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->instanceIdDeclared)
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()
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()
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 // 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, version); 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, version); 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_FLOATBITSTOINT:
206 case Shader::OPCODE_FLOATBITSTOUINT:
207 case Shader::OPCODE_INTBITSTOFLOAT:
208 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
209 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
210 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
211 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
212 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
213 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
214 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
215 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
216 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
217 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
218 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
219 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
220 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
221 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
222 case Shader::OPCODE_MAX: max(d, s0, s1); break;
223 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
224 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
225 case Shader::OPCODE_MIN: min(d, s0, s1); break;
226 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
227 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
228 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
229 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
230 case Shader::OPCODE_NEG: neg(d, s0); break;
231 case Shader::OPCODE_INEG: ineg(d, s0); break;
232 case Shader::OPCODE_F2B: f2b(d, s0); break;
233 case Shader::OPCODE_B2F: b2f(d, s0); break;
234 case Shader::OPCODE_F2I: f2i(d, s0); break;
235 case Shader::OPCODE_I2F: i2f(d, s0); break;
236 case Shader::OPCODE_F2U: f2u(d, s0); break;
237 case Shader::OPCODE_U2F: u2f(d, s0); break;
238 case Shader::OPCODE_I2B: i2b(d, s0); break;
239 case Shader::OPCODE_B2I: b2i(d, s0); break;
240 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
241 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
242 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
243 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
244 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
245 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
246 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
247 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
248 case Shader::OPCODE_DIV: div(d, s0, s1); break;
249 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
250 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
251 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
252 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
253 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
254 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
255 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
256 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
257 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
258 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
259 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
260 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
261 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
262 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
263 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
264 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
265 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
266 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
267 case Shader::OPCODE_SGE: step(d, s1, s0); break;
268 case Shader::OPCODE_SGN: sgn(d, s0); break;
269 case Shader::OPCODE_ISGN: isgn(d, s0); break;
270 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
271 case Shader::OPCODE_COS: cos(d, s0, pp); break;
272 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
273 case Shader::OPCODE_TAN: tan(d, s0); break;
274 case Shader::OPCODE_ACOS: acos(d, s0); break;
275 case Shader::OPCODE_ASIN: asin(d, s0); break;
276 case Shader::OPCODE_ATAN: atan(d, s0); break;
277 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
278 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
279 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
280 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
281 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
282 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
283 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
284 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
285 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
286 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
287 case Shader::OPCODE_BREAK: BREAK(); break;
288 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
289 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
290 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
291 case Shader::OPCODE_TEST: TEST(); break;
292 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
293 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
294 case Shader::OPCODE_ELSE: ELSE(); break;
295 case Shader::OPCODE_ENDIF: ENDIF(); break;
296 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
297 case Shader::OPCODE_ENDREP: ENDREP(); break;
298 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
299 case Shader::OPCODE_IF: IF(src0); break;
300 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
301 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
302 case Shader::OPCODE_LOOP: LOOP(src1); break;
303 case Shader::OPCODE_REP: REP(src0); break;
304 case Shader::OPCODE_WHILE: WHILE(src0); break;
305 case Shader::OPCODE_RET: RET(); break;
306 case Shader::OPCODE_LEAVE: LEAVE(); break;
307 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
308 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
309 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
310 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
311 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
312 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
313 case Shader::OPCODE_ALL: all(d.x, s0); break;
314 case Shader::OPCODE_ANY: any(d.x, s0); break;
315 case Shader::OPCODE_NOT: not(d, s0); break;
316 case Shader::OPCODE_OR: or(d, s0, s1); break;
317 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
318 case Shader::OPCODE_AND: and(d, s0, s1); break;
319 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
320 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
321 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
322 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
323 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
324 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
325 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
326 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
327 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
328 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
329 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
330 case Shader::OPCODE_END: break;
335 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
341 case Shader::OPCODE_DIV:
342 if(dst.x) d.x = Trunc(d.x);
343 if(dst.y) d.y = Trunc(d.y);
344 if(dst.z) d.z = Trunc(d.z);
345 if(dst.w) d.w = Trunc(d.w);
348 break; // No truncation to integer required when arguments are integer
354 if(dst.x) d.x = Max(d.x, Float4(0.0f));
355 if(dst.y) d.y = Max(d.y, Float4(0.0f));
356 if(dst.z) d.z = Max(d.z, Float4(0.0f));
357 if(dst.w) d.w = Max(d.w, Float4(0.0f));
359 if(dst.x) d.x = Min(d.x, Float4(1.0f));
360 if(dst.y) d.y = Min(d.y, Float4(1.0f));
361 if(dst.z) d.z = Min(d.z, Float4(1.0f));
362 if(dst.w) d.w = Min(d.w, Float4(1.0f));
365 if(instruction->isPredicated())
367 Vector4f pDst; // FIXME: Rename
371 case Shader::PARAMETER_VOID: break;
372 case Shader::PARAMETER_TEMP:
373 if(dst.rel.type == Shader::PARAMETER_VOID)
375 if(dst.x) pDst.x = r[dst.index].x;
376 if(dst.y) pDst.y = r[dst.index].y;
377 if(dst.z) pDst.z = r[dst.index].z;
378 if(dst.w) pDst.w = r[dst.index].w;
382 Int a = relativeAddress(dst);
384 if(dst.x) pDst.x = r[dst.index + a].x;
385 if(dst.y) pDst.y = r[dst.index + a].y;
386 if(dst.z) pDst.z = r[dst.index + a].z;
387 if(dst.w) pDst.w = r[dst.index + 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[D0 + dst.index].x;
412 if(dst.y) pDst.y = o[D0 + dst.index].y;
413 if(dst.z) pDst.z = o[D0 + dst.index].z;
414 if(dst.w) pDst.w = o[D0 + dst.index].w;
416 case Shader::PARAMETER_TEXCRDOUT:
417 // case Shader::PARAMETER_OUTPUT:
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;
427 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
429 if(dst.x) pDst.x = o[dst.index].x;
430 if(dst.y) pDst.y = o[dst.index].y;
431 if(dst.z) pDst.z = o[dst.index].z;
432 if(dst.w) pDst.w = o[dst.index].w;
436 Int a = relativeAddress(dst);
438 if(dst.x) pDst.x = o[dst.index + a].x;
439 if(dst.y) pDst.y = o[dst.index + a].y;
440 if(dst.z) pDst.z = o[dst.index + a].z;
441 if(dst.w) pDst.w = o[dst.index + a].w;
445 case Shader::PARAMETER_LABEL: break;
446 case Shader::PARAMETER_PREDICATE: pDst = p0; break;
447 case Shader::PARAMETER_INPUT: break;
452 Int4 enable = enableMask(instruction);
454 Int4 xEnable = enable;
455 Int4 yEnable = enable;
456 Int4 zEnable = enable;
457 Int4 wEnable = enable;
461 unsigned char pSwizzle = instruction->predicateSwizzle;
463 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
464 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
465 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
466 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
468 if(!instruction->predicateNot)
470 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
471 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
472 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
473 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
477 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
478 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
479 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
480 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
484 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
485 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
486 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
487 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
489 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
490 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
491 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
492 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
497 case Shader::PARAMETER_VOID:
499 case Shader::PARAMETER_TEMP:
500 if(dst.rel.type == Shader::PARAMETER_VOID)
502 if(dst.x) r[dst.index].x = d.x;
503 if(dst.y) r[dst.index].y = d.y;
504 if(dst.z) r[dst.index].z = d.z;
505 if(dst.w) r[dst.index].w = d.w;
509 Int a = relativeAddress(dst);
511 if(dst.x) r[dst.index + a].x = d.x;
512 if(dst.y) r[dst.index + a].y = d.y;
513 if(dst.z) r[dst.index + a].z = d.z;
514 if(dst.w) r[dst.index + a].w = d.w;
517 case Shader::PARAMETER_ADDR:
518 if(dst.x) a0.x = d.x;
519 if(dst.y) a0.y = d.y;
520 if(dst.z) a0.z = d.z;
521 if(dst.w) a0.w = d.w;
523 case Shader::PARAMETER_RASTOUT:
527 if(dst.x) o[Pos].x = d.x;
528 if(dst.y) o[Pos].y = d.y;
529 if(dst.z) o[Pos].z = d.z;
530 if(dst.w) o[Pos].w = d.w;
538 default: ASSERT(false);
541 case Shader::PARAMETER_ATTROUT:
542 if(dst.x) o[D0 + dst.index].x = d.x;
543 if(dst.y) o[D0 + dst.index].y = d.y;
544 if(dst.z) o[D0 + dst.index].z = d.z;
545 if(dst.w) o[D0 + dst.index].w = d.w;
547 case Shader::PARAMETER_TEXCRDOUT:
548 // case Shader::PARAMETER_OUTPUT:
551 if(dst.x) o[T0 + dst.index].x = d.x;
552 if(dst.y) o[T0 + dst.index].y = d.y;
553 if(dst.z) o[T0 + dst.index].z = d.z;
554 if(dst.w) o[T0 + dst.index].w = d.w;
558 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
560 if(dst.x) o[dst.index].x = d.x;
561 if(dst.y) o[dst.index].y = d.y;
562 if(dst.z) o[dst.index].z = d.z;
563 if(dst.w) o[dst.index].w = d.w;
567 Int a = relativeAddress(dst);
569 if(dst.x) o[dst.index + a].x = d.x;
570 if(dst.y) o[dst.index + a].y = d.y;
571 if(dst.z) o[dst.index + a].z = d.z;
572 if(dst.w) o[dst.index + a].w = d.w;
576 case Shader::PARAMETER_LABEL: break;
577 case Shader::PARAMETER_PREDICATE: p0 = d; break;
578 case Shader::PARAMETER_INPUT: break;
585 if(currentLabel != -1)
587 Nucleus::setInsertBlock(returnBlock);
591 void VertexProgram::passThrough()
595 for(int i = 0; i < 12; i++)
597 unsigned char usage = shader->output[i][0].usage;
603 case Shader::USAGE_PSIZE:
606 case Shader::USAGE_TEXCOORD:
612 case Shader::USAGE_POSITION:
618 case Shader::USAGE_COLOR:
624 case Shader::USAGE_FOG:
634 o[Pos].x = v[PositionT].x;
635 o[Pos].y = v[PositionT].y;
636 o[Pos].z = v[PositionT].z;
637 o[Pos].w = v[PositionT].w;
639 for(int i = 0; i < 2; i++)
641 o[D0 + i].x = v[Color0 + i].x;
642 o[D0 + i].y = v[Color0 + i].y;
643 o[D0 + i].z = v[Color0 + i].z;
644 o[D0 + i].w = v[Color0 + i].w;
647 for(int i = 0; i < 8; i++)
649 o[T0 + i].x = v[TexCoord0 + i].x;
650 o[T0 + i].y = v[TexCoord0 + i].y;
651 o[T0 + i].z = v[TexCoord0 + i].z;
652 o[T0 + i].w = v[TexCoord0 + i].w;
655 o[Pts].y = v[PointSize].x;
659 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
662 unsigned int i = src.index + offset;
666 case Shader::PARAMETER_TEMP:
667 if(src.rel.type == Shader::PARAMETER_VOID)
673 reg = r[i + relativeAddress(src, src.bufferIndex)];
676 case Shader::PARAMETER_CONST:
677 reg = readConstant(src, offset);
679 case Shader::PARAMETER_INPUT:
680 if(src.rel.type == Shader::PARAMETER_VOID)
686 reg = v[i + relativeAddress(src, src.bufferIndex)];
689 case Shader::PARAMETER_VOID: return r[0]; // Dummy
690 case Shader::PARAMETER_FLOAT4LITERAL:
691 reg.x = Float4(src.value[0]);
692 reg.y = Float4(src.value[1]);
693 reg.z = Float4(src.value[2]);
694 reg.w = Float4(src.value[3]);
696 case Shader::PARAMETER_ADDR: reg = a0; break;
697 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
698 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
699 case Shader::PARAMETER_LOOP: return r[0]; // Dummy
700 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
701 case Shader::PARAMETER_SAMPLER:
702 if(src.rel.type == Shader::PARAMETER_VOID)
704 reg.x = As<Float4>(Int4(i));
706 else if(src.rel.type == Shader::PARAMETER_TEMP)
708 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
711 case Shader::PARAMETER_OUTPUT:
712 if(src.rel.type == Shader::PARAMETER_VOID)
718 reg = o[i + relativeAddress(src, src.bufferIndex)];
721 case Shader::PARAMETER_MISCTYPE:
722 reg.x = As<Float>(Int(instanceID));
728 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
729 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
730 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
731 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
737 case Shader::MODIFIER_NONE:
743 case Shader::MODIFIER_NEGATE:
749 case Shader::MODIFIER_ABS:
755 case Shader::MODIFIER_ABS_NEGATE:
761 case Shader::MODIFIER_NOT:
762 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
763 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
764 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
765 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
774 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
776 if(bufferIndex == -1)
778 return data + OFFSET(DrawData, vs.c[index]);
782 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
786 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
788 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
791 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
794 unsigned int i = src.index + offset;
796 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
798 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
805 if(shader->containsDefineInstruction()) // Constant may be known at compile time
807 for(size_t j = 0; j < shader->getLength(); j++)
809 const Shader::Instruction &instruction = *shader->getInstruction(j);
811 if(instruction.opcode == Shader::OPCODE_DEF)
813 if(instruction.dst.index == i)
815 c.x = Float4(instruction.src[0].value[0]);
816 c.y = Float4(instruction.src[0].value[1]);
817 c.z = Float4(instruction.src[0].value[2]);
818 c.w = Float4(instruction.src[0].value[3]);
826 else if(src.rel.type == Shader::PARAMETER_LOOP)
828 Int loopCounter = aL[loopDepth];
830 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
839 if(src.rel.deterministic)
841 Int a = relativeAddress(src, src.bufferIndex);
843 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
852 int component = src.rel.swizzle & 0x03;
857 case Shader::PARAMETER_ADDR: a = a0[component]; break;
858 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
859 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
860 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
861 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
862 default: ASSERT(false);
865 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
867 index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
869 Int index0 = Extract(index, 0);
870 Int index1 = Extract(index, 1);
871 Int index2 = Extract(index, 2);
872 Int index3 = Extract(index, 3);
874 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
875 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
876 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
877 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
879 transpose4x4(c.x, c.y, c.z, c.w);
886 Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
888 ASSERT(var.rel.deterministic);
890 if(var.rel.type == Shader::PARAMETER_TEMP)
892 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
894 else if(var.rel.type == Shader::PARAMETER_INPUT)
896 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
898 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
900 return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
902 else if(var.rel.type == Shader::PARAMETER_CONST)
904 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
906 else if(var.rel.type == Shader::PARAMETER_LOOP)
908 return aL[loopDepth];
915 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
917 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
921 if(shader->containsBreakInstruction() && instruction->analysisBreak)
923 enable &= enableBreak;
926 if(shader->containsContinueInstruction() && instruction->analysisContinue)
928 enable &= enableContinue;
931 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
933 enable &= enableLeave;
940 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
942 Vector4f row0 = fetchRegister(src1, 0);
943 Vector4f row1 = fetchRegister(src1, 1);
945 dst.x = dot3(src0, row0);
946 dst.y = dot3(src0, row1);
949 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
951 Vector4f row0 = fetchRegister(src1, 0);
952 Vector4f row1 = fetchRegister(src1, 1);
953 Vector4f row2 = fetchRegister(src1, 2);
955 dst.x = dot3(src0, row0);
956 dst.y = dot3(src0, row1);
957 dst.z = dot3(src0, row2);
960 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
962 Vector4f row0 = fetchRegister(src1, 0);
963 Vector4f row1 = fetchRegister(src1, 1);
964 Vector4f row2 = fetchRegister(src1, 2);
965 Vector4f row3 = fetchRegister(src1, 3);
967 dst.x = dot3(src0, row0);
968 dst.y = dot3(src0, row1);
969 dst.z = dot3(src0, row2);
970 dst.w = dot3(src0, row3);
973 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
975 Vector4f row0 = fetchRegister(src1, 0);
976 Vector4f row1 = fetchRegister(src1, 1);
977 Vector4f row2 = fetchRegister(src1, 2);
979 dst.x = dot4(src0, row0);
980 dst.y = dot4(src0, row1);
981 dst.z = dot4(src0, row2);
984 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
986 Vector4f row0 = fetchRegister(src1, 0);
987 Vector4f row1 = fetchRegister(src1, 1);
988 Vector4f row2 = fetchRegister(src1, 2);
989 Vector4f row3 = fetchRegister(src1, 3);
991 dst.x = dot4(src0, row0);
992 dst.y = dot4(src0, row1);
993 dst.z = dot4(src0, row2);
994 dst.w = dot4(src0, row3);
997 void VertexProgram::BREAK()
999 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
1000 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1004 enableIndex = enableIndex - breakDepth;
1005 Nucleus::createBr(endBlock);
1009 enableBreak = enableBreak & ~enableStack[enableIndex];
1010 Bool allBreak = SignMask(enableBreak) == 0x0;
1012 enableIndex = enableIndex - breakDepth;
1013 branch(allBreak, endBlock, deadBlock);
1016 Nucleus::setInsertBlock(deadBlock);
1017 enableIndex = enableIndex + breakDepth;
1020 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1026 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1027 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1028 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1029 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1030 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1031 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1039 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1041 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1043 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1045 condition = ~condition;
1051 void VertexProgram::BREAK(Int4 &condition)
1053 condition &= enableStack[enableIndex];
1055 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1056 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1058 enableBreak = enableBreak & ~condition;
1059 Bool allBreak = SignMask(enableBreak) == 0x0;
1061 enableIndex = enableIndex - breakDepth;
1062 branch(allBreak, endBlock, continueBlock);
1064 Nucleus::setInsertBlock(continueBlock);
1065 enableIndex = enableIndex + breakDepth;
1068 void VertexProgram::CONTINUE()
1070 enableContinue = enableContinue & ~enableStack[enableIndex];
1073 void VertexProgram::TEST()
1078 void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1080 if(!labelBlock[labelIndex])
1082 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1085 if(callRetBlock[labelIndex].size() > 1)
1087 callStack[stackIndex++] = UInt(callSiteIndex);
1090 Int4 restoreLeave = enableLeave;
1092 Nucleus::createBr(labelBlock[labelIndex]);
1093 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1095 enableLeave = restoreLeave;
1098 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1100 if(src.type == Shader::PARAMETER_CONSTBOOL)
1102 CALLNZb(labelIndex, callSiteIndex, src);
1104 else if(src.type == Shader::PARAMETER_PREDICATE)
1106 CALLNZp(labelIndex, callSiteIndex, src);
1111 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1113 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1115 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1117 condition = !condition;
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 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1133 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1135 enableLeave = restoreLeave;
1138 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1140 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1142 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1144 condition = ~condition;
1147 condition &= enableStack[enableIndex];
1149 if(!labelBlock[labelIndex])
1151 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1154 if(callRetBlock[labelIndex].size() > 1)
1156 callStack[stackIndex++] = UInt(callSiteIndex);
1160 enableStack[enableIndex] = condition;
1161 Int4 restoreLeave = enableLeave;
1163 Bool notAllFalse = SignMask(condition) != 0;
1164 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1165 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1168 enableLeave = restoreLeave;
1171 void VertexProgram::ELSE()
1175 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1176 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1178 if(isConditionalIf[ifDepth])
1180 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1181 Bool notAllFalse = SignMask(condition) != 0;
1183 branch(notAllFalse, falseBlock, endBlock);
1185 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1189 Nucleus::createBr(endBlock);
1190 Nucleus::setInsertBlock(falseBlock);
1193 ifFalseBlock[ifDepth] = endBlock;
1198 void VertexProgram::ENDIF()
1202 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1204 Nucleus::createBr(endBlock);
1205 Nucleus::setInsertBlock(endBlock);
1207 if(isConditionalIf[ifDepth])
1214 void VertexProgram::ENDLOOP()
1218 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1220 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1221 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1223 Nucleus::createBr(testBlock);
1224 Nucleus::setInsertBlock(endBlock);
1227 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1230 void VertexProgram::ENDREP()
1234 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1235 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1237 Nucleus::createBr(testBlock);
1238 Nucleus::setInsertBlock(endBlock);
1241 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1244 void VertexProgram::ENDWHILE()
1248 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1249 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1251 Nucleus::createBr(testBlock);
1252 Nucleus::setInsertBlock(endBlock);
1255 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1259 void VertexProgram::IF(const Src &src)
1261 if(src.type == Shader::PARAMETER_CONSTBOOL)
1265 else if(src.type == Shader::PARAMETER_PREDICATE)
1271 Int4 condition = As<Int4>(fetchRegister(src).x);
1276 void VertexProgram::IFb(const Src &boolRegister)
1278 ASSERT(ifDepth < 24 + 4);
1280 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1282 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1284 condition = !condition;
1287 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1288 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1290 branch(condition, trueBlock, falseBlock);
1292 isConditionalIf[ifDepth] = false;
1293 ifFalseBlock[ifDepth] = falseBlock;
1298 void VertexProgram::IFp(const Src &predicateRegister)
1300 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1302 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1304 condition = ~condition;
1310 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1316 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1317 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1318 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1319 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1320 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1321 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1329 void VertexProgram::IF(Int4 &condition)
1331 condition &= enableStack[enableIndex];
1334 enableStack[enableIndex] = condition;
1336 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1337 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1339 Bool notAllFalse = SignMask(condition) != 0;
1341 branch(notAllFalse, trueBlock, falseBlock);
1343 isConditionalIf[ifDepth] = true;
1344 ifFalseBlock[ifDepth] = falseBlock;
1350 void VertexProgram::LABEL(int labelIndex)
1352 if(!labelBlock[labelIndex])
1354 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1357 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1358 currentLabel = labelIndex;
1361 void VertexProgram::LOOP(const Src &integerRegister)
1365 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1366 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1367 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1369 // FIXME: Compiles to two instructions?
1370 If(increment[loopDepth] == 0)
1372 increment[loopDepth] = 1;
1375 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1376 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1377 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1379 loopRepTestBlock[loopRepDepth] = testBlock;
1380 loopRepEndBlock[loopRepDepth] = endBlock;
1382 // FIXME: jump(testBlock)
1383 Nucleus::createBr(testBlock);
1384 Nucleus::setInsertBlock(testBlock);
1386 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1387 Nucleus::setInsertBlock(loopBlock);
1389 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1395 void VertexProgram::REP(const Src &integerRegister)
1399 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1400 aL[loopDepth] = aL[loopDepth - 1];
1402 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1403 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1404 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1406 loopRepTestBlock[loopRepDepth] = testBlock;
1407 loopRepEndBlock[loopRepDepth] = endBlock;
1409 // FIXME: jump(testBlock)
1410 Nucleus::createBr(testBlock);
1411 Nucleus::setInsertBlock(testBlock);
1413 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1414 Nucleus::setInsertBlock(loopBlock);
1416 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1422 void VertexProgram::WHILE(const Src &temporaryRegister)
1426 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1427 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1428 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1430 loopRepTestBlock[loopRepDepth] = testBlock;
1431 loopRepEndBlock[loopRepDepth] = endBlock;
1433 Int4 restoreBreak = enableBreak;
1434 Int4 restoreContinue = enableContinue;
1436 // FIXME: jump(testBlock)
1437 Nucleus::createBr(testBlock);
1438 Nucleus::setInsertBlock(testBlock);
1439 enableContinue = restoreContinue;
1441 const Vector4f &src = fetchRegister(temporaryRegister);
1442 Int4 condition = As<Int4>(src.x);
1443 condition &= enableStack[enableIndex - 1];
1444 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1445 enableStack[enableIndex] = condition;
1447 Bool notAllFalse = SignMask(condition) != 0;
1448 branch(notAllFalse, loopBlock, endBlock);
1450 Nucleus::setInsertBlock(endBlock);
1451 enableBreak = restoreBreak;
1453 Nucleus::setInsertBlock(loopBlock);
1459 void VertexProgram::RET()
1461 if(currentLabel == -1)
1463 returnBlock = Nucleus::createBasicBlock();
1464 Nucleus::createBr(returnBlock);
1468 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1470 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1472 // FIXME: Encapsulate
1473 UInt index = callStack[--stackIndex];
1475 llvm::Value *value = index.loadValue();
1476 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1478 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1480 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1483 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1485 Nucleus::createBr(callRetBlock[currentLabel][0]);
1487 else // Function isn't called
1489 Nucleus::createBr(unreachableBlock);
1492 Nucleus::setInsertBlock(unreachableBlock);
1493 Nucleus::createUnreachable();
1497 void VertexProgram::LEAVE()
1499 enableLeave = enableLeave & ~enableStack[enableIndex];
1501 // FIXME: Return from function if all instances left
1502 // FIXME: Use enableLeave in other control-flow constructs
1505 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
1507 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, Lod);
1510 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1512 Float4 lod0 = Float4(0.0f);
1513 sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, Lod);
1516 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1521 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
1526 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1531 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
1536 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1541 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1546 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1548 Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1549 for(int i = 0; i < 4; ++i)
1551 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1552 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1553 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1554 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1558 void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method)
1562 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1564 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
1565 sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
1569 Int index = As<Int>(Float(fetchRegister(s).x.x));
1571 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1573 if(shader->usesSampler(i))
1577 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
1578 sampler[i]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
1579 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1585 c.x = tmp[(s.swizzle >> 0) & 0x3];
1586 c.y = tmp[(s.swizzle >> 2) & 0x3];
1587 c.z = tmp[(s.swizzle >> 4) & 0x3];
1588 c.w = tmp[(s.swizzle >> 6) & 0x3];