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 "Renderer.hpp"
18 #include "VertexShader.hpp"
21 #include "SamplerCore.hpp"
26 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
27 : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
35 for(int i = 0; i < 2048; i++)
41 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
43 if(shader && shader->containsBreakInstruction())
45 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
48 if(shader && shader->containsContinueInstruction())
50 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
53 if(shader->isInstanceIdDeclared())
55 instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
59 VertexProgram::~VertexProgram()
61 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
67 void VertexProgram::pipeline(UInt& index)
69 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
71 sampler[i] = new SamplerCore(constants, state.samplerState[i]);
74 if(!state.preTransformed)
84 void VertexProgram::program(UInt& index)
86 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
88 unsigned short version = shader->getVersion();
93 if(shader->containsLeaveInstruction())
95 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
98 if(shader->isVertexIdDeclared())
100 if(state.textureSampling)
102 vertexID = Int4(index);
106 vertexID = Insert(vertexID, As<Int>(index), 0);
107 vertexID = Insert(vertexID, As<Int>(index + 1), 1);
108 vertexID = Insert(vertexID, As<Int>(index + 2), 2);
109 vertexID = Insert(vertexID, As<Int>(index + 3), 3);
113 // Create all call site return blocks up front
114 for(size_t i = 0; i < shader->getLength(); i++)
116 const Shader::Instruction *instruction = shader->getInstruction(i);
117 Shader::Opcode opcode = instruction->opcode;
119 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
121 const Dst &dst = instruction->dst;
123 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
124 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
128 for(size_t i = 0; i < shader->getLength(); i++)
130 const Shader::Instruction *instruction = shader->getInstruction(i);
131 Shader::Opcode opcode = instruction->opcode;
133 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
138 Dst dst = instruction->dst;
139 Src src0 = instruction->src[0];
140 Src src1 = instruction->src[1];
141 Src src2 = instruction->src[2];
142 Src src3 = instruction->src[3];
143 Src src4 = instruction->src[4];
145 bool predicate = instruction->predicate;
146 Control control = instruction->control;
147 bool integer = dst.type == Shader::PARAMETER_ADDR;
148 bool pp = dst.partialPrecision;
157 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
158 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
159 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
160 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
161 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
165 case Shader::OPCODE_VS_1_0: break;
166 case Shader::OPCODE_VS_1_1: break;
167 case Shader::OPCODE_VS_2_0: break;
168 case Shader::OPCODE_VS_2_x: break;
169 case Shader::OPCODE_VS_2_sw: break;
170 case Shader::OPCODE_VS_3_0: break;
171 case Shader::OPCODE_VS_3_sw: break;
172 case Shader::OPCODE_DCL: break;
173 case Shader::OPCODE_DEF: break;
174 case Shader::OPCODE_DEFI: break;
175 case Shader::OPCODE_DEFB: break;
176 case Shader::OPCODE_NOP: break;
177 case Shader::OPCODE_ABS: abs(d, s0); break;
178 case Shader::OPCODE_IABS: iabs(d, s0); break;
179 case Shader::OPCODE_ADD: add(d, s0, s1); break;
180 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
181 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
182 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
183 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
184 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
185 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
186 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
187 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
188 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
189 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
190 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
191 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
192 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
193 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
194 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
195 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
196 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
197 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
198 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
199 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
200 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
201 case Shader::OPCODE_ATT: att(d, s0, s1); break;
202 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
203 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
204 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
205 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
206 case Shader::OPCODE_FRC: frc(d, s0); break;
207 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
208 case Shader::OPCODE_FLOOR: floor(d, s0); break;
209 case Shader::OPCODE_ROUND: round(d, s0); break;
210 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
211 case Shader::OPCODE_CEIL: ceil(d, s0); break;
212 case Shader::OPCODE_LIT: lit(d, s0); break;
213 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
214 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
215 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
216 case Shader::OPCODE_LOG: log(d, s0, pp); break;
217 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
218 case Shader::OPCODE_STEP: step(d, s0, s1); break;
219 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
220 case Shader::OPCODE_FLOATBITSTOINT:
221 case Shader::OPCODE_FLOATBITSTOUINT:
222 case Shader::OPCODE_INTBITSTOFLOAT:
223 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
224 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
225 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
226 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
227 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
228 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
229 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
230 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
231 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
232 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
233 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
234 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
235 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
236 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
237 case Shader::OPCODE_MAX: max(d, s0, s1); break;
238 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
239 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
240 case Shader::OPCODE_MIN: min(d, s0, s1); break;
241 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
242 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
243 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
244 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
245 case Shader::OPCODE_NEG: neg(d, s0); break;
246 case Shader::OPCODE_INEG: ineg(d, s0); break;
247 case Shader::OPCODE_F2B: f2b(d, s0); break;
248 case Shader::OPCODE_B2F: b2f(d, s0); break;
249 case Shader::OPCODE_F2I: f2i(d, s0); break;
250 case Shader::OPCODE_I2F: i2f(d, s0); break;
251 case Shader::OPCODE_F2U: f2u(d, s0); break;
252 case Shader::OPCODE_U2F: u2f(d, s0); break;
253 case Shader::OPCODE_I2B: i2b(d, s0); break;
254 case Shader::OPCODE_B2I: b2i(d, s0); break;
255 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
256 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
257 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
258 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
259 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
260 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
261 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
262 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
263 case Shader::OPCODE_DIV: div(d, s0, s1); break;
264 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
265 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
266 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
267 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
268 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
269 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
270 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
271 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
272 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
273 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
274 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
275 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
276 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
277 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
278 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
279 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
280 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
281 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
282 case Shader::OPCODE_SGE: step(d, s1, s0); break;
283 case Shader::OPCODE_SGN: sgn(d, s0); break;
284 case Shader::OPCODE_ISGN: isgn(d, s0); break;
285 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
286 case Shader::OPCODE_COS: cos(d, s0, pp); break;
287 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
288 case Shader::OPCODE_TAN: tan(d, s0); break;
289 case Shader::OPCODE_ACOS: acos(d, s0); break;
290 case Shader::OPCODE_ASIN: asin(d, s0); break;
291 case Shader::OPCODE_ATAN: atan(d, s0); break;
292 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
293 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
294 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
295 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
296 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
297 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
298 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
299 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
300 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
301 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
302 case Shader::OPCODE_BREAK: BREAK(); break;
303 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
304 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
305 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
306 case Shader::OPCODE_TEST: TEST(); break;
307 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
308 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
309 case Shader::OPCODE_ELSE: ELSE(); break;
310 case Shader::OPCODE_ENDIF: ENDIF(); break;
311 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
312 case Shader::OPCODE_ENDREP: ENDREP(); break;
313 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
314 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
315 case Shader::OPCODE_IF: IF(src0); break;
316 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
317 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
318 case Shader::OPCODE_LOOP: LOOP(src1); break;
319 case Shader::OPCODE_REP: REP(src0); break;
320 case Shader::OPCODE_WHILE: WHILE(src0); break;
321 case Shader::OPCODE_SWITCH: SWITCH(); break;
322 case Shader::OPCODE_RET: RET(); break;
323 case Shader::OPCODE_LEAVE: LEAVE(); break;
324 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
325 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
326 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
327 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
328 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
329 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
330 case Shader::OPCODE_ALL: all(d.x, s0); break;
331 case Shader::OPCODE_ANY: any(d.x, s0); break;
332 case Shader::OPCODE_NOT: bitwise_not(d, s0); break;
333 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break;
334 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break;
335 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
336 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
337 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
338 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
339 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
340 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
341 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
342 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
343 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
344 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
345 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
346 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
347 case Shader::OPCODE_END: break;
352 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
358 case Shader::OPCODE_DIV:
359 if(dst.x) d.x = Trunc(d.x);
360 if(dst.y) d.y = Trunc(d.y);
361 if(dst.z) d.z = Trunc(d.z);
362 if(dst.w) d.w = Trunc(d.w);
365 break; // No truncation to integer required when arguments are integer
371 if(dst.x) d.x = Max(d.x, Float4(0.0f));
372 if(dst.y) d.y = Max(d.y, Float4(0.0f));
373 if(dst.z) d.z = Max(d.z, Float4(0.0f));
374 if(dst.w) d.w = Max(d.w, Float4(0.0f));
376 if(dst.x) d.x = Min(d.x, Float4(1.0f));
377 if(dst.y) d.y = Min(d.y, Float4(1.0f));
378 if(dst.z) d.z = Min(d.z, Float4(1.0f));
379 if(dst.w) d.w = Min(d.w, Float4(1.0f));
382 if(instruction->isPredicated())
384 Vector4f pDst; // FIXME: Rename
388 case Shader::PARAMETER_VOID: break;
389 case Shader::PARAMETER_TEMP:
390 if(dst.rel.type == Shader::PARAMETER_VOID)
392 if(dst.x) pDst.x = r[dst.index].x;
393 if(dst.y) pDst.y = r[dst.index].y;
394 if(dst.z) pDst.z = r[dst.index].z;
395 if(dst.w) pDst.w = r[dst.index].w;
399 Int a = relativeAddress(dst);
401 if(dst.x) pDst.x = r[dst.index + a].x;
402 if(dst.y) pDst.y = r[dst.index + a].y;
403 if(dst.z) pDst.z = r[dst.index + a].z;
404 if(dst.w) pDst.w = r[dst.index + a].w;
407 case Shader::PARAMETER_ADDR: pDst = a0; break;
408 case Shader::PARAMETER_RASTOUT:
412 if(dst.x) pDst.x = o[Pos].x;
413 if(dst.y) pDst.y = o[Pos].y;
414 if(dst.z) pDst.z = o[Pos].z;
415 if(dst.w) pDst.w = o[Pos].w;
427 case Shader::PARAMETER_ATTROUT:
428 if(dst.x) pDst.x = o[C0 + dst.index].x;
429 if(dst.y) pDst.y = o[C0 + dst.index].y;
430 if(dst.z) pDst.z = o[C0 + dst.index].z;
431 if(dst.w) pDst.w = o[C0 + dst.index].w;
433 case Shader::PARAMETER_TEXCRDOUT:
434 // case Shader::PARAMETER_OUTPUT:
437 if(dst.x) pDst.x = o[T0 + dst.index].x;
438 if(dst.y) pDst.y = o[T0 + dst.index].y;
439 if(dst.z) pDst.z = o[T0 + dst.index].z;
440 if(dst.w) pDst.w = o[T0 + dst.index].w;
444 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
446 if(dst.x) pDst.x = o[dst.index].x;
447 if(dst.y) pDst.y = o[dst.index].y;
448 if(dst.z) pDst.z = o[dst.index].z;
449 if(dst.w) pDst.w = o[dst.index].w;
453 Int a = relativeAddress(dst);
455 if(dst.x) pDst.x = o[dst.index + a].x;
456 if(dst.y) pDst.y = o[dst.index + a].y;
457 if(dst.z) pDst.z = o[dst.index + a].z;
458 if(dst.w) pDst.w = o[dst.index + a].w;
462 case Shader::PARAMETER_LABEL: break;
463 case Shader::PARAMETER_PREDICATE: pDst = p0; break;
464 case Shader::PARAMETER_INPUT: break;
469 Int4 enable = enableMask(instruction);
471 Int4 xEnable = enable;
472 Int4 yEnable = enable;
473 Int4 zEnable = enable;
474 Int4 wEnable = enable;
478 unsigned char pSwizzle = instruction->predicateSwizzle;
480 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
481 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
482 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
483 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
485 if(!instruction->predicateNot)
487 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
488 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
489 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
490 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
494 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
495 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
496 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
497 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
501 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
502 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
503 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
504 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
506 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
507 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
508 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
509 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
514 case Shader::PARAMETER_VOID:
516 case Shader::PARAMETER_TEMP:
517 if(dst.rel.type == Shader::PARAMETER_VOID)
519 if(dst.x) r[dst.index].x = d.x;
520 if(dst.y) r[dst.index].y = d.y;
521 if(dst.z) r[dst.index].z = d.z;
522 if(dst.w) r[dst.index].w = d.w;
526 Int a = relativeAddress(dst);
528 if(dst.x) r[dst.index + a].x = d.x;
529 if(dst.y) r[dst.index + a].y = d.y;
530 if(dst.z) r[dst.index + a].z = d.z;
531 if(dst.w) r[dst.index + a].w = d.w;
534 case Shader::PARAMETER_ADDR:
535 if(dst.x) a0.x = d.x;
536 if(dst.y) a0.y = d.y;
537 if(dst.z) a0.z = d.z;
538 if(dst.w) a0.w = d.w;
540 case Shader::PARAMETER_RASTOUT:
544 if(dst.x) o[Pos].x = d.x;
545 if(dst.y) o[Pos].y = d.y;
546 if(dst.z) o[Pos].z = d.z;
547 if(dst.w) o[Pos].w = d.w;
555 default: ASSERT(false);
558 case Shader::PARAMETER_ATTROUT:
559 if(dst.x) o[C0 + dst.index].x = d.x;
560 if(dst.y) o[C0 + dst.index].y = d.y;
561 if(dst.z) o[C0 + dst.index].z = d.z;
562 if(dst.w) o[C0 + dst.index].w = d.w;
564 case Shader::PARAMETER_TEXCRDOUT:
565 // case Shader::PARAMETER_OUTPUT:
568 if(dst.x) o[T0 + dst.index].x = d.x;
569 if(dst.y) o[T0 + dst.index].y = d.y;
570 if(dst.z) o[T0 + dst.index].z = d.z;
571 if(dst.w) o[T0 + dst.index].w = d.w;
575 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
577 if(dst.x) o[dst.index].x = d.x;
578 if(dst.y) o[dst.index].y = d.y;
579 if(dst.z) o[dst.index].z = d.z;
580 if(dst.w) o[dst.index].w = d.w;
584 Int a = relativeAddress(dst);
586 if(dst.x) o[dst.index + a].x = d.x;
587 if(dst.y) o[dst.index + a].y = d.y;
588 if(dst.z) o[dst.index + a].z = d.z;
589 if(dst.w) o[dst.index + a].w = d.w;
593 case Shader::PARAMETER_LABEL: break;
594 case Shader::PARAMETER_PREDICATE: p0 = d; break;
595 case Shader::PARAMETER_INPUT: break;
602 if(currentLabel != -1)
604 Nucleus::setInsertBlock(returnBlock);
608 void VertexProgram::passThrough()
612 for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
614 unsigned char usage = shader->getOutput(i, 0).usage;
620 case Shader::USAGE_PSIZE:
623 case Shader::USAGE_TEXCOORD:
629 case Shader::USAGE_POSITION:
635 case Shader::USAGE_COLOR:
641 case Shader::USAGE_FOG:
651 o[Pos].x = v[PositionT].x;
652 o[Pos].y = v[PositionT].y;
653 o[Pos].z = v[PositionT].z;
654 o[Pos].w = v[PositionT].w;
656 for(int i = 0; i < 2; i++)
658 o[C0 + i].x = v[Color0 + i].x;
659 o[C0 + i].y = v[Color0 + i].y;
660 o[C0 + i].z = v[Color0 + i].z;
661 o[C0 + i].w = v[Color0 + i].w;
664 for(int i = 0; i < 8; i++)
666 o[T0 + i].x = v[TexCoord0 + i].x;
667 o[T0 + i].y = v[TexCoord0 + i].y;
668 o[T0 + i].z = v[TexCoord0 + i].z;
669 o[T0 + i].w = v[TexCoord0 + i].w;
672 o[Pts].y = v[PointSize].x;
676 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
679 unsigned int i = src.index + offset;
683 case Shader::PARAMETER_TEMP:
684 if(src.rel.type == Shader::PARAMETER_VOID)
690 reg = r[i + relativeAddress(src, src.bufferIndex)];
693 case Shader::PARAMETER_CONST:
694 reg = readConstant(src, offset);
696 case Shader::PARAMETER_INPUT:
697 if(src.rel.type == Shader::PARAMETER_VOID)
703 reg = v[i + relativeAddress(src, src.bufferIndex)];
706 case Shader::PARAMETER_VOID: return r[0]; // Dummy
707 case Shader::PARAMETER_FLOAT4LITERAL:
708 reg.x = Float4(src.value[0]);
709 reg.y = Float4(src.value[1]);
710 reg.z = Float4(src.value[2]);
711 reg.w = Float4(src.value[3]);
713 case Shader::PARAMETER_ADDR: reg = a0; break;
714 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
715 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
716 case Shader::PARAMETER_LOOP: return r[0]; // Dummy
717 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
718 case Shader::PARAMETER_SAMPLER:
719 if(src.rel.type == Shader::PARAMETER_VOID)
721 reg.x = As<Float4>(Int4(i));
723 else if(src.rel.type == Shader::PARAMETER_TEMP)
725 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
728 case Shader::PARAMETER_OUTPUT:
729 if(src.rel.type == Shader::PARAMETER_VOID)
735 reg = o[i + relativeAddress(src, src.bufferIndex)];
738 case Shader::PARAMETER_MISCTYPE:
739 if(src.index == Shader::InstanceIDIndex)
741 reg.x = As<Float>(instanceID);
743 else if(src.index == Shader::VertexIDIndex)
745 reg.x = As<Float4>(vertexID);
753 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
754 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
755 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
756 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
762 case Shader::MODIFIER_NONE:
768 case Shader::MODIFIER_NEGATE:
774 case Shader::MODIFIER_ABS:
780 case Shader::MODIFIER_ABS_NEGATE:
786 case Shader::MODIFIER_NOT:
787 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
788 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
789 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
790 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
799 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
801 if(bufferIndex == -1)
803 return data + OFFSET(DrawData, vs.c[index]);
807 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
811 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
813 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
816 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
819 unsigned int i = src.index + offset;
821 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
823 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
830 if(shader->containsDefineInstruction()) // Constant may be known at compile time
832 for(size_t j = 0; j < shader->getLength(); j++)
834 const Shader::Instruction &instruction = *shader->getInstruction(j);
836 if(instruction.opcode == Shader::OPCODE_DEF)
838 if(instruction.dst.index == i)
840 c.x = Float4(instruction.src[0].value[0]);
841 c.y = Float4(instruction.src[0].value[1]);
842 c.z = Float4(instruction.src[0].value[2]);
843 c.w = Float4(instruction.src[0].value[3]);
851 else if(src.rel.type == Shader::PARAMETER_LOOP)
853 Int loopCounter = aL[loopDepth];
855 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
864 if(src.rel.deterministic)
866 Int a = relativeAddress(src, src.bufferIndex);
868 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
877 int component = src.rel.swizzle & 0x03;
882 case Shader::PARAMETER_ADDR: a = a0[component]; break;
883 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
884 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
885 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
886 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
887 case Shader::PARAMETER_MISCTYPE:
888 if(src.rel.index == Shader::InstanceIDIndex)
890 a = As<Float4>(Int4(instanceID)); break;
892 else if(src.rel.index == Shader::VertexIDIndex)
894 a = As<Float4>(vertexID); break;
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);
922 Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
924 ASSERT(var.rel.deterministic);
926 if(var.rel.type == Shader::PARAMETER_TEMP)
928 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
930 else if(var.rel.type == Shader::PARAMETER_INPUT)
932 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
934 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
936 return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
938 else if(var.rel.type == Shader::PARAMETER_CONST)
940 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
942 else if(var.rel.type == Shader::PARAMETER_LOOP)
944 return aL[loopDepth];
951 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
953 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
957 if(shader->containsBreakInstruction() && instruction->analysisBreak)
959 enable &= enableBreak;
962 if(shader->containsContinueInstruction() && instruction->analysisContinue)
964 enable &= enableContinue;
967 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
969 enable &= enableLeave;
976 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
978 Vector4f row0 = fetchRegister(src1, 0);
979 Vector4f row1 = fetchRegister(src1, 1);
981 dst.x = dot3(src0, row0);
982 dst.y = dot3(src0, row1);
985 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
987 Vector4f row0 = fetchRegister(src1, 0);
988 Vector4f row1 = fetchRegister(src1, 1);
989 Vector4f row2 = fetchRegister(src1, 2);
991 dst.x = dot3(src0, row0);
992 dst.y = dot3(src0, row1);
993 dst.z = dot3(src0, row2);
996 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
998 Vector4f row0 = fetchRegister(src1, 0);
999 Vector4f row1 = fetchRegister(src1, 1);
1000 Vector4f row2 = fetchRegister(src1, 2);
1001 Vector4f row3 = fetchRegister(src1, 3);
1003 dst.x = dot3(src0, row0);
1004 dst.y = dot3(src0, row1);
1005 dst.z = dot3(src0, row2);
1006 dst.w = dot3(src0, row3);
1009 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
1011 Vector4f row0 = fetchRegister(src1, 0);
1012 Vector4f row1 = fetchRegister(src1, 1);
1013 Vector4f row2 = fetchRegister(src1, 2);
1015 dst.x = dot4(src0, row0);
1016 dst.y = dot4(src0, row1);
1017 dst.z = dot4(src0, row2);
1020 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
1022 Vector4f row0 = fetchRegister(src1, 0);
1023 Vector4f row1 = fetchRegister(src1, 1);
1024 Vector4f row2 = fetchRegister(src1, 2);
1025 Vector4f row3 = fetchRegister(src1, 3);
1027 dst.x = dot4(src0, row0);
1028 dst.y = dot4(src0, row1);
1029 dst.z = dot4(src0, row2);
1030 dst.w = dot4(src0, row3);
1033 void VertexProgram::BREAK()
1035 BasicBlock *deadBlock = Nucleus::createBasicBlock();
1036 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1040 enableIndex = enableIndex - breakDepth;
1041 Nucleus::createBr(endBlock);
1045 enableBreak = enableBreak & ~enableStack[enableIndex];
1046 Bool allBreak = SignMask(enableBreak) == 0x0;
1048 enableIndex = enableIndex - breakDepth;
1049 branch(allBreak, endBlock, deadBlock);
1052 Nucleus::setInsertBlock(deadBlock);
1053 enableIndex = enableIndex + breakDepth;
1056 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1062 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1063 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1064 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1065 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1066 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1067 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1075 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1077 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1079 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1081 condition = ~condition;
1087 void VertexProgram::BREAK(Int4 &condition)
1089 condition &= enableStack[enableIndex];
1091 BasicBlock *continueBlock = Nucleus::createBasicBlock();
1092 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1094 enableBreak = enableBreak & ~condition;
1095 Bool allBreak = SignMask(enableBreak) == 0x0;
1097 enableIndex = enableIndex - breakDepth;
1098 branch(allBreak, endBlock, continueBlock);
1100 Nucleus::setInsertBlock(continueBlock);
1101 enableIndex = enableIndex + breakDepth;
1104 void VertexProgram::CONTINUE()
1106 enableContinue = enableContinue & ~enableStack[enableIndex];
1109 void VertexProgram::TEST()
1114 void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1116 if(!labelBlock[labelIndex])
1118 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1121 if(callRetBlock[labelIndex].size() > 1)
1123 callStack[stackIndex++] = UInt(callSiteIndex);
1126 Int4 restoreLeave = enableLeave;
1128 Nucleus::createBr(labelBlock[labelIndex]);
1129 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1131 enableLeave = restoreLeave;
1134 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1136 if(src.type == Shader::PARAMETER_CONSTBOOL)
1138 CALLNZb(labelIndex, callSiteIndex, src);
1140 else if(src.type == Shader::PARAMETER_PREDICATE)
1142 CALLNZp(labelIndex, callSiteIndex, src);
1147 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1149 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1151 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1153 condition = !condition;
1156 if(!labelBlock[labelIndex])
1158 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1161 if(callRetBlock[labelIndex].size() > 1)
1163 callStack[stackIndex++] = UInt(callSiteIndex);
1166 Int4 restoreLeave = enableLeave;
1168 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1169 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1171 enableLeave = restoreLeave;
1174 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1176 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1178 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1180 condition = ~condition;
1183 condition &= enableStack[enableIndex];
1185 if(!labelBlock[labelIndex])
1187 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1190 if(callRetBlock[labelIndex].size() > 1)
1192 callStack[stackIndex++] = UInt(callSiteIndex);
1196 enableStack[enableIndex] = condition;
1197 Int4 restoreLeave = enableLeave;
1199 Bool notAllFalse = SignMask(condition) != 0;
1200 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1201 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1204 enableLeave = restoreLeave;
1207 void VertexProgram::ELSE()
1211 BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1212 BasicBlock *endBlock = Nucleus::createBasicBlock();
1214 if(isConditionalIf[ifDepth])
1216 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1217 Bool notAllFalse = SignMask(condition) != 0;
1219 branch(notAllFalse, falseBlock, endBlock);
1221 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1225 Nucleus::createBr(endBlock);
1226 Nucleus::setInsertBlock(falseBlock);
1229 ifFalseBlock[ifDepth] = endBlock;
1234 void VertexProgram::ENDIF()
1238 BasicBlock *endBlock = ifFalseBlock[ifDepth];
1240 Nucleus::createBr(endBlock);
1241 Nucleus::setInsertBlock(endBlock);
1243 if(isConditionalIf[ifDepth])
1250 void VertexProgram::ENDLOOP()
1254 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1256 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1257 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1259 Nucleus::createBr(testBlock);
1260 Nucleus::setInsertBlock(endBlock);
1263 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1266 void VertexProgram::ENDREP()
1270 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1271 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1273 Nucleus::createBr(testBlock);
1274 Nucleus::setInsertBlock(endBlock);
1277 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1280 void VertexProgram::ENDWHILE()
1284 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1285 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1287 Nucleus::createBr(testBlock);
1288 Nucleus::setInsertBlock(endBlock);
1291 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1295 void VertexProgram::ENDSWITCH()
1299 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1301 Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
1302 Nucleus::setInsertBlock(endBlock);
1305 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1308 void VertexProgram::IF(const Src &src)
1310 if(src.type == Shader::PARAMETER_CONSTBOOL)
1314 else if(src.type == Shader::PARAMETER_PREDICATE)
1320 Int4 condition = As<Int4>(fetchRegister(src).x);
1325 void VertexProgram::IFb(const Src &boolRegister)
1327 ASSERT(ifDepth < 24 + 4);
1329 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1331 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1333 condition = !condition;
1336 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1337 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1339 branch(condition, trueBlock, falseBlock);
1341 isConditionalIf[ifDepth] = false;
1342 ifFalseBlock[ifDepth] = falseBlock;
1347 void VertexProgram::IFp(const Src &predicateRegister)
1349 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1351 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1353 condition = ~condition;
1359 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1365 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1366 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1367 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1368 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1369 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1370 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1378 void VertexProgram::IF(Int4 &condition)
1380 condition &= enableStack[enableIndex];
1383 enableStack[enableIndex] = condition;
1385 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1386 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1388 Bool notAllFalse = SignMask(condition) != 0;
1390 branch(notAllFalse, trueBlock, falseBlock);
1392 isConditionalIf[ifDepth] = true;
1393 ifFalseBlock[ifDepth] = falseBlock;
1399 void VertexProgram::LABEL(int labelIndex)
1401 if(!labelBlock[labelIndex])
1403 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1406 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1407 currentLabel = labelIndex;
1410 void VertexProgram::LOOP(const Src &integerRegister)
1414 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1415 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1416 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1418 // FIXME: Compiles to two instructions?
1419 If(increment[loopDepth] == 0)
1421 increment[loopDepth] = 1;
1424 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1425 BasicBlock *testBlock = Nucleus::createBasicBlock();
1426 BasicBlock *endBlock = Nucleus::createBasicBlock();
1428 loopRepTestBlock[loopRepDepth] = testBlock;
1429 loopRepEndBlock[loopRepDepth] = endBlock;
1431 // FIXME: jump(testBlock)
1432 Nucleus::createBr(testBlock);
1433 Nucleus::setInsertBlock(testBlock);
1435 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1436 Nucleus::setInsertBlock(loopBlock);
1438 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1444 void VertexProgram::REP(const Src &integerRegister)
1448 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1449 aL[loopDepth] = aL[loopDepth - 1];
1451 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1452 BasicBlock *testBlock = Nucleus::createBasicBlock();
1453 BasicBlock *endBlock = Nucleus::createBasicBlock();
1455 loopRepTestBlock[loopRepDepth] = testBlock;
1456 loopRepEndBlock[loopRepDepth] = endBlock;
1458 // FIXME: jump(testBlock)
1459 Nucleus::createBr(testBlock);
1460 Nucleus::setInsertBlock(testBlock);
1462 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1463 Nucleus::setInsertBlock(loopBlock);
1465 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1471 void VertexProgram::WHILE(const Src &temporaryRegister)
1475 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1476 BasicBlock *testBlock = Nucleus::createBasicBlock();
1477 BasicBlock *endBlock = Nucleus::createBasicBlock();
1479 loopRepTestBlock[loopRepDepth] = testBlock;
1480 loopRepEndBlock[loopRepDepth] = endBlock;
1482 Int4 restoreBreak = enableBreak;
1483 Int4 restoreContinue = enableContinue;
1485 // FIXME: jump(testBlock)
1486 Nucleus::createBr(testBlock);
1487 Nucleus::setInsertBlock(testBlock);
1488 enableContinue = restoreContinue;
1490 const Vector4f &src = fetchRegister(temporaryRegister);
1491 Int4 condition = As<Int4>(src.x);
1492 condition &= enableStack[enableIndex - 1];
1493 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1494 enableStack[enableIndex] = condition;
1496 Bool notAllFalse = SignMask(condition) != 0;
1497 branch(notAllFalse, loopBlock, endBlock);
1499 Nucleus::setInsertBlock(endBlock);
1500 enableBreak = restoreBreak;
1502 Nucleus::setInsertBlock(loopBlock);
1508 void VertexProgram::SWITCH()
1511 enableStack[enableIndex] = Int4(0xFFFFFFFF);
1513 BasicBlock *endBlock = Nucleus::createBasicBlock();
1515 loopRepTestBlock[loopRepDepth] = nullptr;
1516 loopRepEndBlock[loopRepDepth] = endBlock;
1522 void VertexProgram::RET()
1524 if(currentLabel == -1)
1526 returnBlock = Nucleus::createBasicBlock();
1527 Nucleus::createBr(returnBlock);
1531 BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1533 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1535 // FIXME: Encapsulate
1536 UInt index = callStack[--stackIndex];
1538 Value *value = index.loadValue();
1539 SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1541 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1543 Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
1546 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1548 Nucleus::createBr(callRetBlock[currentLabel][0]);
1550 else // Function isn't called
1552 Nucleus::createBr(unreachableBlock);
1555 Nucleus::setInsertBlock(unreachableBlock);
1556 Nucleus::createUnreachable();
1560 void VertexProgram::LEAVE()
1562 enableLeave = enableLeave & ~enableStack[enableIndex];
1564 // FIXME: Return from function if all instances left
1565 // FIXME: Use enableLeave in other control-flow constructs
1568 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
1570 sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
1573 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1575 src0.w = Float(0.0f);
1576 sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
1579 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1581 src0.w = Float(0.0f);
1582 sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
1585 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1587 sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
1590 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
1592 sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
1595 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1597 sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
1600 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1602 sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
1605 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1607 sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
1610 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1612 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture);
1613 sampler[src1.index]->textureSize(texture, dst, lod);
1616 void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1620 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1622 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
1623 sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
1627 Int index = As<Int>(Float(fetchRegister(s).x.x));
1629 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1631 if(shader->usesSampler(i))
1635 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
1636 sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
1637 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1643 c.x = tmp[(s.swizzle >> 0) & 0x3];
1644 c.y = tmp[(s.swizzle >> 2) & 0x3];
1645 c.z = tmp[(s.swizzle >> 4) & 0x3];
1646 c.w = tmp[(s.swizzle >> 6) & 0x3];