1 // SwiftShader Software Renderer
3 // Copyright(c) 2005-2012 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"
21 extern bool localShaderConstants;
25 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) : VertexRoutine(state, shader)
33 for(int i = 0; i < 2048; i++)
39 VertexProgram::~VertexProgram()
41 for(int i = 0; i < 4; i++)
47 void VertexProgram::pipeline(Registers &r)
49 for(int i = 0; i < 4; i++)
51 sampler[i] = new SamplerCore(r.constants, state.samplerState[i]);
54 if(!state.preTransformed)
64 void VertexProgram::program(Registers &r)
66 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
68 unsigned short version = shader->getVersion();
73 // Create all call site return blocks up front
74 for(int i = 0; i < shader->getLength(); i++)
76 const Shader::Instruction *instruction = shader->getInstruction(i);
77 Shader::Opcode opcode = instruction->opcode;
79 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
81 const Dst &dst = instruction->dst;
83 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
84 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
88 for(int i = 0; i < shader->getLength(); i++)
90 const Shader::Instruction *instruction = shader->getInstruction(i);
91 Shader::Opcode opcode = instruction->opcode;
93 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
98 Dst dst = instruction->dst;
99 Src src0 = instruction->src[0];
100 Src src1 = instruction->src[1];
101 Src src2 = instruction->src[2];
103 bool predicate = instruction->predicate;
104 int size = shader->size(opcode);
105 Usage usage = instruction->usage;
106 unsigned char usageIndex = instruction->usageIndex;
107 Control control = instruction->control;
108 bool integer = dst.type == Shader::PARAMETER_ADDR;
109 bool pp = dst.partialPrecision;
116 if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
117 if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
118 if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
122 case Shader::OPCODE_VS_1_0: break;
123 case Shader::OPCODE_VS_1_1: break;
124 case Shader::OPCODE_VS_2_0: break;
125 case Shader::OPCODE_VS_2_x: break;
126 case Shader::OPCODE_VS_2_sw: break;
127 case Shader::OPCODE_VS_3_0: break;
128 case Shader::OPCODE_VS_3_sw: break;
129 case Shader::OPCODE_DCL: break;
130 case Shader::OPCODE_DEF: break;
131 case Shader::OPCODE_DEFI: break;
132 case Shader::OPCODE_DEFB: break;
133 case Shader::OPCODE_NOP: break;
134 case Shader::OPCODE_ABS: abs(d, s0); break;
135 case Shader::OPCODE_ADD: add(d, s0, s1); break;
136 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
137 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
138 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
139 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
140 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
141 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
142 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
143 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
144 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
145 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
146 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
147 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
148 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
149 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
150 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
151 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
152 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
153 case Shader::OPCODE_ATT: att(d, s0, s1); break;
154 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
155 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
156 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
157 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
158 case Shader::OPCODE_FRC: frc(d, s0); break;
159 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
160 case Shader::OPCODE_FLOOR: floor(d, s0); break;
161 case Shader::OPCODE_CEIL: ceil(d, s0); break;
162 case Shader::OPCODE_LIT: lit(d, s0); break;
163 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
164 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
165 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
166 case Shader::OPCODE_LOG: log(d, s0, pp); break;
167 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
168 case Shader::OPCODE_STEP: step(d, s0, s1); break;
169 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
170 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
171 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
172 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
173 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
174 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
175 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
176 case Shader::OPCODE_MAX: max(d, s0, s1); break;
177 case Shader::OPCODE_MIN: min(d, s0, s1); break;
178 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
179 case Shader::OPCODE_MOVA: mov(d, s0); break;
180 case Shader::OPCODE_F2B: f2b(d, s0); break;
181 case Shader::OPCODE_B2F: b2f(d, s0); break;
182 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
183 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
184 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
185 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
186 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
187 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
188 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
189 case Shader::OPCODE_DIV: div(d, s0, s1); break;
190 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
191 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
192 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
193 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
194 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
195 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
196 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
197 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
198 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
199 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
200 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
201 case Shader::OPCODE_SGE: step(d, s1, s0); break;
202 case Shader::OPCODE_SGN: sgn(d, s0); break;
203 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
204 case Shader::OPCODE_COS: cos(d, s0, pp); break;
205 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
206 case Shader::OPCODE_TAN: tan(d, s0); break;
207 case Shader::OPCODE_ACOS: acos(d, s0); break;
208 case Shader::OPCODE_ASIN: asin(d, s0); break;
209 case Shader::OPCODE_ATAN: atan(d, s0); break;
210 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
211 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
212 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
213 case Shader::OPCODE_BREAK: BREAK(r); break;
214 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
215 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
216 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
217 case Shader::OPCODE_TEST: TEST(); break;
218 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
219 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
220 case Shader::OPCODE_ELSE: ELSE(r); break;
221 case Shader::OPCODE_ENDIF: ENDIF(r); break;
222 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
223 case Shader::OPCODE_ENDREP: ENDREP(r); break;
224 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
225 case Shader::OPCODE_IF: IF(r, src0); break;
226 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
227 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
228 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
229 case Shader::OPCODE_REP: REP(r, src0); break;
230 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
231 case Shader::OPCODE_RET: RET(r); break;
232 case Shader::OPCODE_LEAVE: LEAVE(r); break;
233 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
234 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
235 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
236 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
237 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
238 case Shader::OPCODE_ALL: all(d.x, s0); break;
239 case Shader::OPCODE_ANY: any(d.x, s0); break;
240 case Shader::OPCODE_NOT: not(d, s0); break;
241 case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
242 case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
243 case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
244 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1); break;
245 case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
246 case Shader::OPCODE_END: break;
251 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
257 case Shader::OPCODE_DIV:
258 if(dst.x) d.x = Trunc(d.x);
259 if(dst.y) d.y = Trunc(d.y);
260 if(dst.z) d.z = Trunc(d.z);
261 if(dst.w) d.w = Trunc(d.w);
264 break; // No truncation to integer required when arguments are integer
270 if(dst.x) d.x = Max(d.x, Float4(0.0f));
271 if(dst.y) d.y = Max(d.y, Float4(0.0f));
272 if(dst.z) d.z = Max(d.z, Float4(0.0f));
273 if(dst.w) d.w = Max(d.w, Float4(0.0f));
275 if(dst.x) d.x = Min(d.x, Float4(1.0f));
276 if(dst.y) d.y = Min(d.y, Float4(1.0f));
277 if(dst.z) d.z = Min(d.z, Float4(1.0f));
278 if(dst.w) d.w = Min(d.w, Float4(1.0f));
281 if(shader->containsDynamicBranching())
283 Vector4f pDst; // FIXME: Rename
287 case Shader::PARAMETER_VOID: break;
288 case Shader::PARAMETER_TEMP:
289 if(dst.rel.type == Shader::PARAMETER_VOID)
291 if(dst.x) pDst.x = r.r[dst.index].x;
292 if(dst.y) pDst.y = r.r[dst.index].y;
293 if(dst.z) pDst.z = r.r[dst.index].z;
294 if(dst.w) pDst.w = r.r[dst.index].w;
298 Int a = relativeAddress(r, dst);
300 if(dst.x) pDst.x = r.r[dst.index + a].x;
301 if(dst.y) pDst.y = r.r[dst.index + a].y;
302 if(dst.z) pDst.z = r.r[dst.index + a].z;
303 if(dst.w) pDst.w = r.r[dst.index + a].w;
306 case Shader::PARAMETER_ADDR: pDst = r.a0; break;
307 case Shader::PARAMETER_RASTOUT:
311 if(dst.x) pDst.x = r.o[Pos].x;
312 if(dst.y) pDst.y = r.o[Pos].y;
313 if(dst.z) pDst.z = r.o[Pos].z;
314 if(dst.w) pDst.w = r.o[Pos].w;
326 case Shader::PARAMETER_ATTROUT:
327 if(dst.x) pDst.x = r.o[D0 + dst.index].x;
328 if(dst.y) pDst.y = r.o[D0 + dst.index].y;
329 if(dst.z) pDst.z = r.o[D0 + dst.index].z;
330 if(dst.w) pDst.w = r.o[D0 + dst.index].w;
332 case Shader::PARAMETER_TEXCRDOUT:
333 // case Shader::PARAMETER_OUTPUT:
336 if(dst.x) pDst.x = r.o[T0 + dst.index].x;
337 if(dst.y) pDst.y = r.o[T0 + dst.index].y;
338 if(dst.z) pDst.z = r.o[T0 + dst.index].z;
339 if(dst.w) pDst.w = r.o[T0 + dst.index].w;
343 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
345 if(dst.x) pDst.x = r.o[dst.index].x;
346 if(dst.y) pDst.y = r.o[dst.index].y;
347 if(dst.z) pDst.z = r.o[dst.index].z;
348 if(dst.w) pDst.w = r.o[dst.index].w;
350 else if(dst.rel.type == Shader::PARAMETER_LOOP)
352 Int aL = r.aL[r.loopDepth];
354 if(dst.x) pDst.x = r.o[dst.index + aL].x;
355 if(dst.y) pDst.y = r.o[dst.index + aL].y;
356 if(dst.z) pDst.z = r.o[dst.index + aL].z;
357 if(dst.w) pDst.w = r.o[dst.index + aL].w;
361 Int a = relativeAddress(r, dst);
363 if(dst.x) pDst.x = r.o[dst.index + a].x;
364 if(dst.y) pDst.y = r.o[dst.index + a].y;
365 if(dst.z) pDst.z = r.o[dst.index + a].z;
366 if(dst.w) pDst.w = r.o[dst.index + a].w;
370 case Shader::PARAMETER_LABEL: break;
371 case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
372 case Shader::PARAMETER_INPUT: break;
377 Int4 enable = enableMask(r, instruction);
379 Int4 xEnable = enable;
380 Int4 yEnable = enable;
381 Int4 zEnable = enable;
382 Int4 wEnable = enable;
386 unsigned char pSwizzle = instruction->predicateSwizzle;
388 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
389 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
390 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
391 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
393 if(!instruction->predicateNot)
395 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
396 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
397 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
398 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
402 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
403 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
404 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
405 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
409 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
410 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
411 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
412 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
414 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
415 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
416 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
417 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
422 case Shader::PARAMETER_VOID:
424 case Shader::PARAMETER_TEMP:
425 if(dst.rel.type == Shader::PARAMETER_VOID)
427 if(dst.x) r.r[dst.index].x = d.x;
428 if(dst.y) r.r[dst.index].y = d.y;
429 if(dst.z) r.r[dst.index].z = d.z;
430 if(dst.w) r.r[dst.index].w = d.w;
434 Int a = relativeAddress(r, dst);
436 if(dst.x) r.r[dst.index + a].x = d.x;
437 if(dst.y) r.r[dst.index + a].y = d.y;
438 if(dst.z) r.r[dst.index + a].z = d.z;
439 if(dst.w) r.r[dst.index + a].w = d.w;
442 case Shader::PARAMETER_ADDR:
443 if(dst.x) r.a0.x = d.x;
444 if(dst.y) r.a0.y = d.y;
445 if(dst.z) r.a0.z = d.z;
446 if(dst.w) r.a0.w = d.w;
448 case Shader::PARAMETER_RASTOUT:
452 if(dst.x) r.o[Pos].x = d.x;
453 if(dst.y) r.o[Pos].y = d.y;
454 if(dst.z) r.o[Pos].z = d.z;
455 if(dst.w) r.o[Pos].w = d.w;
463 default: ASSERT(false);
466 case Shader::PARAMETER_ATTROUT:
467 if(dst.x) r.o[D0 + dst.index].x = d.x;
468 if(dst.y) r.o[D0 + dst.index].y = d.y;
469 if(dst.z) r.o[D0 + dst.index].z = d.z;
470 if(dst.w) r.o[D0 + dst.index].w = d.w;
472 case Shader::PARAMETER_TEXCRDOUT:
473 // case Shader::PARAMETER_OUTPUT:
476 if(dst.x) r.o[T0 + dst.index].x = d.x;
477 if(dst.y) r.o[T0 + dst.index].y = d.y;
478 if(dst.z) r.o[T0 + dst.index].z = d.z;
479 if(dst.w) r.o[T0 + dst.index].w = d.w;
483 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
485 if(dst.x) r.o[dst.index].x = d.x;
486 if(dst.y) r.o[dst.index].y = d.y;
487 if(dst.z) r.o[dst.index].z = d.z;
488 if(dst.w) r.o[dst.index].w = d.w;
490 else if(dst.rel.type == Shader::PARAMETER_LOOP)
492 Int aL = r.aL[r.loopDepth];
494 if(dst.x) r.o[dst.index + aL].x = d.x;
495 if(dst.y) r.o[dst.index + aL].y = d.y;
496 if(dst.z) r.o[dst.index + aL].z = d.z;
497 if(dst.w) r.o[dst.index + aL].w = d.w;
501 Int a = relativeAddress(r, dst);
503 if(dst.x) r.o[dst.index + a].x = d.x;
504 if(dst.y) r.o[dst.index + a].y = d.y;
505 if(dst.z) r.o[dst.index + a].z = d.z;
506 if(dst.w) r.o[dst.index + a].w = d.w;
510 case Shader::PARAMETER_LABEL: break;
511 case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
512 case Shader::PARAMETER_INPUT: break;
519 if(currentLabel != -1)
521 Nucleus::setInsertBlock(returnBlock);
525 void VertexProgram::passThrough(Registers &r)
529 for(int i = 0; i < 12; i++)
531 unsigned char usage = shader->output[i][0].usage;
532 unsigned char index = shader->output[i][0].index;
538 case Shader::USAGE_PSIZE:
541 case Shader::USAGE_TEXCOORD:
547 case Shader::USAGE_POSITION:
553 case Shader::USAGE_COLOR:
559 case Shader::USAGE_FOG:
569 r.o[Pos].x = r.v[PositionT].x;
570 r.o[Pos].y = r.v[PositionT].y;
571 r.o[Pos].z = r.v[PositionT].z;
572 r.o[Pos].w = r.v[PositionT].w;
574 for(int i = 0; i < 2; i++)
576 r.o[D0 + i].x = r.v[Color0 + i].x;
577 r.o[D0 + i].y = r.v[Color0 + i].y;
578 r.o[D0 + i].z = r.v[Color0 + i].z;
579 r.o[D0 + i].w = r.v[Color0 + i].w;
582 for(int i = 0; i < 8; i++)
584 r.o[T0 + i].x = r.v[TexCoord0 + i].x;
585 r.o[T0 + i].y = r.v[TexCoord0 + i].y;
586 r.o[T0 + i].z = r.v[TexCoord0 + i].z;
587 r.o[T0 + i].w = r.v[TexCoord0 + i].w;
590 r.o[Pts].y = r.v[PointSize].x;
594 Vector4f VertexProgram::reg(Registers &r, const Src &src, int offset)
596 int i = src.index + offset;
602 case Shader::PARAMETER_TEMP:
603 if(src.rel.type == Shader::PARAMETER_VOID)
609 reg = r.r[i + relativeAddress(r, src)];
612 case Shader::PARAMETER_CONST:
613 reg = readConstant(r, src, offset);
615 case Shader::PARAMETER_INPUT:
616 if(src.rel.type == Shader::PARAMETER_VOID)
622 reg = r.v[i + relativeAddress(r, src)];
625 case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
626 case Shader::PARAMETER_FLOAT4LITERAL:
627 reg.x = Float4(src.value[0]);
628 reg.y = Float4(src.value[1]);
629 reg.z = Float4(src.value[2]);
630 reg.w = Float4(src.value[3]);
632 case Shader::PARAMETER_ADDR: reg = r.a0; break;
633 case Shader::PARAMETER_CONSTBOOL: return r.r[0]; // Dummy
634 case Shader::PARAMETER_CONSTINT: return r.r[0]; // Dummy
635 case Shader::PARAMETER_LOOP: return r.r[0]; // Dummy
636 case Shader::PARAMETER_PREDICATE: return r.r[0]; // Dummy
637 case Shader::PARAMETER_SAMPLER:
638 if(src.rel.type == Shader::PARAMETER_VOID)
640 reg.x = As<Float4>(Int4(i));
642 else if(src.rel.type == Shader::PARAMETER_TEMP)
644 reg.x = As<Float4>(Int4(i) + RoundInt(r.r[src.rel.index].x));
647 case Shader::PARAMETER_OUTPUT:
648 if(src.rel.type == Shader::PARAMETER_VOID)
654 reg = r.o[i + relativeAddress(r, src)];
661 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
662 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
663 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
664 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
670 case Shader::MODIFIER_NONE:
676 case Shader::MODIFIER_NEGATE:
682 case Shader::MODIFIER_ABS:
688 case Shader::MODIFIER_ABS_NEGATE:
694 case Shader::MODIFIER_NOT:
695 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
696 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
697 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
698 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
707 Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
711 int i = src.index + offset;
713 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
715 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
722 if(localShaderConstants) // Constant may be known at compile time
724 for(int j = 0; j < shader->getLength(); j++)
726 const Shader::Instruction &instruction = *shader->getInstruction(j);
728 if(instruction.opcode == Shader::OPCODE_DEF)
730 if(instruction.dst.index == i)
732 c.x = Float4(instruction.src[0].value[0]);
733 c.y = Float4(instruction.src[0].value[1]);
734 c.z = Float4(instruction.src[0].value[2]);
735 c.w = Float4(instruction.src[0].value[3]);
743 else if(src.rel.type == Shader::PARAMETER_LOOP)
745 Int loopCounter = r.aL[r.loopDepth];
747 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
756 if(src.rel.deterministic)
758 Int a = relativeAddress(r, src);
760 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
769 int component = src.rel.swizzle & 0x03;
774 case Shader::PARAMETER_ADDR: a = r.a0[component]; break;
775 case Shader::PARAMETER_TEMP: a = r.r[src.rel.index][component]; break;
776 case Shader::PARAMETER_INPUT: a = r.v[src.rel.index][component]; break;
777 case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
778 case Shader::PARAMETER_CONST: a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
779 default: ASSERT(false);
782 Int4 index = Int4(i) + RoundInt(a) * Int4(src.rel.scale);
784 index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
786 Int index0 = Extract(index, 0);
787 Int index1 = Extract(index, 1);
788 Int index2 = Extract(index, 2);
789 Int index3 = Extract(index, 3);
791 c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
792 c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
793 c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
794 c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
796 transpose4x4(c.x, c.y, c.z, c.w);
803 Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
805 ASSERT(var.rel.deterministic);
807 if(var.rel.type == Shader::PARAMETER_TEMP)
809 return RoundInt(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
811 else if(var.rel.type == Shader::PARAMETER_INPUT)
813 return RoundInt(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
815 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
817 return RoundInt(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
819 else if(var.rel.type == Shader::PARAMETER_CONST)
821 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[var.rel.index]));
823 return RoundInt(Extract(c, 0)) * var.rel.scale;
830 Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
832 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
834 if(shader->containsBreakInstruction() && !whileTest && instruction->analysisBreak)
836 enable &= r.enableBreak;
839 if(shader->containsContinueInstruction() && !whileTest && instruction->analysisContinue)
841 enable &= r.enableContinue;
844 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
846 enable &= r.enableLeave;
852 void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
854 Vector4f row0 = reg(r, src1, 0);
855 Vector4f row1 = reg(r, src1, 1);
857 dst.x = dot3(src0, row0);
858 dst.y = dot3(src0, row1);
861 void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
863 Vector4f row0 = reg(r, src1, 0);
864 Vector4f row1 = reg(r, src1, 1);
865 Vector4f row2 = reg(r, src1, 2);
867 dst.x = dot3(src0, row0);
868 dst.y = dot3(src0, row1);
869 dst.z = dot3(src0, row2);
872 void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
874 Vector4f row0 = reg(r, src1, 0);
875 Vector4f row1 = reg(r, src1, 1);
876 Vector4f row2 = reg(r, src1, 2);
877 Vector4f row3 = reg(r, src1, 3);
879 dst.x = dot3(src0, row0);
880 dst.y = dot3(src0, row1);
881 dst.z = dot3(src0, row2);
882 dst.w = dot3(src0, row3);
885 void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
887 Vector4f row0 = reg(r, src1, 0);
888 Vector4f row1 = reg(r, src1, 1);
889 Vector4f row2 = reg(r, src1, 2);
891 dst.x = dot4(src0, row0);
892 dst.y = dot4(src0, row1);
893 dst.z = dot4(src0, row2);
896 void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
898 Vector4f row0 = reg(r, src1, 0);
899 Vector4f row1 = reg(r, src1, 1);
900 Vector4f row2 = reg(r, src1, 2);
901 Vector4f row3 = reg(r, src1, 3);
903 dst.x = dot4(src0, row0);
904 dst.y = dot4(src0, row1);
905 dst.z = dot4(src0, row2);
906 dst.w = dot4(src0, row3);
909 void VertexProgram::BREAK(Registers &r)
911 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
912 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
916 r.enableIndex = r.enableIndex - breakDepth;
917 Nucleus::createBr(endBlock);
921 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
922 Bool allBreak = SignMask(r.enableBreak) == 0x0;
924 r.enableIndex = r.enableIndex - breakDepth;
925 branch(allBreak, endBlock, deadBlock);
928 Nucleus::setInsertBlock(deadBlock);
929 r.enableIndex = r.enableIndex + breakDepth;
932 void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
938 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
939 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
940 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
941 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
942 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
943 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
951 void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
953 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
955 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
957 condition = ~condition;
963 void VertexProgram::BREAK(Registers &r, Int4 &condition)
965 condition &= r.enableStack[r.enableIndex];
967 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
968 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
970 r.enableBreak = r.enableBreak & ~condition;
971 Bool allBreak = SignMask(r.enableBreak) == 0x0;
973 r.enableIndex = r.enableIndex - breakDepth;
974 branch(allBreak, endBlock, continueBlock);
976 Nucleus::setInsertBlock(continueBlock);
977 r.enableIndex = r.enableIndex + breakDepth;
980 void VertexProgram::CONTINUE(Registers &r)
982 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
985 void VertexProgram::TEST()
990 void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
992 if(!labelBlock[labelIndex])
994 labelBlock[labelIndex] = Nucleus::createBasicBlock();
997 if(callRetBlock[labelIndex].size() > 1)
999 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1002 Int4 restoreLeave = r.enableLeave;
1004 Nucleus::createBr(labelBlock[labelIndex]);
1005 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1007 r.enableLeave = restoreLeave;
1010 void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
1012 if(src.type == Shader::PARAMETER_CONSTBOOL)
1014 CALLNZb(r, labelIndex, callSiteIndex, src);
1016 else if(src.type == Shader::PARAMETER_PREDICATE)
1018 CALLNZp(r, labelIndex, callSiteIndex, src);
1023 void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
1025 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1027 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1029 condition = !condition;
1032 if(!labelBlock[labelIndex])
1034 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1037 if(callRetBlock[labelIndex].size() > 1)
1039 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1042 Int4 restoreLeave = r.enableLeave;
1044 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1045 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1047 r.enableLeave = restoreLeave;
1050 void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
1052 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1054 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1056 condition = ~condition;
1059 condition &= r.enableStack[r.enableIndex];
1061 if(!labelBlock[labelIndex])
1063 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1066 if(callRetBlock[labelIndex].size() > 1)
1068 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1072 r.enableStack[r.enableIndex] = condition;
1073 Int4 restoreLeave = r.enableLeave;
1075 Bool notAllFalse = SignMask(condition) != 0;
1076 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1077 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1080 r.enableLeave = restoreLeave;
1083 void VertexProgram::ELSE(Registers &r)
1087 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1088 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1090 if(isConditionalIf[ifDepth])
1092 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1093 Bool notAllFalse = SignMask(condition) != 0;
1095 branch(notAllFalse, falseBlock, endBlock);
1097 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1101 Nucleus::createBr(endBlock);
1102 Nucleus::setInsertBlock(falseBlock);
1105 ifFalseBlock[ifDepth] = endBlock;
1110 void VertexProgram::ENDIF(Registers &r)
1114 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1116 Nucleus::createBr(endBlock);
1117 Nucleus::setInsertBlock(endBlock);
1119 if(isConditionalIf[ifDepth])
1126 void VertexProgram::ENDLOOP(Registers &r)
1130 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
1132 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1133 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1135 Nucleus::createBr(testBlock);
1136 Nucleus::setInsertBlock(endBlock);
1139 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1142 void VertexProgram::ENDREP(Registers &r)
1146 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1147 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1149 Nucleus::createBr(testBlock);
1150 Nucleus::setInsertBlock(endBlock);
1153 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1156 void VertexProgram::ENDWHILE(Registers &r)
1160 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1161 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1163 Nucleus::createBr(testBlock);
1164 Nucleus::setInsertBlock(endBlock);
1167 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1171 void VertexProgram::IF(Registers &r, const Src &src)
1173 if(src.type == Shader::PARAMETER_CONSTBOOL)
1177 else if(src.type == Shader::PARAMETER_PREDICATE)
1183 Int4 condition = As<Int4>(reg(r, src).x);
1188 void VertexProgram::IFb(Registers &r, const Src &boolRegister)
1190 ASSERT(ifDepth < 24 + 4);
1192 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1194 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1196 condition = !condition;
1199 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1200 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1202 branch(condition, trueBlock, falseBlock);
1204 isConditionalIf[ifDepth] = false;
1205 ifFalseBlock[ifDepth] = falseBlock;
1210 void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
1212 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1214 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1216 condition = ~condition;
1222 void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
1228 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1229 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1230 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1231 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1232 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1233 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1241 void VertexProgram::IF(Registers &r, Int4 &condition)
1243 condition &= r.enableStack[r.enableIndex];
1246 r.enableStack[r.enableIndex] = condition;
1248 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1249 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1251 Bool notAllFalse = SignMask(condition) != 0;
1253 branch(notAllFalse, trueBlock, falseBlock);
1255 isConditionalIf[ifDepth] = true;
1256 ifFalseBlock[ifDepth] = falseBlock;
1262 void VertexProgram::LABEL(int labelIndex)
1264 if(!labelBlock[labelIndex])
1266 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1269 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1270 currentLabel = labelIndex;
1273 void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
1277 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1278 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1279 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1281 // FIXME: Compiles to two instructions?
1282 If(r.increment[r.loopDepth] == 0)
1284 r.increment[r.loopDepth] = 1;
1287 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1288 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1289 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1291 loopRepTestBlock[loopRepDepth] = testBlock;
1292 loopRepEndBlock[loopRepDepth] = endBlock;
1294 // FIXME: jump(testBlock)
1295 Nucleus::createBr(testBlock);
1296 Nucleus::setInsertBlock(testBlock);
1298 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1299 Nucleus::setInsertBlock(loopBlock);
1301 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1307 void VertexProgram::REP(Registers &r, const Src &integerRegister)
1311 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1312 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
1314 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1315 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1316 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1318 loopRepTestBlock[loopRepDepth] = testBlock;
1319 loopRepEndBlock[loopRepDepth] = endBlock;
1321 // FIXME: jump(testBlock)
1322 Nucleus::createBr(testBlock);
1323 Nucleus::setInsertBlock(testBlock);
1325 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1326 Nucleus::setInsertBlock(loopBlock);
1328 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1334 void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
1338 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1339 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1340 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1342 loopRepTestBlock[loopRepDepth] = testBlock;
1343 loopRepEndBlock[loopRepDepth] = endBlock;
1345 Int4 restoreBreak = r.enableBreak;
1346 Int4 restoreContinue = r.enableContinue;
1348 // FIXME: jump(testBlock)
1349 Nucleus::createBr(testBlock);
1350 Nucleus::setInsertBlock(testBlock);
1351 r.enableContinue = restoreContinue;
1353 const Vector4f &src = reg(r, temporaryRegister);
1354 Int4 condition = As<Int4>(src.x);
1355 condition &= r.enableStack[r.enableIndex - 1];
1356 r.enableStack[r.enableIndex] = condition;
1358 Bool notAllFalse = SignMask(condition) != 0;
1359 branch(notAllFalse, loopBlock, endBlock);
1361 Nucleus::setInsertBlock(endBlock);
1362 r.enableBreak = restoreBreak;
1364 Nucleus::setInsertBlock(loopBlock);
1370 void VertexProgram::RET(Registers &r)
1372 if(currentLabel == -1)
1374 returnBlock = Nucleus::createBasicBlock();
1375 Nucleus::createBr(returnBlock);
1379 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1381 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1383 // FIXME: Encapsulate
1384 UInt index = r.callStack[--r.stackIndex];
1386 llvm::Value *value = index.loadValue();
1387 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1389 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1391 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1394 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1396 Nucleus::createBr(callRetBlock[currentLabel][0]);
1398 else // Function isn't called
1400 Nucleus::createBr(unreachableBlock);
1403 Nucleus::setInsertBlock(unreachableBlock);
1404 Nucleus::createUnreachable();
1408 void VertexProgram::LEAVE(Registers &r)
1410 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
1412 // FIXME: Return from function if all instances left
1413 // FIXME: Use enableLeave in other control-flow constructs
1416 void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1419 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
1421 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1422 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1423 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1424 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1427 void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1429 Float4 lod = Float4(0.0f);
1431 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
1433 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1434 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1435 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1436 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1439 void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
1441 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1443 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
1444 sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1448 Int index = As<Int>(Float(reg(r, s).x.x));
1450 for(int i = 0; i < 16; i++)
1452 if(shader->usesSampler(i))
1456 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
1457 sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1458 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture