1 // SwiftShader Software Renderer
3 // Copyright(c) 2005-2013 TransGaming Inc.
5 // All rights reserved. No part of this software may be copied, distributed, transmitted,
6 // transcribed, stored in a retrieval system, translated into any human or computer
7 // language by any means, or disclosed to third parties without the explicit written
8 // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
9 // or implied, including but not limited to any patent rights, are granted to you.
12 #include "VertexProgram.hpp"
14 #include "Renderer.hpp"
15 #include "VertexShader.hpp"
18 #include "SamplerCore.hpp"
23 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
24 : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
32 for(int i = 0; i < 2048; i++)
38 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
40 if(shader && shader->containsBreakInstruction())
42 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
45 if(shader && shader->containsContinueInstruction())
47 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
50 if(shader->instanceIdDeclared)
52 instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
56 VertexProgram::~VertexProgram()
58 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
64 void VertexProgram::pipeline()
66 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
68 sampler[i] = new SamplerCore(constants, state.samplerState[i]);
71 if(!state.preTransformed)
81 void VertexProgram::program()
83 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
85 unsigned short version = shader->getVersion();
90 if(shader->containsLeaveInstruction())
92 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
95 // Create all call site return blocks up front
96 for(size_t i = 0; i < shader->getLength(); i++)
98 const Shader::Instruction *instruction = shader->getInstruction(i);
99 Shader::Opcode opcode = instruction->opcode;
101 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
103 const Dst &dst = instruction->dst;
105 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
106 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
110 for(size_t i = 0; i < shader->getLength(); i++)
112 const Shader::Instruction *instruction = shader->getInstruction(i);
113 Shader::Opcode opcode = instruction->opcode;
115 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
120 Dst dst = instruction->dst;
121 Src src0 = instruction->src[0];
122 Src src1 = instruction->src[1];
123 Src src2 = instruction->src[2];
124 Src src3 = instruction->src[3];
125 Src src4 = instruction->src[4];
127 bool predicate = instruction->predicate;
128 Control control = instruction->control;
129 bool integer = dst.type == Shader::PARAMETER_ADDR;
130 bool pp = dst.partialPrecision;
139 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
140 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
141 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
142 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
143 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
147 case Shader::OPCODE_VS_1_0: break;
148 case Shader::OPCODE_VS_1_1: break;
149 case Shader::OPCODE_VS_2_0: break;
150 case Shader::OPCODE_VS_2_x: break;
151 case Shader::OPCODE_VS_2_sw: break;
152 case Shader::OPCODE_VS_3_0: break;
153 case Shader::OPCODE_VS_3_sw: break;
154 case Shader::OPCODE_DCL: break;
155 case Shader::OPCODE_DEF: break;
156 case Shader::OPCODE_DEFI: break;
157 case Shader::OPCODE_DEFB: break;
158 case Shader::OPCODE_NOP: break;
159 case Shader::OPCODE_ABS: abs(d, s0); break;
160 case Shader::OPCODE_ADD: add(d, s0, s1); break;
161 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
162 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
163 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
164 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
165 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
166 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
167 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
168 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
169 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
170 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
171 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
172 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
173 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
174 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
175 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
176 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
177 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
178 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
179 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
180 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
181 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
182 case Shader::OPCODE_ATT: att(d, s0, s1); break;
183 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
184 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
185 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
186 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
187 case Shader::OPCODE_FRC: frc(d, s0); break;
188 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
189 case Shader::OPCODE_FLOOR: floor(d, s0); break;
190 case Shader::OPCODE_ROUND: round(d, s0); break;
191 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
192 case Shader::OPCODE_CEIL: ceil(d, s0); break;
193 case Shader::OPCODE_LIT: lit(d, s0); break;
194 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
195 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
196 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
197 case Shader::OPCODE_LOG: log(d, s0, pp); break;
198 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
199 case Shader::OPCODE_STEP: step(d, s0, s1); break;
200 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
201 case Shader::OPCODE_FLOATBITSTOINT:
202 case Shader::OPCODE_FLOATBITSTOUINT:
203 case Shader::OPCODE_INTBITSTOFLOAT:
204 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
205 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
206 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
207 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
208 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
209 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
210 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
211 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
212 case Shader::OPCODE_MAX: max(d, s0, s1); break;
213 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
214 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
215 case Shader::OPCODE_MIN: min(d, s0, s1); break;
216 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
217 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
218 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
219 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
220 case Shader::OPCODE_NEG: neg(d, s0); break;
221 case Shader::OPCODE_INEG: ineg(d, s0); break;
222 case Shader::OPCODE_F2B: f2b(d, s0); break;
223 case Shader::OPCODE_B2F: b2f(d, s0); break;
224 case Shader::OPCODE_F2I: f2i(d, s0); break;
225 case Shader::OPCODE_I2F: i2f(d, s0); break;
226 case Shader::OPCODE_F2U: f2u(d, s0); break;
227 case Shader::OPCODE_U2F: u2f(d, s0); break;
228 case Shader::OPCODE_I2B: i2b(d, s0); break;
229 case Shader::OPCODE_B2I: b2i(d, s0); break;
230 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
231 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
232 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
233 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
234 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
235 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
236 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
237 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
238 case Shader::OPCODE_DIV: div(d, s0, s1); break;
239 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
240 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
241 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
242 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
243 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
244 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
245 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
246 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
247 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
248 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
249 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
250 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
251 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
252 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
253 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
254 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
255 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
256 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
257 case Shader::OPCODE_SGE: step(d, s1, s0); break;
258 case Shader::OPCODE_SGN: sgn(d, s0); break;
259 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
260 case Shader::OPCODE_COS: cos(d, s0, pp); break;
261 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
262 case Shader::OPCODE_TAN: tan(d, s0); break;
263 case Shader::OPCODE_ACOS: acos(d, s0); break;
264 case Shader::OPCODE_ASIN: asin(d, s0); break;
265 case Shader::OPCODE_ATAN: atan(d, s0); break;
266 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
267 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
268 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
269 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
270 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
271 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
272 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
273 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
274 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
275 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
276 case Shader::OPCODE_BREAK: BREAK(); break;
277 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
278 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
279 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
280 case Shader::OPCODE_TEST: TEST(); break;
281 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
282 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
283 case Shader::OPCODE_ELSE: ELSE(); break;
284 case Shader::OPCODE_ENDIF: ENDIF(); break;
285 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
286 case Shader::OPCODE_ENDREP: ENDREP(); break;
287 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
288 case Shader::OPCODE_IF: IF(src0); break;
289 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
290 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
291 case Shader::OPCODE_LOOP: LOOP(src1); break;
292 case Shader::OPCODE_REP: REP(src0); break;
293 case Shader::OPCODE_WHILE: WHILE(src0); break;
294 case Shader::OPCODE_RET: RET(); break;
295 case Shader::OPCODE_LEAVE: LEAVE(); break;
296 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
297 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
298 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
299 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
300 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
301 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
302 case Shader::OPCODE_ALL: all(d.x, s0); break;
303 case Shader::OPCODE_ANY: any(d.x, s0); break;
304 case Shader::OPCODE_NOT: not(d, s0); break;
305 case Shader::OPCODE_OR: or(d, s0, s1); break;
306 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
307 case Shader::OPCODE_AND: and(d, s0, s1); break;
308 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
309 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
310 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
311 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
312 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
313 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
314 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
315 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
316 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
317 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
318 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
319 case Shader::OPCODE_END: break;
324 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
330 case Shader::OPCODE_DIV:
331 if(dst.x) d.x = Trunc(d.x);
332 if(dst.y) d.y = Trunc(d.y);
333 if(dst.z) d.z = Trunc(d.z);
334 if(dst.w) d.w = Trunc(d.w);
337 break; // No truncation to integer required when arguments are integer
343 if(dst.x) d.x = Max(d.x, Float4(0.0f));
344 if(dst.y) d.y = Max(d.y, Float4(0.0f));
345 if(dst.z) d.z = Max(d.z, Float4(0.0f));
346 if(dst.w) d.w = Max(d.w, Float4(0.0f));
348 if(dst.x) d.x = Min(d.x, Float4(1.0f));
349 if(dst.y) d.y = Min(d.y, Float4(1.0f));
350 if(dst.z) d.z = Min(d.z, Float4(1.0f));
351 if(dst.w) d.w = Min(d.w, Float4(1.0f));
354 if(instruction->isPredicated())
356 Vector4f pDst; // FIXME: Rename
360 case Shader::PARAMETER_VOID: break;
361 case Shader::PARAMETER_TEMP:
362 if(dst.rel.type == Shader::PARAMETER_VOID)
364 if(dst.x) pDst.x = r[dst.index].x;
365 if(dst.y) pDst.y = r[dst.index].y;
366 if(dst.z) pDst.z = r[dst.index].z;
367 if(dst.w) pDst.w = r[dst.index].w;
371 Int a = relativeAddress(dst);
373 if(dst.x) pDst.x = r[dst.index + a].x;
374 if(dst.y) pDst.y = r[dst.index + a].y;
375 if(dst.z) pDst.z = r[dst.index + a].z;
376 if(dst.w) pDst.w = r[dst.index + a].w;
379 case Shader::PARAMETER_ADDR: pDst = a0; break;
380 case Shader::PARAMETER_RASTOUT:
384 if(dst.x) pDst.x = o[Pos].x;
385 if(dst.y) pDst.y = o[Pos].y;
386 if(dst.z) pDst.z = o[Pos].z;
387 if(dst.w) pDst.w = o[Pos].w;
399 case Shader::PARAMETER_ATTROUT:
400 if(dst.x) pDst.x = o[D0 + dst.index].x;
401 if(dst.y) pDst.y = o[D0 + dst.index].y;
402 if(dst.z) pDst.z = o[D0 + dst.index].z;
403 if(dst.w) pDst.w = o[D0 + dst.index].w;
405 case Shader::PARAMETER_TEXCRDOUT:
406 // case Shader::PARAMETER_OUTPUT:
409 if(dst.x) pDst.x = o[T0 + dst.index].x;
410 if(dst.y) pDst.y = o[T0 + dst.index].y;
411 if(dst.z) pDst.z = o[T0 + dst.index].z;
412 if(dst.w) pDst.w = o[T0 + dst.index].w;
416 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
418 if(dst.x) pDst.x = o[dst.index].x;
419 if(dst.y) pDst.y = o[dst.index].y;
420 if(dst.z) pDst.z = o[dst.index].z;
421 if(dst.w) pDst.w = o[dst.index].w;
425 Int a = relativeAddress(dst);
427 if(dst.x) pDst.x = o[dst.index + a].x;
428 if(dst.y) pDst.y = o[dst.index + a].y;
429 if(dst.z) pDst.z = o[dst.index + a].z;
430 if(dst.w) pDst.w = o[dst.index + a].w;
434 case Shader::PARAMETER_LABEL: break;
435 case Shader::PARAMETER_PREDICATE: pDst = p0; break;
436 case Shader::PARAMETER_INPUT: break;
441 Int4 enable = enableMask(instruction);
443 Int4 xEnable = enable;
444 Int4 yEnable = enable;
445 Int4 zEnable = enable;
446 Int4 wEnable = enable;
450 unsigned char pSwizzle = instruction->predicateSwizzle;
452 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
453 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
454 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
455 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
457 if(!instruction->predicateNot)
459 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
460 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
461 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
462 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
466 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
467 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
468 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
469 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
473 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
474 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
475 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
476 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
478 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
479 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
480 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
481 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
486 case Shader::PARAMETER_VOID:
488 case Shader::PARAMETER_TEMP:
489 if(dst.rel.type == Shader::PARAMETER_VOID)
491 if(dst.x) r[dst.index].x = d.x;
492 if(dst.y) r[dst.index].y = d.y;
493 if(dst.z) r[dst.index].z = d.z;
494 if(dst.w) r[dst.index].w = d.w;
498 Int a = relativeAddress(dst);
500 if(dst.x) r[dst.index + a].x = d.x;
501 if(dst.y) r[dst.index + a].y = d.y;
502 if(dst.z) r[dst.index + a].z = d.z;
503 if(dst.w) r[dst.index + a].w = d.w;
506 case Shader::PARAMETER_ADDR:
507 if(dst.x) a0.x = d.x;
508 if(dst.y) a0.y = d.y;
509 if(dst.z) a0.z = d.z;
510 if(dst.w) a0.w = d.w;
512 case Shader::PARAMETER_RASTOUT:
516 if(dst.x) o[Pos].x = d.x;
517 if(dst.y) o[Pos].y = d.y;
518 if(dst.z) o[Pos].z = d.z;
519 if(dst.w) o[Pos].w = d.w;
527 default: ASSERT(false);
530 case Shader::PARAMETER_ATTROUT:
531 if(dst.x) o[D0 + dst.index].x = d.x;
532 if(dst.y) o[D0 + dst.index].y = d.y;
533 if(dst.z) o[D0 + dst.index].z = d.z;
534 if(dst.w) o[D0 + dst.index].w = d.w;
536 case Shader::PARAMETER_TEXCRDOUT:
537 // case Shader::PARAMETER_OUTPUT:
540 if(dst.x) o[T0 + dst.index].x = d.x;
541 if(dst.y) o[T0 + dst.index].y = d.y;
542 if(dst.z) o[T0 + dst.index].z = d.z;
543 if(dst.w) o[T0 + dst.index].w = d.w;
547 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
549 if(dst.x) o[dst.index].x = d.x;
550 if(dst.y) o[dst.index].y = d.y;
551 if(dst.z) o[dst.index].z = d.z;
552 if(dst.w) o[dst.index].w = d.w;
556 Int a = relativeAddress(dst);
558 if(dst.x) o[dst.index + a].x = d.x;
559 if(dst.y) o[dst.index + a].y = d.y;
560 if(dst.z) o[dst.index + a].z = d.z;
561 if(dst.w) o[dst.index + a].w = d.w;
565 case Shader::PARAMETER_LABEL: break;
566 case Shader::PARAMETER_PREDICATE: p0 = d; break;
567 case Shader::PARAMETER_INPUT: break;
574 if(currentLabel != -1)
576 Nucleus::setInsertBlock(returnBlock);
580 void VertexProgram::passThrough()
584 for(int i = 0; i < 12; i++)
586 unsigned char usage = shader->output[i][0].usage;
592 case Shader::USAGE_PSIZE:
595 case Shader::USAGE_TEXCOORD:
601 case Shader::USAGE_POSITION:
607 case Shader::USAGE_COLOR:
613 case Shader::USAGE_FOG:
623 o[Pos].x = v[PositionT].x;
624 o[Pos].y = v[PositionT].y;
625 o[Pos].z = v[PositionT].z;
626 o[Pos].w = v[PositionT].w;
628 for(int i = 0; i < 2; i++)
630 o[D0 + i].x = v[Color0 + i].x;
631 o[D0 + i].y = v[Color0 + i].y;
632 o[D0 + i].z = v[Color0 + i].z;
633 o[D0 + i].w = v[Color0 + i].w;
636 for(int i = 0; i < 8; i++)
638 o[T0 + i].x = v[TexCoord0 + i].x;
639 o[T0 + i].y = v[TexCoord0 + i].y;
640 o[T0 + i].z = v[TexCoord0 + i].z;
641 o[T0 + i].w = v[TexCoord0 + i].w;
644 o[Pts].y = v[PointSize].x;
648 Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
651 unsigned int i = src.index + offset;
655 case Shader::PARAMETER_TEMP:
656 if(src.rel.type == Shader::PARAMETER_VOID)
662 reg = r[i + relativeAddress(src, src.bufferIndex)];
665 case Shader::PARAMETER_CONST:
666 reg = readConstant(src, offset);
668 case Shader::PARAMETER_INPUT:
669 if(src.rel.type == Shader::PARAMETER_VOID)
675 reg = v[i + relativeAddress(src, src.bufferIndex)];
678 case Shader::PARAMETER_VOID: return r[0]; // Dummy
679 case Shader::PARAMETER_FLOAT4LITERAL:
680 reg.x = Float4(src.value[0]);
681 reg.y = Float4(src.value[1]);
682 reg.z = Float4(src.value[2]);
683 reg.w = Float4(src.value[3]);
685 case Shader::PARAMETER_ADDR: reg = a0; break;
686 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
687 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
688 case Shader::PARAMETER_LOOP: return r[0]; // Dummy
689 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
690 case Shader::PARAMETER_SAMPLER:
691 if(src.rel.type == Shader::PARAMETER_VOID)
693 reg.x = As<Float4>(Int4(i));
695 else if(src.rel.type == Shader::PARAMETER_TEMP)
697 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
700 case Shader::PARAMETER_OUTPUT:
701 if(src.rel.type == Shader::PARAMETER_VOID)
707 reg = o[i + relativeAddress(src, src.bufferIndex)];
710 case Shader::PARAMETER_MISCTYPE:
711 reg.x = As<Float>(Int(instanceID));
717 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
718 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
719 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
720 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
726 case Shader::MODIFIER_NONE:
732 case Shader::MODIFIER_NEGATE:
738 case Shader::MODIFIER_ABS:
744 case Shader::MODIFIER_ABS_NEGATE:
750 case Shader::MODIFIER_NOT:
751 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
752 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
753 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
754 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
763 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
765 if(bufferIndex == -1)
767 return data + OFFSET(DrawData, vs.c[index]);
771 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
775 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
777 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
780 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
783 unsigned int i = src.index + offset;
785 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
787 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
794 if(shader->containsDefineInstruction()) // Constant may be known at compile time
796 for(size_t j = 0; j < shader->getLength(); j++)
798 const Shader::Instruction &instruction = *shader->getInstruction(j);
800 if(instruction.opcode == Shader::OPCODE_DEF)
802 if(instruction.dst.index == i)
804 c.x = Float4(instruction.src[0].value[0]);
805 c.y = Float4(instruction.src[0].value[1]);
806 c.z = Float4(instruction.src[0].value[2]);
807 c.w = Float4(instruction.src[0].value[3]);
815 else if(src.rel.type == Shader::PARAMETER_LOOP)
817 Int loopCounter = aL[loopDepth];
819 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
828 if(src.rel.deterministic)
830 Int a = relativeAddress(src, src.bufferIndex);
832 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
834 c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c[i]) + a * 16);
843 int component = src.rel.swizzle & 0x03;
848 case Shader::PARAMETER_ADDR: a = a0[component]; break;
849 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
850 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
851 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
852 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
853 default: ASSERT(false);
856 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
858 index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
860 Int index0 = Extract(index, 0);
861 Int index1 = Extract(index, 1);
862 Int index2 = Extract(index, 2);
863 Int index3 = Extract(index, 3);
865 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
866 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
867 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
868 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
870 transpose4x4(c.x, c.y, c.z, c.w);
877 Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
879 ASSERT(var.rel.deterministic);
881 if(var.rel.type == Shader::PARAMETER_TEMP)
883 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
885 else if(var.rel.type == Shader::PARAMETER_INPUT)
887 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
889 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
891 return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
893 else if(var.rel.type == Shader::PARAMETER_CONST)
895 RValue<Int4> c = *Pointer<Int4>(uniformAddress(bufferIndex, var.rel.index));
897 return Extract(c, 0) * var.rel.scale;
899 else if(var.rel.type == Shader::PARAMETER_LOOP)
901 return aL[loopDepth];
908 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
910 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
914 if(shader->containsBreakInstruction() && instruction->analysisBreak)
916 enable &= enableBreak;
919 if(shader->containsContinueInstruction() && instruction->analysisContinue)
921 enable &= enableContinue;
924 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
926 enable &= enableLeave;
933 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
935 Vector4f row0 = fetchRegisterF(src1, 0);
936 Vector4f row1 = fetchRegisterF(src1, 1);
938 dst.x = dot3(src0, row0);
939 dst.y = dot3(src0, row1);
942 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
944 Vector4f row0 = fetchRegisterF(src1, 0);
945 Vector4f row1 = fetchRegisterF(src1, 1);
946 Vector4f row2 = fetchRegisterF(src1, 2);
948 dst.x = dot3(src0, row0);
949 dst.y = dot3(src0, row1);
950 dst.z = dot3(src0, row2);
953 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
955 Vector4f row0 = fetchRegisterF(src1, 0);
956 Vector4f row1 = fetchRegisterF(src1, 1);
957 Vector4f row2 = fetchRegisterF(src1, 2);
958 Vector4f row3 = fetchRegisterF(src1, 3);
960 dst.x = dot3(src0, row0);
961 dst.y = dot3(src0, row1);
962 dst.z = dot3(src0, row2);
963 dst.w = dot3(src0, row3);
966 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
968 Vector4f row0 = fetchRegisterF(src1, 0);
969 Vector4f row1 = fetchRegisterF(src1, 1);
970 Vector4f row2 = fetchRegisterF(src1, 2);
972 dst.x = dot4(src0, row0);
973 dst.y = dot4(src0, row1);
974 dst.z = dot4(src0, row2);
977 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
979 Vector4f row0 = fetchRegisterF(src1, 0);
980 Vector4f row1 = fetchRegisterF(src1, 1);
981 Vector4f row2 = fetchRegisterF(src1, 2);
982 Vector4f row3 = fetchRegisterF(src1, 3);
984 dst.x = dot4(src0, row0);
985 dst.y = dot4(src0, row1);
986 dst.z = dot4(src0, row2);
987 dst.w = dot4(src0, row3);
990 void VertexProgram::BREAK()
992 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
993 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
997 enableIndex = enableIndex - breakDepth;
998 Nucleus::createBr(endBlock);
1002 enableBreak = enableBreak & ~enableStack[enableIndex];
1003 Bool allBreak = SignMask(enableBreak) == 0x0;
1005 enableIndex = enableIndex - breakDepth;
1006 branch(allBreak, endBlock, deadBlock);
1009 Nucleus::setInsertBlock(deadBlock);
1010 enableIndex = enableIndex + breakDepth;
1013 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1019 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1020 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1021 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1022 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1023 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1024 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1032 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1034 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1036 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1038 condition = ~condition;
1044 void VertexProgram::BREAK(Int4 &condition)
1046 condition &= enableStack[enableIndex];
1048 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1049 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1051 enableBreak = enableBreak & ~condition;
1052 Bool allBreak = SignMask(enableBreak) == 0x0;
1054 enableIndex = enableIndex - breakDepth;
1055 branch(allBreak, endBlock, continueBlock);
1057 Nucleus::setInsertBlock(continueBlock);
1058 enableIndex = enableIndex + breakDepth;
1061 void VertexProgram::CONTINUE()
1063 enableContinue = enableContinue & ~enableStack[enableIndex];
1066 void VertexProgram::TEST()
1071 void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1073 if(!labelBlock[labelIndex])
1075 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1078 if(callRetBlock[labelIndex].size() > 1)
1080 callStack[stackIndex++] = UInt(callSiteIndex);
1083 Int4 restoreLeave = enableLeave;
1085 Nucleus::createBr(labelBlock[labelIndex]);
1086 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1088 enableLeave = restoreLeave;
1091 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1093 if(src.type == Shader::PARAMETER_CONSTBOOL)
1095 CALLNZb(labelIndex, callSiteIndex, src);
1097 else if(src.type == Shader::PARAMETER_PREDICATE)
1099 CALLNZp(labelIndex, callSiteIndex, src);
1104 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1106 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1108 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1110 condition = !condition;
1113 if(!labelBlock[labelIndex])
1115 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1118 if(callRetBlock[labelIndex].size() > 1)
1120 callStack[stackIndex++] = UInt(callSiteIndex);
1123 Int4 restoreLeave = enableLeave;
1125 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1126 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1128 enableLeave = restoreLeave;
1131 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1133 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1135 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1137 condition = ~condition;
1140 condition &= enableStack[enableIndex];
1142 if(!labelBlock[labelIndex])
1144 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1147 if(callRetBlock[labelIndex].size() > 1)
1149 callStack[stackIndex++] = UInt(callSiteIndex);
1153 enableStack[enableIndex] = condition;
1154 Int4 restoreLeave = enableLeave;
1156 Bool notAllFalse = SignMask(condition) != 0;
1157 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1158 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1161 enableLeave = restoreLeave;
1164 void VertexProgram::ELSE()
1168 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1169 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1171 if(isConditionalIf[ifDepth])
1173 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1174 Bool notAllFalse = SignMask(condition) != 0;
1176 branch(notAllFalse, falseBlock, endBlock);
1178 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1182 Nucleus::createBr(endBlock);
1183 Nucleus::setInsertBlock(falseBlock);
1186 ifFalseBlock[ifDepth] = endBlock;
1191 void VertexProgram::ENDIF()
1195 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1197 Nucleus::createBr(endBlock);
1198 Nucleus::setInsertBlock(endBlock);
1200 if(isConditionalIf[ifDepth])
1207 void VertexProgram::ENDLOOP()
1211 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1213 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1214 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1216 Nucleus::createBr(testBlock);
1217 Nucleus::setInsertBlock(endBlock);
1220 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1223 void VertexProgram::ENDREP()
1227 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1228 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1230 Nucleus::createBr(testBlock);
1231 Nucleus::setInsertBlock(endBlock);
1234 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1237 void VertexProgram::ENDWHILE()
1241 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1242 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1244 Nucleus::createBr(testBlock);
1245 Nucleus::setInsertBlock(endBlock);
1248 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1252 void VertexProgram::IF(const Src &src)
1254 if(src.type == Shader::PARAMETER_CONSTBOOL)
1258 else if(src.type == Shader::PARAMETER_PREDICATE)
1264 Int4 condition = As<Int4>(fetchRegisterF(src).x);
1269 void VertexProgram::IFb(const Src &boolRegister)
1271 ASSERT(ifDepth < 24 + 4);
1273 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1275 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1277 condition = !condition;
1280 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1281 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1283 branch(condition, trueBlock, falseBlock);
1285 isConditionalIf[ifDepth] = false;
1286 ifFalseBlock[ifDepth] = falseBlock;
1291 void VertexProgram::IFp(const Src &predicateRegister)
1293 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1295 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1297 condition = ~condition;
1303 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1309 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1310 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1311 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1312 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1313 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1314 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1322 void VertexProgram::IF(Int4 &condition)
1324 condition &= enableStack[enableIndex];
1327 enableStack[enableIndex] = condition;
1329 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1330 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1332 Bool notAllFalse = SignMask(condition) != 0;
1334 branch(notAllFalse, trueBlock, falseBlock);
1336 isConditionalIf[ifDepth] = true;
1337 ifFalseBlock[ifDepth] = falseBlock;
1343 void VertexProgram::LABEL(int labelIndex)
1345 if(!labelBlock[labelIndex])
1347 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1350 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1351 currentLabel = labelIndex;
1354 void VertexProgram::LOOP(const Src &integerRegister)
1358 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1359 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1360 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1362 // FIXME: Compiles to two instructions?
1363 If(increment[loopDepth] == 0)
1365 increment[loopDepth] = 1;
1368 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1369 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1370 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1372 loopRepTestBlock[loopRepDepth] = testBlock;
1373 loopRepEndBlock[loopRepDepth] = endBlock;
1375 // FIXME: jump(testBlock)
1376 Nucleus::createBr(testBlock);
1377 Nucleus::setInsertBlock(testBlock);
1379 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1380 Nucleus::setInsertBlock(loopBlock);
1382 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1388 void VertexProgram::REP(const Src &integerRegister)
1392 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1393 aL[loopDepth] = aL[loopDepth - 1];
1395 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1396 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1397 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1399 loopRepTestBlock[loopRepDepth] = testBlock;
1400 loopRepEndBlock[loopRepDepth] = endBlock;
1402 // FIXME: jump(testBlock)
1403 Nucleus::createBr(testBlock);
1404 Nucleus::setInsertBlock(testBlock);
1406 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1407 Nucleus::setInsertBlock(loopBlock);
1409 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1415 void VertexProgram::WHILE(const Src &temporaryRegister)
1419 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1420 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1421 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1423 loopRepTestBlock[loopRepDepth] = testBlock;
1424 loopRepEndBlock[loopRepDepth] = endBlock;
1426 Int4 restoreBreak = enableBreak;
1427 Int4 restoreContinue = enableContinue;
1429 // FIXME: jump(testBlock)
1430 Nucleus::createBr(testBlock);
1431 Nucleus::setInsertBlock(testBlock);
1432 enableContinue = restoreContinue;
1434 const Vector4f &src = fetchRegisterF(temporaryRegister);
1435 Int4 condition = As<Int4>(src.x);
1436 condition &= enableStack[enableIndex - 1];
1437 enableStack[enableIndex] = condition;
1439 Bool notAllFalse = SignMask(condition) != 0;
1440 branch(notAllFalse, loopBlock, endBlock);
1442 Nucleus::setInsertBlock(endBlock);
1443 enableBreak = restoreBreak;
1445 Nucleus::setInsertBlock(loopBlock);
1451 void VertexProgram::RET()
1453 if(currentLabel == -1)
1455 returnBlock = Nucleus::createBasicBlock();
1456 Nucleus::createBr(returnBlock);
1460 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1462 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1464 // FIXME: Encapsulate
1465 UInt index = callStack[--stackIndex];
1467 llvm::Value *value = index.loadValue();
1468 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1470 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1472 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1475 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1477 Nucleus::createBr(callRetBlock[currentLabel][0]);
1479 else // Function isn't called
1481 Nucleus::createBr(unreachableBlock);
1484 Nucleus::setInsertBlock(unreachableBlock);
1485 Nucleus::createUnreachable();
1489 void VertexProgram::LEAVE()
1491 enableLeave = enableLeave & ~enableStack[enableIndex];
1493 // FIXME: Return from function if all instances left
1494 // FIXME: Use enableLeave in other control-flow constructs
1497 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
1500 sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
1502 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1503 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1504 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1505 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1508 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1510 Float4 lod = Float4(0.0f);
1512 sampleTexture(tmp, src1, src0.x, src0.y, src0.z, lod);
1514 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1515 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1516 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1517 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1520 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1525 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
1530 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1535 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
1540 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1545 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1550 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1552 Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1553 for(int i = 0; i < 4; ++i)
1555 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1556 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1557 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1558 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1562 void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
1564 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1566 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
1567 sampler[s.index]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
1571 Int index = As<Int>(Float(fetchRegisterF(s).x.x));
1573 for(int i = 0; i < 16; i++)
1575 if(shader->usesSampler(i))
1579 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
1580 sampler[i]->sampleTexture(texture, c, u, v, w, q, a0, a0, false, false, true);
1581 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture