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"
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 < VERTEX_TEXTURE_IMAGE_UNITS; i++)
47 void VertexProgram::pipeline(Registers &r)
49 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; 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 if(shader->containsLeaveInstruction())
75 r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
78 // Create all call site return blocks up front
79 for(size_t i = 0; i < shader->getLength(); i++)
81 const Shader::Instruction *instruction = shader->getInstruction(i);
82 Shader::Opcode opcode = instruction->opcode;
84 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
86 const Dst &dst = instruction->dst;
88 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
89 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
93 for(size_t i = 0; i < shader->getLength(); i++)
95 const Shader::Instruction *instruction = shader->getInstruction(i);
96 Shader::Opcode opcode = instruction->opcode;
98 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
103 Dst dst = instruction->dst;
104 Src src0 = instruction->src[0];
105 Src src1 = instruction->src[1];
106 Src src2 = instruction->src[2];
108 bool predicate = instruction->predicate;
109 int size = shader->size(opcode);
110 Usage usage = instruction->usage;
111 unsigned char usageIndex = instruction->usageIndex;
112 Control control = instruction->control;
113 bool integer = dst.type == Shader::PARAMETER_ADDR;
114 bool pp = dst.partialPrecision;
121 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
122 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
123 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
127 case Shader::OPCODE_VS_1_0: break;
128 case Shader::OPCODE_VS_1_1: break;
129 case Shader::OPCODE_VS_2_0: break;
130 case Shader::OPCODE_VS_2_x: break;
131 case Shader::OPCODE_VS_2_sw: break;
132 case Shader::OPCODE_VS_3_0: break;
133 case Shader::OPCODE_VS_3_sw: break;
134 case Shader::OPCODE_DCL: break;
135 case Shader::OPCODE_DEF: break;
136 case Shader::OPCODE_DEFI: break;
137 case Shader::OPCODE_DEFB: break;
138 case Shader::OPCODE_NOP: break;
139 case Shader::OPCODE_ABS: abs(d, s0); break;
140 case Shader::OPCODE_ADD: add(d, s0, s1); break;
141 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
142 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
143 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
144 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
145 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
146 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
147 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
148 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
149 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
150 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
151 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
152 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
153 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
154 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
155 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
156 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
157 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
158 case Shader::OPCODE_ATT: att(d, s0, s1); break;
159 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
160 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
161 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
162 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
163 case Shader::OPCODE_FRC: frc(d, s0); break;
164 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
165 case Shader::OPCODE_FLOOR: floor(d, s0); break;
166 case Shader::OPCODE_ROUND: round(d, s0); break;
167 case Shader::OPCODE_CEIL: ceil(d, s0); break;
168 case Shader::OPCODE_LIT: lit(d, s0); break;
169 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
170 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
171 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
172 case Shader::OPCODE_LOG: log(d, s0, pp); break;
173 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
174 case Shader::OPCODE_STEP: step(d, s0, s1); break;
175 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
176 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
177 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
178 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
179 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
180 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
181 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
182 case Shader::OPCODE_MAX: max(d, s0, s1); break;
183 case Shader::OPCODE_MIN: min(d, s0, s1); break;
184 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
185 case Shader::OPCODE_MOVA: mov(d, s0); break;
186 case Shader::OPCODE_F2B: f2b(d, s0); break;
187 case Shader::OPCODE_B2F: b2f(d, s0); break;
188 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
189 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
190 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
191 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
192 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
193 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
194 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
195 case Shader::OPCODE_DIV: div(d, s0, s1); break;
196 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
197 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
198 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
199 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
200 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
201 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
202 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
203 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
204 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
205 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
206 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
207 case Shader::OPCODE_SGE: step(d, s1, s0); break;
208 case Shader::OPCODE_SGN: sgn(d, s0); break;
209 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
210 case Shader::OPCODE_COS: cos(d, s0, pp); break;
211 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
212 case Shader::OPCODE_TAN: tan(d, s0); break;
213 case Shader::OPCODE_ACOS: acos(d, s0); break;
214 case Shader::OPCODE_ASIN: asin(d, s0); break;
215 case Shader::OPCODE_ATAN: atan(d, s0); break;
216 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
217 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
218 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
219 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
220 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
221 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
222 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
223 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
224 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
225 case Shader::OPCODE_BREAK: BREAK(r); break;
226 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
227 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
228 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
229 case Shader::OPCODE_TEST: TEST(); break;
230 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
231 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
232 case Shader::OPCODE_ELSE: ELSE(r); break;
233 case Shader::OPCODE_ENDIF: ENDIF(r); break;
234 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
235 case Shader::OPCODE_ENDREP: ENDREP(r); break;
236 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
237 case Shader::OPCODE_IF: IF(r, src0); break;
238 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
239 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
240 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
241 case Shader::OPCODE_REP: REP(r, src0); break;
242 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
243 case Shader::OPCODE_RET: RET(r); break;
244 case Shader::OPCODE_LEAVE: LEAVE(r); break;
245 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
246 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
247 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
248 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
249 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
250 case Shader::OPCODE_ALL: all(d.x, s0); break;
251 case Shader::OPCODE_ANY: any(d.x, s0); break;
252 case Shader::OPCODE_NOT: not(d, s0); break;
253 case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
254 case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
255 case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
256 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1); break;
257 case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
258 case Shader::OPCODE_END: break;
263 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
269 case Shader::OPCODE_DIV:
270 if(dst.x) d.x = Trunc(d.x);
271 if(dst.y) d.y = Trunc(d.y);
272 if(dst.z) d.z = Trunc(d.z);
273 if(dst.w) d.w = Trunc(d.w);
276 break; // No truncation to integer required when arguments are integer
282 if(dst.x) d.x = Max(d.x, Float4(0.0f));
283 if(dst.y) d.y = Max(d.y, Float4(0.0f));
284 if(dst.z) d.z = Max(d.z, Float4(0.0f));
285 if(dst.w) d.w = Max(d.w, Float4(0.0f));
287 if(dst.x) d.x = Min(d.x, Float4(1.0f));
288 if(dst.y) d.y = Min(d.y, Float4(1.0f));
289 if(dst.z) d.z = Min(d.z, Float4(1.0f));
290 if(dst.w) d.w = Min(d.w, Float4(1.0f));
293 if(instruction->isPredicated())
295 Vector4f pDst; // FIXME: Rename
299 case Shader::PARAMETER_VOID: break;
300 case Shader::PARAMETER_TEMP:
301 if(dst.rel.type == Shader::PARAMETER_VOID)
303 if(dst.x) pDst.x = r.r[dst.index].x;
304 if(dst.y) pDst.y = r.r[dst.index].y;
305 if(dst.z) pDst.z = r.r[dst.index].z;
306 if(dst.w) pDst.w = r.r[dst.index].w;
310 Int a = relativeAddress(r, dst);
312 if(dst.x) pDst.x = r.r[dst.index + a].x;
313 if(dst.y) pDst.y = r.r[dst.index + a].y;
314 if(dst.z) pDst.z = r.r[dst.index + a].z;
315 if(dst.w) pDst.w = r.r[dst.index + a].w;
318 case Shader::PARAMETER_ADDR: pDst = r.a0; break;
319 case Shader::PARAMETER_RASTOUT:
323 if(dst.x) pDst.x = r.o[Pos].x;
324 if(dst.y) pDst.y = r.o[Pos].y;
325 if(dst.z) pDst.z = r.o[Pos].z;
326 if(dst.w) pDst.w = r.o[Pos].w;
338 case Shader::PARAMETER_ATTROUT:
339 if(dst.x) pDst.x = r.o[D0 + dst.index].x;
340 if(dst.y) pDst.y = r.o[D0 + dst.index].y;
341 if(dst.z) pDst.z = r.o[D0 + dst.index].z;
342 if(dst.w) pDst.w = r.o[D0 + dst.index].w;
344 case Shader::PARAMETER_TEXCRDOUT:
345 // case Shader::PARAMETER_OUTPUT:
348 if(dst.x) pDst.x = r.o[T0 + dst.index].x;
349 if(dst.y) pDst.y = r.o[T0 + dst.index].y;
350 if(dst.z) pDst.z = r.o[T0 + dst.index].z;
351 if(dst.w) pDst.w = r.o[T0 + dst.index].w;
355 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
357 if(dst.x) pDst.x = r.o[dst.index].x;
358 if(dst.y) pDst.y = r.o[dst.index].y;
359 if(dst.z) pDst.z = r.o[dst.index].z;
360 if(dst.w) pDst.w = r.o[dst.index].w;
362 else if(dst.rel.type == Shader::PARAMETER_LOOP)
364 Int aL = r.aL[r.loopDepth];
366 if(dst.x) pDst.x = r.o[dst.index + aL].x;
367 if(dst.y) pDst.y = r.o[dst.index + aL].y;
368 if(dst.z) pDst.z = r.o[dst.index + aL].z;
369 if(dst.w) pDst.w = r.o[dst.index + aL].w;
373 Int a = relativeAddress(r, dst);
375 if(dst.x) pDst.x = r.o[dst.index + a].x;
376 if(dst.y) pDst.y = r.o[dst.index + a].y;
377 if(dst.z) pDst.z = r.o[dst.index + a].z;
378 if(dst.w) pDst.w = r.o[dst.index + a].w;
382 case Shader::PARAMETER_LABEL: break;
383 case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
384 case Shader::PARAMETER_INPUT: break;
389 Int4 enable = enableMask(r, instruction);
391 Int4 xEnable = enable;
392 Int4 yEnable = enable;
393 Int4 zEnable = enable;
394 Int4 wEnable = enable;
398 unsigned char pSwizzle = instruction->predicateSwizzle;
400 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
401 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
402 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
403 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
405 if(!instruction->predicateNot)
407 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
408 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
409 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
410 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
414 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
415 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
416 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
417 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
421 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
422 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
423 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
424 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
426 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
427 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
428 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
429 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
434 case Shader::PARAMETER_VOID:
436 case Shader::PARAMETER_TEMP:
437 if(dst.rel.type == Shader::PARAMETER_VOID)
439 if(dst.x) r.r[dst.index].x = d.x;
440 if(dst.y) r.r[dst.index].y = d.y;
441 if(dst.z) r.r[dst.index].z = d.z;
442 if(dst.w) r.r[dst.index].w = d.w;
446 Int a = relativeAddress(r, dst);
448 if(dst.x) r.r[dst.index + a].x = d.x;
449 if(dst.y) r.r[dst.index + a].y = d.y;
450 if(dst.z) r.r[dst.index + a].z = d.z;
451 if(dst.w) r.r[dst.index + a].w = d.w;
454 case Shader::PARAMETER_ADDR:
455 if(dst.x) r.a0.x = d.x;
456 if(dst.y) r.a0.y = d.y;
457 if(dst.z) r.a0.z = d.z;
458 if(dst.w) r.a0.w = d.w;
460 case Shader::PARAMETER_RASTOUT:
464 if(dst.x) r.o[Pos].x = d.x;
465 if(dst.y) r.o[Pos].y = d.y;
466 if(dst.z) r.o[Pos].z = d.z;
467 if(dst.w) r.o[Pos].w = d.w;
475 default: ASSERT(false);
478 case Shader::PARAMETER_ATTROUT:
479 if(dst.x) r.o[D0 + dst.index].x = d.x;
480 if(dst.y) r.o[D0 + dst.index].y = d.y;
481 if(dst.z) r.o[D0 + dst.index].z = d.z;
482 if(dst.w) r.o[D0 + dst.index].w = d.w;
484 case Shader::PARAMETER_TEXCRDOUT:
485 // case Shader::PARAMETER_OUTPUT:
488 if(dst.x) r.o[T0 + dst.index].x = d.x;
489 if(dst.y) r.o[T0 + dst.index].y = d.y;
490 if(dst.z) r.o[T0 + dst.index].z = d.z;
491 if(dst.w) r.o[T0 + dst.index].w = d.w;
495 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
497 if(dst.x) r.o[dst.index].x = d.x;
498 if(dst.y) r.o[dst.index].y = d.y;
499 if(dst.z) r.o[dst.index].z = d.z;
500 if(dst.w) r.o[dst.index].w = d.w;
502 else if(dst.rel.type == Shader::PARAMETER_LOOP)
504 Int aL = r.aL[r.loopDepth];
506 if(dst.x) r.o[dst.index + aL].x = d.x;
507 if(dst.y) r.o[dst.index + aL].y = d.y;
508 if(dst.z) r.o[dst.index + aL].z = d.z;
509 if(dst.w) r.o[dst.index + aL].w = d.w;
513 Int a = relativeAddress(r, dst);
515 if(dst.x) r.o[dst.index + a].x = d.x;
516 if(dst.y) r.o[dst.index + a].y = d.y;
517 if(dst.z) r.o[dst.index + a].z = d.z;
518 if(dst.w) r.o[dst.index + a].w = d.w;
522 case Shader::PARAMETER_LABEL: break;
523 case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
524 case Shader::PARAMETER_INPUT: break;
531 if(currentLabel != -1)
533 Nucleus::setInsertBlock(returnBlock);
537 void VertexProgram::passThrough(Registers &r)
541 for(int i = 0; i < 12; i++)
543 unsigned char usage = shader->output[i][0].usage;
544 unsigned char index = shader->output[i][0].index;
550 case Shader::USAGE_PSIZE:
553 case Shader::USAGE_TEXCOORD:
559 case Shader::USAGE_POSITION:
565 case Shader::USAGE_COLOR:
571 case Shader::USAGE_FOG:
581 r.o[Pos].x = r.v[PositionT].x;
582 r.o[Pos].y = r.v[PositionT].y;
583 r.o[Pos].z = r.v[PositionT].z;
584 r.o[Pos].w = r.v[PositionT].w;
586 for(int i = 0; i < 2; i++)
588 r.o[D0 + i].x = r.v[Color0 + i].x;
589 r.o[D0 + i].y = r.v[Color0 + i].y;
590 r.o[D0 + i].z = r.v[Color0 + i].z;
591 r.o[D0 + i].w = r.v[Color0 + i].w;
594 for(int i = 0; i < 8; i++)
596 r.o[T0 + i].x = r.v[TexCoord0 + i].x;
597 r.o[T0 + i].y = r.v[TexCoord0 + i].y;
598 r.o[T0 + i].z = r.v[TexCoord0 + i].z;
599 r.o[T0 + i].w = r.v[TexCoord0 + i].w;
602 r.o[Pts].y = r.v[PointSize].x;
606 Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
608 int i = src.index + offset;
614 case Shader::PARAMETER_TEMP:
615 if(src.rel.type == Shader::PARAMETER_VOID)
621 reg = r.r[i + relativeAddress(r, src)];
624 case Shader::PARAMETER_CONST:
625 reg = readConstant(r, src, offset);
627 case Shader::PARAMETER_INPUT:
628 if(src.rel.type == Shader::PARAMETER_VOID)
634 reg = r.v[i + relativeAddress(r, src)];
637 case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
638 case Shader::PARAMETER_FLOAT4LITERAL:
639 reg.x = Float4(src.value[0]);
640 reg.y = Float4(src.value[1]);
641 reg.z = Float4(src.value[2]);
642 reg.w = Float4(src.value[3]);
644 case Shader::PARAMETER_ADDR: reg = r.a0; break;
645 case Shader::PARAMETER_CONSTBOOL: return r.r[0]; // Dummy
646 case Shader::PARAMETER_CONSTINT: return r.r[0]; // Dummy
647 case Shader::PARAMETER_LOOP: return r.r[0]; // Dummy
648 case Shader::PARAMETER_PREDICATE: return r.r[0]; // Dummy
649 case Shader::PARAMETER_SAMPLER:
650 if(src.rel.type == Shader::PARAMETER_VOID)
652 reg.x = As<Float4>(Int4(i));
654 else if(src.rel.type == Shader::PARAMETER_TEMP)
656 reg.x = As<Float4>(Int4(i) + RoundInt(r.r[src.rel.index].x));
659 case Shader::PARAMETER_OUTPUT:
660 if(src.rel.type == Shader::PARAMETER_VOID)
666 reg = r.o[i + relativeAddress(r, src)];
673 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
674 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
675 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
676 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
682 case Shader::MODIFIER_NONE:
688 case Shader::MODIFIER_NEGATE:
694 case Shader::MODIFIER_ABS:
700 case Shader::MODIFIER_ABS_NEGATE:
706 case Shader::MODIFIER_NOT:
707 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
708 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
709 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
710 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
719 Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
723 int i = src.index + offset;
725 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
727 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
734 if(localShaderConstants) // Constant may be known at compile time
736 for(size_t j = 0; j < shader->getLength(); j++)
738 const Shader::Instruction &instruction = *shader->getInstruction(j);
740 if(instruction.opcode == Shader::OPCODE_DEF)
742 if(instruction.dst.index == i)
744 c.x = Float4(instruction.src[0].value[0]);
745 c.y = Float4(instruction.src[0].value[1]);
746 c.z = Float4(instruction.src[0].value[2]);
747 c.w = Float4(instruction.src[0].value[3]);
755 else if(src.rel.type == Shader::PARAMETER_LOOP)
757 Int loopCounter = r.aL[r.loopDepth];
759 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
768 if(src.rel.deterministic)
770 Int a = relativeAddress(r, src);
772 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
781 int component = src.rel.swizzle & 0x03;
786 case Shader::PARAMETER_ADDR: a = r.a0[component]; break;
787 case Shader::PARAMETER_TEMP: a = r.r[src.rel.index][component]; break;
788 case Shader::PARAMETER_INPUT: a = r.v[src.rel.index][component]; break;
789 case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
790 case Shader::PARAMETER_CONST: a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
791 default: ASSERT(false);
794 Int4 index = Int4(i) + RoundInt(a) * Int4(src.rel.scale);
796 index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
798 Int index0 = Extract(index, 0);
799 Int index1 = Extract(index, 1);
800 Int index2 = Extract(index, 2);
801 Int index3 = Extract(index, 3);
803 c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
804 c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
805 c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
806 c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
808 transpose4x4(c.x, c.y, c.z, c.w);
815 Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
817 ASSERT(var.rel.deterministic);
819 if(var.rel.type == Shader::PARAMETER_TEMP)
821 return RoundInt(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
823 else if(var.rel.type == Shader::PARAMETER_INPUT)
825 return RoundInt(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
827 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
829 return RoundInt(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
831 else if(var.rel.type == Shader::PARAMETER_CONST)
833 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[var.rel.index]));
835 return RoundInt(Extract(c, 0)) * var.rel.scale;
842 Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
844 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
848 if(shader->containsBreakInstruction() && instruction->analysisBreak)
850 enable &= r.enableBreak;
853 if(shader->containsContinueInstruction() && instruction->analysisContinue)
855 enable &= r.enableContinue;
858 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
860 enable &= r.enableLeave;
867 void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
869 Vector4f row0 = fetchRegisterF(r, src1, 0);
870 Vector4f row1 = fetchRegisterF(r, src1, 1);
872 dst.x = dot3(src0, row0);
873 dst.y = dot3(src0, row1);
876 void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
878 Vector4f row0 = fetchRegisterF(r, src1, 0);
879 Vector4f row1 = fetchRegisterF(r, src1, 1);
880 Vector4f row2 = fetchRegisterF(r, src1, 2);
882 dst.x = dot3(src0, row0);
883 dst.y = dot3(src0, row1);
884 dst.z = dot3(src0, row2);
887 void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
889 Vector4f row0 = fetchRegisterF(r, src1, 0);
890 Vector4f row1 = fetchRegisterF(r, src1, 1);
891 Vector4f row2 = fetchRegisterF(r, src1, 2);
892 Vector4f row3 = fetchRegisterF(r, src1, 3);
894 dst.x = dot3(src0, row0);
895 dst.y = dot3(src0, row1);
896 dst.z = dot3(src0, row2);
897 dst.w = dot3(src0, row3);
900 void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
902 Vector4f row0 = fetchRegisterF(r, src1, 0);
903 Vector4f row1 = fetchRegisterF(r, src1, 1);
904 Vector4f row2 = fetchRegisterF(r, src1, 2);
906 dst.x = dot4(src0, row0);
907 dst.y = dot4(src0, row1);
908 dst.z = dot4(src0, row2);
911 void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
913 Vector4f row0 = fetchRegisterF(r, src1, 0);
914 Vector4f row1 = fetchRegisterF(r, src1, 1);
915 Vector4f row2 = fetchRegisterF(r, src1, 2);
916 Vector4f row3 = fetchRegisterF(r, src1, 3);
918 dst.x = dot4(src0, row0);
919 dst.y = dot4(src0, row1);
920 dst.z = dot4(src0, row2);
921 dst.w = dot4(src0, row3);
924 void VertexProgram::BREAK(Registers &r)
926 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
927 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
931 r.enableIndex = r.enableIndex - breakDepth;
932 Nucleus::createBr(endBlock);
936 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
937 Bool allBreak = SignMask(r.enableBreak) == 0x0;
939 r.enableIndex = r.enableIndex - breakDepth;
940 branch(allBreak, endBlock, deadBlock);
943 Nucleus::setInsertBlock(deadBlock);
944 r.enableIndex = r.enableIndex + breakDepth;
947 void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
953 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
954 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
955 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
956 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
957 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
958 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
966 void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
968 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
970 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
972 condition = ~condition;
978 void VertexProgram::BREAK(Registers &r, Int4 &condition)
980 condition &= r.enableStack[r.enableIndex];
982 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
983 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
985 r.enableBreak = r.enableBreak & ~condition;
986 Bool allBreak = SignMask(r.enableBreak) == 0x0;
988 r.enableIndex = r.enableIndex - breakDepth;
989 branch(allBreak, endBlock, continueBlock);
991 Nucleus::setInsertBlock(continueBlock);
992 r.enableIndex = r.enableIndex + breakDepth;
995 void VertexProgram::CONTINUE(Registers &r)
997 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
1000 void VertexProgram::TEST()
1005 void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
1007 if(!labelBlock[labelIndex])
1009 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1012 if(callRetBlock[labelIndex].size() > 1)
1014 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1017 Int4 restoreLeave = r.enableLeave;
1019 Nucleus::createBr(labelBlock[labelIndex]);
1020 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1022 r.enableLeave = restoreLeave;
1025 void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
1027 if(src.type == Shader::PARAMETER_CONSTBOOL)
1029 CALLNZb(r, labelIndex, callSiteIndex, src);
1031 else if(src.type == Shader::PARAMETER_PREDICATE)
1033 CALLNZp(r, labelIndex, callSiteIndex, src);
1038 void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
1040 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1042 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1044 condition = !condition;
1047 if(!labelBlock[labelIndex])
1049 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1052 if(callRetBlock[labelIndex].size() > 1)
1054 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1057 Int4 restoreLeave = r.enableLeave;
1059 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1060 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1062 r.enableLeave = restoreLeave;
1065 void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
1067 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1069 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1071 condition = ~condition;
1074 condition &= r.enableStack[r.enableIndex];
1076 if(!labelBlock[labelIndex])
1078 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1081 if(callRetBlock[labelIndex].size() > 1)
1083 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1087 r.enableStack[r.enableIndex] = condition;
1088 Int4 restoreLeave = r.enableLeave;
1090 Bool notAllFalse = SignMask(condition) != 0;
1091 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1092 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1095 r.enableLeave = restoreLeave;
1098 void VertexProgram::ELSE(Registers &r)
1102 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1103 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1105 if(isConditionalIf[ifDepth])
1107 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1108 Bool notAllFalse = SignMask(condition) != 0;
1110 branch(notAllFalse, falseBlock, endBlock);
1112 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1116 Nucleus::createBr(endBlock);
1117 Nucleus::setInsertBlock(falseBlock);
1120 ifFalseBlock[ifDepth] = endBlock;
1125 void VertexProgram::ENDIF(Registers &r)
1129 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1131 Nucleus::createBr(endBlock);
1132 Nucleus::setInsertBlock(endBlock);
1134 if(isConditionalIf[ifDepth])
1141 void VertexProgram::ENDLOOP(Registers &r)
1145 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
1147 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1148 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1150 Nucleus::createBr(testBlock);
1151 Nucleus::setInsertBlock(endBlock);
1154 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1157 void VertexProgram::ENDREP(Registers &r)
1161 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1162 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1164 Nucleus::createBr(testBlock);
1165 Nucleus::setInsertBlock(endBlock);
1168 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1171 void VertexProgram::ENDWHILE(Registers &r)
1175 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1176 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1178 Nucleus::createBr(testBlock);
1179 Nucleus::setInsertBlock(endBlock);
1182 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1186 void VertexProgram::IF(Registers &r, const Src &src)
1188 if(src.type == Shader::PARAMETER_CONSTBOOL)
1192 else if(src.type == Shader::PARAMETER_PREDICATE)
1198 Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
1203 void VertexProgram::IFb(Registers &r, const Src &boolRegister)
1205 ASSERT(ifDepth < 24 + 4);
1207 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1209 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1211 condition = !condition;
1214 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1215 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1217 branch(condition, trueBlock, falseBlock);
1219 isConditionalIf[ifDepth] = false;
1220 ifFalseBlock[ifDepth] = falseBlock;
1225 void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
1227 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1229 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1231 condition = ~condition;
1237 void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
1243 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1244 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1245 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1246 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1247 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1248 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1256 void VertexProgram::IF(Registers &r, Int4 &condition)
1258 condition &= r.enableStack[r.enableIndex];
1261 r.enableStack[r.enableIndex] = condition;
1263 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1264 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1266 Bool notAllFalse = SignMask(condition) != 0;
1268 branch(notAllFalse, trueBlock, falseBlock);
1270 isConditionalIf[ifDepth] = true;
1271 ifFalseBlock[ifDepth] = falseBlock;
1277 void VertexProgram::LABEL(int labelIndex)
1279 if(!labelBlock[labelIndex])
1281 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1284 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1285 currentLabel = labelIndex;
1288 void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
1292 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1293 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1294 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1296 // FIXME: Compiles to two instructions?
1297 If(r.increment[r.loopDepth] == 0)
1299 r.increment[r.loopDepth] = 1;
1302 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1303 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1304 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1306 loopRepTestBlock[loopRepDepth] = testBlock;
1307 loopRepEndBlock[loopRepDepth] = endBlock;
1309 // FIXME: jump(testBlock)
1310 Nucleus::createBr(testBlock);
1311 Nucleus::setInsertBlock(testBlock);
1313 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1314 Nucleus::setInsertBlock(loopBlock);
1316 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1322 void VertexProgram::REP(Registers &r, const Src &integerRegister)
1326 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1327 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
1329 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1330 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1331 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1333 loopRepTestBlock[loopRepDepth] = testBlock;
1334 loopRepEndBlock[loopRepDepth] = endBlock;
1336 // FIXME: jump(testBlock)
1337 Nucleus::createBr(testBlock);
1338 Nucleus::setInsertBlock(testBlock);
1340 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1341 Nucleus::setInsertBlock(loopBlock);
1343 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1349 void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
1353 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1354 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1355 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1357 loopRepTestBlock[loopRepDepth] = testBlock;
1358 loopRepEndBlock[loopRepDepth] = endBlock;
1360 Int4 restoreBreak = r.enableBreak;
1361 Int4 restoreContinue = r.enableContinue;
1363 // FIXME: jump(testBlock)
1364 Nucleus::createBr(testBlock);
1365 Nucleus::setInsertBlock(testBlock);
1366 r.enableContinue = restoreContinue;
1368 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
1369 Int4 condition = As<Int4>(src.x);
1370 condition &= r.enableStack[r.enableIndex - 1];
1371 r.enableStack[r.enableIndex] = condition;
1373 Bool notAllFalse = SignMask(condition) != 0;
1374 branch(notAllFalse, loopBlock, endBlock);
1376 Nucleus::setInsertBlock(endBlock);
1377 r.enableBreak = restoreBreak;
1379 Nucleus::setInsertBlock(loopBlock);
1385 void VertexProgram::RET(Registers &r)
1387 if(currentLabel == -1)
1389 returnBlock = Nucleus::createBasicBlock();
1390 Nucleus::createBr(returnBlock);
1394 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1396 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1398 // FIXME: Encapsulate
1399 UInt index = r.callStack[--r.stackIndex];
1401 llvm::Value *value = index.loadValue();
1402 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1404 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1406 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1409 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1411 Nucleus::createBr(callRetBlock[currentLabel][0]);
1413 else // Function isn't called
1415 Nucleus::createBr(unreachableBlock);
1418 Nucleus::setInsertBlock(unreachableBlock);
1419 Nucleus::createUnreachable();
1423 void VertexProgram::LEAVE(Registers &r)
1425 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
1427 // FIXME: Return from function if all instances left
1428 // FIXME: Use enableLeave in other control-flow constructs
1431 void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1434 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
1436 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1437 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1438 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1439 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1442 void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1444 Float4 lod = Float4(0.0f);
1446 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
1448 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1449 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1450 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1451 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1454 void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
1456 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1458 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
1459 sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1463 Int index = As<Int>(Float(fetchRegisterF(r, s).x.x));
1465 for(int i = 0; i < 16; i++)
1467 if(shader->usesSampler(i))
1471 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
1472 sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1473 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture