlock;
1476 loopRepEndBlock[loopRepDepth] = endBlock;
1478 Int4 restoreBreak = enableBreak;
1479 restoreContinue.push_back(enableContinue);
1481 // TODO: jump(testBlock)
1482 Nucleus::createBr(testBlock);
1483 Nucleus::setInsertBlock(testBlock);
1485 const Vector4f &src = fetchRegister(temporaryRegister);
1486 Int4 condition = As<Int4>(src.x);
1487 condition &= enableStack[enableIndex - 1];
1488 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1489 if(shader->containsBreakInstruction()) condition &= enableBreak;
1490 enableStack[enableIndex] = condition;
1492 Bool notAllFalse = SignMask(condition) != 0;
1493 branch(notAllFalse, loopBlock, endBlock);
1495 Nucleus::setInsertBlock(endBlock);
1496 enableBreak = restoreBreak;
1498 Nucleus::setInsertBlock(loopBlock);
1504 void VertexProgram::SWITCH()
1506 BasicBlock *endBlock = Nucleus::createBasicBlock();
1508 loopRepTestBlock[loopRepDepth] = nullptr;
1509 loopRepEndBlock[loopRepDepth] = endBlock;
1511 Int4 restoreBreak = enableBreak;
1513 BasicBlock *currentBlock = Nucleus::getInsertBlock();
1515 Nucleus::setInsertBlock(endBlock);
1516 enableBreak = restoreBreak;
1518 Nucleus::setInsertBlock(currentBlock);
1523 void VertexProgram::RET()
1525 if(currentLabel == -1)
1527 returnBlock = Nucleus::createBasicBlock();
1528 Nucleus::createBr(returnBlock);
1532 BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1534 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1536 // FIXME: Encapsulate
1537 UInt index = callStack[--stackIndex];
1539 Value *value = index.loadValue();
1540 SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1542 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1544 Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
1547 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1549 Nucleus::createBr(callRetBlock[currentLabel][0]);
1551 else // Function isn't called
1553 Nucleus::createBr(unreachableBlock);
1556 Nucleus::setInsertBlock(unreachableBlock);
1557 Nucleus::createUnreachable();
1561 void VertexProgram::LEAVE()
1563 enableLeave = enableLeave & ~enableStack[enableIndex];
1565 // FIXME: Return from function if all instances left
1566 // FIXME: Use enableLeave in other control-flow constructs
1569 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1571 dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base);
1574 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1576 dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset});
1579 void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1581 dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
1584 void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1586 dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
1589 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1591 dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
1594 void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1596 dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
1599 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
1601 dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad);
1604 void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
1606 dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
1609 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1611 bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETER_VOID);
1612 Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x)) * sizeof(Texture);
1613 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + offset;
1615 dst = SamplerCore::textureSize(texture, lod);
1618 Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1622 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1624 tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function);
1628 Int index = As<Int>(Float(fetchRegister(s).x.x));
1630 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1632 if(shader->usesSampler(i))
1636 tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function);
1637 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1644 c.x = tmp[(s.swizzle >> 0) & 0x3];
1645 c.y = tmp[(s.swizzle >> 2) & 0x3];
1646 c.z = tmp[(s.swizzle >> 4) & 0x3];
1647 c.w = tmp[(s.swizzle >> 6) & 0x3];
1652 Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1654 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture);
1655 return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function);