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) : VertexRoutine(state, shader)
31 for(int i = 0; i < 2048; i++)
37 VertexProgram::~VertexProgram()
39 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
45 void VertexProgram::pipeline(Registers &r)
47 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
49 sampler[i] = new SamplerCore(r.constants, state.samplerState[i]);
52 if(!state.preTransformed)
62 void VertexProgram::program(Registers &r)
64 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
66 unsigned short version = shader->getVersion();
71 if(shader->containsLeaveInstruction())
73 r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
76 // Create all call site return blocks up front
77 for(size_t i = 0; i < shader->getLength(); i++)
79 const Shader::Instruction *instruction = shader->getInstruction(i);
80 Shader::Opcode opcode = instruction->opcode;
82 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
84 const Dst &dst = instruction->dst;
86 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
87 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
91 for(size_t i = 0; i < shader->getLength(); i++)
93 const Shader::Instruction *instruction = shader->getInstruction(i);
94 Shader::Opcode opcode = instruction->opcode;
96 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
101 Dst dst = instruction->dst;
102 Src src0 = instruction->src[0];
103 Src src1 = instruction->src[1];
104 Src src2 = instruction->src[2];
105 Src src3 = instruction->src[3];
107 bool predicate = instruction->predicate;
108 Control control = instruction->control;
109 bool integer = dst.type == Shader::PARAMETER_ADDR;
110 bool pp = dst.partialPrecision;
118 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
119 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
120 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
121 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
125 case Shader::OPCODE_VS_1_0: break;
126 case Shader::OPCODE_VS_1_1: break;
127 case Shader::OPCODE_VS_2_0: break;
128 case Shader::OPCODE_VS_2_x: break;
129 case Shader::OPCODE_VS_2_sw: break;
130 case Shader::OPCODE_VS_3_0: break;
131 case Shader::OPCODE_VS_3_sw: break;
132 case Shader::OPCODE_DCL: break;
133 case Shader::OPCODE_DEF: break;
134 case Shader::OPCODE_DEFI: break;
135 case Shader::OPCODE_DEFB: break;
136 case Shader::OPCODE_NOP: break;
137 case Shader::OPCODE_ABS: abs(d, s0); break;
138 case Shader::OPCODE_ADD: add(d, s0, s1); break;
139 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
140 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
141 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
142 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
143 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
144 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
145 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
146 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
147 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
148 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
149 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
150 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
151 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
152 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
153 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
154 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
155 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
156 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
157 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
158 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
159 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
160 case Shader::OPCODE_ATT: att(d, s0, s1); break;
161 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
162 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
163 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
164 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
165 case Shader::OPCODE_FRC: frc(d, s0); break;
166 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
167 case Shader::OPCODE_FLOOR: floor(d, s0); break;
168 case Shader::OPCODE_ROUND: round(d, s0); break;
169 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
170 case Shader::OPCODE_CEIL: ceil(d, s0); break;
171 case Shader::OPCODE_LIT: lit(d, s0); break;
172 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
173 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
174 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
175 case Shader::OPCODE_LOG: log(d, s0, pp); break;
176 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
177 case Shader::OPCODE_STEP: step(d, s0, s1); break;
178 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
179 case Shader::OPCODE_FLOATBITSTOINT:
180 case Shader::OPCODE_FLOATBITSTOUINT:
181 case Shader::OPCODE_INTBITSTOFLOAT:
182 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
183 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
184 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
185 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
186 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
187 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
188 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
189 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
190 case Shader::OPCODE_MAX: max(d, s0, s1); break;
191 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
192 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
193 case Shader::OPCODE_MIN: min(d, s0, s1); break;
194 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
195 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
196 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
197 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
198 case Shader::OPCODE_NEG: neg(d, s0); break;
199 case Shader::OPCODE_INEG: ineg(d, s0); break;
200 case Shader::OPCODE_F2B: f2b(d, s0); break;
201 case Shader::OPCODE_B2F: b2f(d, s0); break;
202 case Shader::OPCODE_F2I: f2i(d, s0); break;
203 case Shader::OPCODE_I2F: i2f(d, s0); break;
204 case Shader::OPCODE_F2U: f2u(d, s0); break;
205 case Shader::OPCODE_U2F: u2f(d, s0); break;
206 case Shader::OPCODE_I2B: i2b(d, s0); break;
207 case Shader::OPCODE_B2I: b2i(d, s0); break;
208 case Shader::OPCODE_U2B: u2b(d, s0); break;
209 case Shader::OPCODE_B2U: b2u(d, s0); break;
210 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
211 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
212 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
213 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
214 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
215 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
216 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
217 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
218 case Shader::OPCODE_DIV: div(d, s0, s1); break;
219 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
220 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
221 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
222 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
223 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
224 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
225 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
226 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
227 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
228 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
229 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
230 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
231 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
232 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
233 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
234 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
235 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
236 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
237 case Shader::OPCODE_SGE: step(d, s1, s0); break;
238 case Shader::OPCODE_SGN: sgn(d, s0); break;
239 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
240 case Shader::OPCODE_COS: cos(d, s0, pp); break;
241 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
242 case Shader::OPCODE_TAN: tan(d, s0); break;
243 case Shader::OPCODE_ACOS: acos(d, s0); break;
244 case Shader::OPCODE_ASIN: asin(d, s0); break;
245 case Shader::OPCODE_ATAN: atan(d, s0); break;
246 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
247 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
248 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
249 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
250 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
251 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
252 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
253 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
254 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
255 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
256 case Shader::OPCODE_BREAK: BREAK(r); break;
257 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
258 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
259 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
260 case Shader::OPCODE_TEST: TEST(); break;
261 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
262 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
263 case Shader::OPCODE_ELSE: ELSE(r); break;
264 case Shader::OPCODE_ENDIF: ENDIF(r); break;
265 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
266 case Shader::OPCODE_ENDREP: ENDREP(r); break;
267 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
268 case Shader::OPCODE_IF: IF(r, src0); break;
269 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
270 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
271 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
272 case Shader::OPCODE_REP: REP(r, src0); break;
273 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
274 case Shader::OPCODE_RET: RET(r); break;
275 case Shader::OPCODE_LEAVE: LEAVE(r); break;
276 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
277 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
278 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
279 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
280 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
281 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
282 case Shader::OPCODE_ALL: all(d.x, s0); break;
283 case Shader::OPCODE_ANY: any(d.x, s0); break;
284 case Shader::OPCODE_NOT: not(d, s0); break;
285 case Shader::OPCODE_OR: or(d, s0, s1); break;
286 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
287 case Shader::OPCODE_AND: and(d, s0, s1); break;
288 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
289 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
290 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1); break;
291 case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
292 case Shader::OPCODE_TEXSIZE: TEXSIZE(r, d, s0.x, src1); break;
293 case Shader::OPCODE_END: break;
298 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
304 case Shader::OPCODE_DIV:
305 if(dst.x) d.x = Trunc(d.x);
306 if(dst.y) d.y = Trunc(d.y);
307 if(dst.z) d.z = Trunc(d.z);
308 if(dst.w) d.w = Trunc(d.w);
311 break; // No truncation to integer required when arguments are integer
317 if(dst.x) d.x = Max(d.x, Float4(0.0f));
318 if(dst.y) d.y = Max(d.y, Float4(0.0f));
319 if(dst.z) d.z = Max(d.z, Float4(0.0f));
320 if(dst.w) d.w = Max(d.w, Float4(0.0f));
322 if(dst.x) d.x = Min(d.x, Float4(1.0f));
323 if(dst.y) d.y = Min(d.y, Float4(1.0f));
324 if(dst.z) d.z = Min(d.z, Float4(1.0f));
325 if(dst.w) d.w = Min(d.w, Float4(1.0f));
328 if(instruction->isPredicated())
330 Vector4f pDst; // FIXME: Rename
334 case Shader::PARAMETER_VOID: break;
335 case Shader::PARAMETER_TEMP:
336 if(dst.rel.type == Shader::PARAMETER_VOID)
338 if(dst.x) pDst.x = r.r[dst.index].x;
339 if(dst.y) pDst.y = r.r[dst.index].y;
340 if(dst.z) pDst.z = r.r[dst.index].z;
341 if(dst.w) pDst.w = r.r[dst.index].w;
345 Int a = relativeAddress(r, dst);
347 if(dst.x) pDst.x = r.r[dst.index + a].x;
348 if(dst.y) pDst.y = r.r[dst.index + a].y;
349 if(dst.z) pDst.z = r.r[dst.index + a].z;
350 if(dst.w) pDst.w = r.r[dst.index + a].w;
353 case Shader::PARAMETER_ADDR: pDst = r.a0; break;
354 case Shader::PARAMETER_RASTOUT:
358 if(dst.x) pDst.x = r.o[Pos].x;
359 if(dst.y) pDst.y = r.o[Pos].y;
360 if(dst.z) pDst.z = r.o[Pos].z;
361 if(dst.w) pDst.w = r.o[Pos].w;
373 case Shader::PARAMETER_ATTROUT:
374 if(dst.x) pDst.x = r.o[D0 + dst.index].x;
375 if(dst.y) pDst.y = r.o[D0 + dst.index].y;
376 if(dst.z) pDst.z = r.o[D0 + dst.index].z;
377 if(dst.w) pDst.w = r.o[D0 + dst.index].w;
379 case Shader::PARAMETER_TEXCRDOUT:
380 // case Shader::PARAMETER_OUTPUT:
383 if(dst.x) pDst.x = r.o[T0 + dst.index].x;
384 if(dst.y) pDst.y = r.o[T0 + dst.index].y;
385 if(dst.z) pDst.z = r.o[T0 + dst.index].z;
386 if(dst.w) pDst.w = r.o[T0 + dst.index].w;
390 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
392 if(dst.x) pDst.x = r.o[dst.index].x;
393 if(dst.y) pDst.y = r.o[dst.index].y;
394 if(dst.z) pDst.z = r.o[dst.index].z;
395 if(dst.w) pDst.w = r.o[dst.index].w;
397 else if(dst.rel.type == Shader::PARAMETER_LOOP)
399 Int aL = r.aL[r.loopDepth];
401 if(dst.x) pDst.x = r.o[dst.index + aL].x;
402 if(dst.y) pDst.y = r.o[dst.index + aL].y;
403 if(dst.z) pDst.z = r.o[dst.index + aL].z;
404 if(dst.w) pDst.w = r.o[dst.index + aL].w;
408 Int a = relativeAddress(r, dst);
410 if(dst.x) pDst.x = r.o[dst.index + a].x;
411 if(dst.y) pDst.y = r.o[dst.index + a].y;
412 if(dst.z) pDst.z = r.o[dst.index + a].z;
413 if(dst.w) pDst.w = r.o[dst.index + a].w;
417 case Shader::PARAMETER_LABEL: break;
418 case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
419 case Shader::PARAMETER_INPUT: break;
424 Int4 enable = enableMask(r, instruction);
426 Int4 xEnable = enable;
427 Int4 yEnable = enable;
428 Int4 zEnable = enable;
429 Int4 wEnable = enable;
433 unsigned char pSwizzle = instruction->predicateSwizzle;
435 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
436 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
437 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
438 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
440 if(!instruction->predicateNot)
442 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
443 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
444 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
445 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
449 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
450 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
451 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
452 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
456 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
457 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
458 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
459 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
461 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
462 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
463 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
464 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
469 case Shader::PARAMETER_VOID:
471 case Shader::PARAMETER_TEMP:
472 if(dst.rel.type == Shader::PARAMETER_VOID)
474 if(dst.x) r.r[dst.index].x = d.x;
475 if(dst.y) r.r[dst.index].y = d.y;
476 if(dst.z) r.r[dst.index].z = d.z;
477 if(dst.w) r.r[dst.index].w = d.w;
481 Int a = relativeAddress(r, dst);
483 if(dst.x) r.r[dst.index + a].x = d.x;
484 if(dst.y) r.r[dst.index + a].y = d.y;
485 if(dst.z) r.r[dst.index + a].z = d.z;
486 if(dst.w) r.r[dst.index + a].w = d.w;
489 case Shader::PARAMETER_ADDR:
490 if(dst.x) r.a0.x = d.x;
491 if(dst.y) r.a0.y = d.y;
492 if(dst.z) r.a0.z = d.z;
493 if(dst.w) r.a0.w = d.w;
495 case Shader::PARAMETER_RASTOUT:
499 if(dst.x) r.o[Pos].x = d.x;
500 if(dst.y) r.o[Pos].y = d.y;
501 if(dst.z) r.o[Pos].z = d.z;
502 if(dst.w) r.o[Pos].w = d.w;
510 default: ASSERT(false);
513 case Shader::PARAMETER_ATTROUT:
514 if(dst.x) r.o[D0 + dst.index].x = d.x;
515 if(dst.y) r.o[D0 + dst.index].y = d.y;
516 if(dst.z) r.o[D0 + dst.index].z = d.z;
517 if(dst.w) r.o[D0 + dst.index].w = d.w;
519 case Shader::PARAMETER_TEXCRDOUT:
520 // case Shader::PARAMETER_OUTPUT:
523 if(dst.x) r.o[T0 + dst.index].x = d.x;
524 if(dst.y) r.o[T0 + dst.index].y = d.y;
525 if(dst.z) r.o[T0 + dst.index].z = d.z;
526 if(dst.w) r.o[T0 + dst.index].w = d.w;
530 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
532 if(dst.x) r.o[dst.index].x = d.x;
533 if(dst.y) r.o[dst.index].y = d.y;
534 if(dst.z) r.o[dst.index].z = d.z;
535 if(dst.w) r.o[dst.index].w = d.w;
537 else if(dst.rel.type == Shader::PARAMETER_LOOP)
539 Int aL = r.aL[r.loopDepth];
541 if(dst.x) r.o[dst.index + aL].x = d.x;
542 if(dst.y) r.o[dst.index + aL].y = d.y;
543 if(dst.z) r.o[dst.index + aL].z = d.z;
544 if(dst.w) r.o[dst.index + aL].w = d.w;
548 Int a = relativeAddress(r, dst);
550 if(dst.x) r.o[dst.index + a].x = d.x;
551 if(dst.y) r.o[dst.index + a].y = d.y;
552 if(dst.z) r.o[dst.index + a].z = d.z;
553 if(dst.w) r.o[dst.index + a].w = d.w;
557 case Shader::PARAMETER_LABEL: break;
558 case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
559 case Shader::PARAMETER_INPUT: break;
566 if(currentLabel != -1)
568 Nucleus::setInsertBlock(returnBlock);
572 void VertexProgram::passThrough(Registers &r)
576 for(int i = 0; i < 12; i++)
578 unsigned char usage = shader->output[i][0].usage;
584 case Shader::USAGE_PSIZE:
587 case Shader::USAGE_TEXCOORD:
593 case Shader::USAGE_POSITION:
599 case Shader::USAGE_COLOR:
605 case Shader::USAGE_FOG:
615 r.o[Pos].x = r.v[PositionT].x;
616 r.o[Pos].y = r.v[PositionT].y;
617 r.o[Pos].z = r.v[PositionT].z;
618 r.o[Pos].w = r.v[PositionT].w;
620 for(int i = 0; i < 2; i++)
622 r.o[D0 + i].x = r.v[Color0 + i].x;
623 r.o[D0 + i].y = r.v[Color0 + i].y;
624 r.o[D0 + i].z = r.v[Color0 + i].z;
625 r.o[D0 + i].w = r.v[Color0 + i].w;
628 for(int i = 0; i < 8; i++)
630 r.o[T0 + i].x = r.v[TexCoord0 + i].x;
631 r.o[T0 + i].y = r.v[TexCoord0 + i].y;
632 r.o[T0 + i].z = r.v[TexCoord0 + i].z;
633 r.o[T0 + i].w = r.v[TexCoord0 + i].w;
636 r.o[Pts].y = r.v[PointSize].x;
640 Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
642 int i = src.index + offset;
648 case Shader::PARAMETER_TEMP:
649 if(src.rel.type == Shader::PARAMETER_VOID)
655 reg = r.r[i + relativeAddress(r, src)];
658 case Shader::PARAMETER_CONST:
659 reg = readConstant(r, src, offset);
661 case Shader::PARAMETER_INPUT:
662 if(src.rel.type == Shader::PARAMETER_VOID)
668 reg = r.v[i + relativeAddress(r, src)];
671 case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
672 case Shader::PARAMETER_FLOAT4LITERAL:
673 reg.x = Float4(src.value[0]);
674 reg.y = Float4(src.value[1]);
675 reg.z = Float4(src.value[2]);
676 reg.w = Float4(src.value[3]);
678 case Shader::PARAMETER_ADDR: reg = r.a0; break;
679 case Shader::PARAMETER_CONSTBOOL: return r.r[0]; // Dummy
680 case Shader::PARAMETER_CONSTINT: return r.r[0]; // Dummy
681 case Shader::PARAMETER_LOOP: return r.r[0]; // Dummy
682 case Shader::PARAMETER_PREDICATE: return r.r[0]; // Dummy
683 case Shader::PARAMETER_SAMPLER:
684 if(src.rel.type == Shader::PARAMETER_VOID)
686 reg.x = As<Float4>(Int4(i));
688 else if(src.rel.type == Shader::PARAMETER_TEMP)
690 reg.x = As<Float4>(Int4(i) + As<Int4>(r.r[src.rel.index].x));
693 case Shader::PARAMETER_OUTPUT:
694 if(src.rel.type == Shader::PARAMETER_VOID)
700 reg = r.o[i + relativeAddress(r, src)];
703 case Shader::PARAMETER_MISCTYPE:
704 reg.x = As<Float>(Int(r.instanceID));
710 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
711 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
712 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
713 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
719 case Shader::MODIFIER_NONE:
725 case Shader::MODIFIER_NEGATE:
731 case Shader::MODIFIER_ABS:
737 case Shader::MODIFIER_ABS_NEGATE:
743 case Shader::MODIFIER_NOT:
744 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
745 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
746 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
747 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
756 Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
760 int i = src.index + offset;
762 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
764 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
771 if(shader->containsDefineInstruction()) // Constant may be known at compile time
773 for(size_t j = 0; j < shader->getLength(); j++)
775 const Shader::Instruction &instruction = *shader->getInstruction(j);
777 if(instruction.opcode == Shader::OPCODE_DEF)
779 if(instruction.dst.index == i)
781 c.x = Float4(instruction.src[0].value[0]);
782 c.y = Float4(instruction.src[0].value[1]);
783 c.z = Float4(instruction.src[0].value[2]);
784 c.w = Float4(instruction.src[0].value[3]);
792 else if(src.rel.type == Shader::PARAMETER_LOOP)
794 Int loopCounter = r.aL[r.loopDepth];
796 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
805 if(src.rel.deterministic)
807 Int a = relativeAddress(r, src);
809 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
818 int component = src.rel.swizzle & 0x03;
823 case Shader::PARAMETER_ADDR: a = r.a0[component]; break;
824 case Shader::PARAMETER_TEMP: a = r.r[src.rel.index][component]; break;
825 case Shader::PARAMETER_INPUT: a = r.v[src.rel.index][component]; break;
826 case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
827 case Shader::PARAMETER_CONST: a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
828 default: ASSERT(false);
831 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
833 index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
835 Int index0 = Extract(index, 0);
836 Int index1 = Extract(index, 1);
837 Int index2 = Extract(index, 2);
838 Int index3 = Extract(index, 3);
840 c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
841 c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
842 c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
843 c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
845 transpose4x4(c.x, c.y, c.z, c.w);
852 Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
854 ASSERT(var.rel.deterministic);
856 if(var.rel.type == Shader::PARAMETER_TEMP)
858 return As<Int>(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
860 else if(var.rel.type == Shader::PARAMETER_INPUT)
862 return As<Int>(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
864 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
866 return As<Int>(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
868 else if(var.rel.type == Shader::PARAMETER_CONST)
870 RValue<Int4> c = *Pointer<Int4>(r.data + OFFSET(DrawData, vs.c[var.rel.index]));
872 return Extract(c, 0) * var.rel.scale;
879 Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
881 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
885 if(shader->containsBreakInstruction() && instruction->analysisBreak)
887 enable &= r.enableBreak;
890 if(shader->containsContinueInstruction() && instruction->analysisContinue)
892 enable &= r.enableContinue;
895 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
897 enable &= r.enableLeave;
904 void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
906 Vector4f row0 = fetchRegisterF(r, src1, 0);
907 Vector4f row1 = fetchRegisterF(r, src1, 1);
909 dst.x = dot3(src0, row0);
910 dst.y = dot3(src0, row1);
913 void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
915 Vector4f row0 = fetchRegisterF(r, src1, 0);
916 Vector4f row1 = fetchRegisterF(r, src1, 1);
917 Vector4f row2 = fetchRegisterF(r, src1, 2);
919 dst.x = dot3(src0, row0);
920 dst.y = dot3(src0, row1);
921 dst.z = dot3(src0, row2);
924 void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
926 Vector4f row0 = fetchRegisterF(r, src1, 0);
927 Vector4f row1 = fetchRegisterF(r, src1, 1);
928 Vector4f row2 = fetchRegisterF(r, src1, 2);
929 Vector4f row3 = fetchRegisterF(r, src1, 3);
931 dst.x = dot3(src0, row0);
932 dst.y = dot3(src0, row1);
933 dst.z = dot3(src0, row2);
934 dst.w = dot3(src0, row3);
937 void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
939 Vector4f row0 = fetchRegisterF(r, src1, 0);
940 Vector4f row1 = fetchRegisterF(r, src1, 1);
941 Vector4f row2 = fetchRegisterF(r, src1, 2);
943 dst.x = dot4(src0, row0);
944 dst.y = dot4(src0, row1);
945 dst.z = dot4(src0, row2);
948 void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
950 Vector4f row0 = fetchRegisterF(r, src1, 0);
951 Vector4f row1 = fetchRegisterF(r, src1, 1);
952 Vector4f row2 = fetchRegisterF(r, src1, 2);
953 Vector4f row3 = fetchRegisterF(r, src1, 3);
955 dst.x = dot4(src0, row0);
956 dst.y = dot4(src0, row1);
957 dst.z = dot4(src0, row2);
958 dst.w = dot4(src0, row3);
961 void VertexProgram::BREAK(Registers &r)
963 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
964 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
968 r.enableIndex = r.enableIndex - breakDepth;
969 Nucleus::createBr(endBlock);
973 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
974 Bool allBreak = SignMask(r.enableBreak) == 0x0;
976 r.enableIndex = r.enableIndex - breakDepth;
977 branch(allBreak, endBlock, deadBlock);
980 Nucleus::setInsertBlock(deadBlock);
981 r.enableIndex = r.enableIndex + breakDepth;
984 void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
990 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
991 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
992 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
993 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
994 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
995 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1000 BREAK(r, condition);
1003 void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1005 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1007 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1009 condition = ~condition;
1012 BREAK(r, condition);
1015 void VertexProgram::BREAK(Registers &r, Int4 &condition)
1017 condition &= r.enableStack[r.enableIndex];
1019 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1020 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1022 r.enableBreak = r.enableBreak & ~condition;
1023 Bool allBreak = SignMask(r.enableBreak) == 0x0;
1025 r.enableIndex = r.enableIndex - breakDepth;
1026 branch(allBreak, endBlock, continueBlock);
1028 Nucleus::setInsertBlock(continueBlock);
1029 r.enableIndex = r.enableIndex + breakDepth;
1032 void VertexProgram::CONTINUE(Registers &r)
1034 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
1037 void VertexProgram::TEST()
1042 void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
1044 if(!labelBlock[labelIndex])
1046 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1049 if(callRetBlock[labelIndex].size() > 1)
1051 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1054 Int4 restoreLeave = r.enableLeave;
1056 Nucleus::createBr(labelBlock[labelIndex]);
1057 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1059 r.enableLeave = restoreLeave;
1062 void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
1064 if(src.type == Shader::PARAMETER_CONSTBOOL)
1066 CALLNZb(r, labelIndex, callSiteIndex, src);
1068 else if(src.type == Shader::PARAMETER_PREDICATE)
1070 CALLNZp(r, labelIndex, callSiteIndex, src);
1075 void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
1077 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1079 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1081 condition = !condition;
1084 if(!labelBlock[labelIndex])
1086 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1089 if(callRetBlock[labelIndex].size() > 1)
1091 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1094 Int4 restoreLeave = r.enableLeave;
1096 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1097 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1099 r.enableLeave = restoreLeave;
1102 void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
1104 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1106 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1108 condition = ~condition;
1111 condition &= r.enableStack[r.enableIndex];
1113 if(!labelBlock[labelIndex])
1115 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1118 if(callRetBlock[labelIndex].size() > 1)
1120 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1124 r.enableStack[r.enableIndex] = condition;
1125 Int4 restoreLeave = r.enableLeave;
1127 Bool notAllFalse = SignMask(condition) != 0;
1128 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1129 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1132 r.enableLeave = restoreLeave;
1135 void VertexProgram::ELSE(Registers &r)
1139 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1140 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1142 if(isConditionalIf[ifDepth])
1144 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1145 Bool notAllFalse = SignMask(condition) != 0;
1147 branch(notAllFalse, falseBlock, endBlock);
1149 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1153 Nucleus::createBr(endBlock);
1154 Nucleus::setInsertBlock(falseBlock);
1157 ifFalseBlock[ifDepth] = endBlock;
1162 void VertexProgram::ENDIF(Registers &r)
1166 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1168 Nucleus::createBr(endBlock);
1169 Nucleus::setInsertBlock(endBlock);
1171 if(isConditionalIf[ifDepth])
1178 void VertexProgram::ENDLOOP(Registers &r)
1182 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
1184 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1185 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1187 Nucleus::createBr(testBlock);
1188 Nucleus::setInsertBlock(endBlock);
1191 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1194 void VertexProgram::ENDREP(Registers &r)
1198 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1199 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1201 Nucleus::createBr(testBlock);
1202 Nucleus::setInsertBlock(endBlock);
1205 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1208 void VertexProgram::ENDWHILE(Registers &r)
1212 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1213 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1215 Nucleus::createBr(testBlock);
1216 Nucleus::setInsertBlock(endBlock);
1219 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1223 void VertexProgram::IF(Registers &r, const Src &src)
1225 if(src.type == Shader::PARAMETER_CONSTBOOL)
1229 else if(src.type == Shader::PARAMETER_PREDICATE)
1235 Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
1240 void VertexProgram::IFb(Registers &r, const Src &boolRegister)
1242 ASSERT(ifDepth < 24 + 4);
1244 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1246 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1248 condition = !condition;
1251 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1252 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1254 branch(condition, trueBlock, falseBlock);
1256 isConditionalIf[ifDepth] = false;
1257 ifFalseBlock[ifDepth] = falseBlock;
1262 void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
1264 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1266 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1268 condition = ~condition;
1274 void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
1280 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1281 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1282 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1283 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1284 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1285 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1293 void VertexProgram::IF(Registers &r, Int4 &condition)
1295 condition &= r.enableStack[r.enableIndex];
1298 r.enableStack[r.enableIndex] = condition;
1300 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1301 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1303 Bool notAllFalse = SignMask(condition) != 0;
1305 branch(notAllFalse, trueBlock, falseBlock);
1307 isConditionalIf[ifDepth] = true;
1308 ifFalseBlock[ifDepth] = falseBlock;
1314 void VertexProgram::LABEL(int labelIndex)
1316 if(!labelBlock[labelIndex])
1318 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1321 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1322 currentLabel = labelIndex;
1325 void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
1329 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1330 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1331 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1333 // FIXME: Compiles to two instructions?
1334 If(r.increment[r.loopDepth] == 0)
1336 r.increment[r.loopDepth] = 1;
1339 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1340 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1341 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1343 loopRepTestBlock[loopRepDepth] = testBlock;
1344 loopRepEndBlock[loopRepDepth] = endBlock;
1346 // FIXME: jump(testBlock)
1347 Nucleus::createBr(testBlock);
1348 Nucleus::setInsertBlock(testBlock);
1350 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1351 Nucleus::setInsertBlock(loopBlock);
1353 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1359 void VertexProgram::REP(Registers &r, const Src &integerRegister)
1363 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1364 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
1366 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1367 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1368 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1370 loopRepTestBlock[loopRepDepth] = testBlock;
1371 loopRepEndBlock[loopRepDepth] = endBlock;
1373 // FIXME: jump(testBlock)
1374 Nucleus::createBr(testBlock);
1375 Nucleus::setInsertBlock(testBlock);
1377 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1378 Nucleus::setInsertBlock(loopBlock);
1380 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1386 void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
1390 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1391 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1392 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1394 loopRepTestBlock[loopRepDepth] = testBlock;
1395 loopRepEndBlock[loopRepDepth] = endBlock;
1397 Int4 restoreBreak = r.enableBreak;
1398 Int4 restoreContinue = r.enableContinue;
1400 // FIXME: jump(testBlock)
1401 Nucleus::createBr(testBlock);
1402 Nucleus::setInsertBlock(testBlock);
1403 r.enableContinue = restoreContinue;
1405 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
1406 Int4 condition = As<Int4>(src.x);
1407 condition &= r.enableStack[r.enableIndex - 1];
1408 r.enableStack[r.enableIndex] = condition;
1410 Bool notAllFalse = SignMask(condition) != 0;
1411 branch(notAllFalse, loopBlock, endBlock);
1413 Nucleus::setInsertBlock(endBlock);
1414 r.enableBreak = restoreBreak;
1416 Nucleus::setInsertBlock(loopBlock);
1422 void VertexProgram::RET(Registers &r)
1424 if(currentLabel == -1)
1426 returnBlock = Nucleus::createBasicBlock();
1427 Nucleus::createBr(returnBlock);
1431 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1433 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1435 // FIXME: Encapsulate
1436 UInt index = r.callStack[--r.stackIndex];
1438 llvm::Value *value = index.loadValue();
1439 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1441 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1443 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1446 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1448 Nucleus::createBr(callRetBlock[currentLabel][0]);
1450 else // Function isn't called
1452 Nucleus::createBr(unreachableBlock);
1455 Nucleus::setInsertBlock(unreachableBlock);
1456 Nucleus::createUnreachable();
1460 void VertexProgram::LEAVE(Registers &r)
1462 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
1464 // FIXME: Return from function if all instances left
1465 // FIXME: Use enableLeave in other control-flow constructs
1468 void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1471 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
1473 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1474 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1475 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1476 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1479 void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1481 Float4 lod = Float4(0.0f);
1483 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
1485 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1486 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1487 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1488 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1491 void VertexProgram::TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1)
1493 Pointer<Byte> textureMipmap = r.data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1494 for(int i = 0; i < 4; ++i)
1496 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1497 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1498 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1499 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1503 void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
1505 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1507 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
1508 sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1512 Int index = As<Int>(Float(fetchRegisterF(r, s).x.x));
1514 for(int i = 0; i < 16; i++)
1516 if(shader->usesSampler(i))
1520 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
1521 sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1522 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture