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];
106 bool predicate = instruction->predicate;
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 = fetchRegisterF(r, src0);
117 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
118 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(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_ROUND: round(d, s0); break;
162 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
163 case Shader::OPCODE_CEIL: ceil(d, s0); break;
164 case Shader::OPCODE_LIT: lit(d, s0); break;
165 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
166 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
167 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
168 case Shader::OPCODE_LOG: log(d, s0, pp); break;
169 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
170 case Shader::OPCODE_STEP: step(d, s0, s1); break;
171 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
172 case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
173 case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
174 case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
175 case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
176 case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
177 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
178 case Shader::OPCODE_MAX: max(d, s0, s1); break;
179 case Shader::OPCODE_MIN: min(d, s0, s1); break;
180 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
181 case Shader::OPCODE_MOVA: mov(d, s0); break;
182 case Shader::OPCODE_F2B: f2b(d, s0); break;
183 case Shader::OPCODE_B2F: b2f(d, s0); break;
184 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
185 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
186 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
187 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
188 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
189 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
190 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
191 case Shader::OPCODE_DIV: div(d, s0, s1); break;
192 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
193 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
194 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
195 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
196 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
197 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
198 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
199 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
200 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
201 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
202 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
203 case Shader::OPCODE_SGE: step(d, s1, s0); break;
204 case Shader::OPCODE_SGN: sgn(d, s0); break;
205 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
206 case Shader::OPCODE_COS: cos(d, s0, pp); break;
207 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
208 case Shader::OPCODE_TAN: tan(d, s0); break;
209 case Shader::OPCODE_ACOS: acos(d, s0); break;
210 case Shader::OPCODE_ASIN: asin(d, s0); break;
211 case Shader::OPCODE_ATAN: atan(d, s0); break;
212 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
213 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
214 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
215 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
216 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
217 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
218 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
219 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
220 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
221 case Shader::OPCODE_BREAK: BREAK(r); break;
222 case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
223 case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
224 case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
225 case Shader::OPCODE_TEST: TEST(); break;
226 case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
227 case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
228 case Shader::OPCODE_ELSE: ELSE(r); break;
229 case Shader::OPCODE_ENDIF: ENDIF(r); break;
230 case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
231 case Shader::OPCODE_ENDREP: ENDREP(r); break;
232 case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
233 case Shader::OPCODE_IF: IF(r, src0); break;
234 case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
235 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
236 case Shader::OPCODE_LOOP: LOOP(r, src1); break;
237 case Shader::OPCODE_REP: REP(r, src0); break;
238 case Shader::OPCODE_WHILE: WHILE(r, src0); break;
239 case Shader::OPCODE_RET: RET(r); break;
240 case Shader::OPCODE_LEAVE: LEAVE(r); break;
241 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
242 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
243 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
244 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
245 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
246 case Shader::OPCODE_ALL: all(d.x, s0); break;
247 case Shader::OPCODE_ANY: any(d.x, s0); break;
248 case Shader::OPCODE_NOT: not(d, s0); break;
249 case Shader::OPCODE_OR: or(d, s0, s1); break;
250 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
251 case Shader::OPCODE_AND: and(d, s0, s1); break;
252 case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1); break;
253 case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
254 case Shader::OPCODE_END: break;
259 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
265 case Shader::OPCODE_DIV:
266 if(dst.x) d.x = Trunc(d.x);
267 if(dst.y) d.y = Trunc(d.y);
268 if(dst.z) d.z = Trunc(d.z);
269 if(dst.w) d.w = Trunc(d.w);
272 break; // No truncation to integer required when arguments are integer
278 if(dst.x) d.x = Max(d.x, Float4(0.0f));
279 if(dst.y) d.y = Max(d.y, Float4(0.0f));
280 if(dst.z) d.z = Max(d.z, Float4(0.0f));
281 if(dst.w) d.w = Max(d.w, Float4(0.0f));
283 if(dst.x) d.x = Min(d.x, Float4(1.0f));
284 if(dst.y) d.y = Min(d.y, Float4(1.0f));
285 if(dst.z) d.z = Min(d.z, Float4(1.0f));
286 if(dst.w) d.w = Min(d.w, Float4(1.0f));
289 if(instruction->isPredicated())
291 Vector4f pDst; // FIXME: Rename
295 case Shader::PARAMETER_VOID: break;
296 case Shader::PARAMETER_TEMP:
297 if(dst.rel.type == Shader::PARAMETER_VOID)
299 if(dst.x) pDst.x = r.r[dst.index].x;
300 if(dst.y) pDst.y = r.r[dst.index].y;
301 if(dst.z) pDst.z = r.r[dst.index].z;
302 if(dst.w) pDst.w = r.r[dst.index].w;
306 Int a = relativeAddress(r, dst);
308 if(dst.x) pDst.x = r.r[dst.index + a].x;
309 if(dst.y) pDst.y = r.r[dst.index + a].y;
310 if(dst.z) pDst.z = r.r[dst.index + a].z;
311 if(dst.w) pDst.w = r.r[dst.index + a].w;
314 case Shader::PARAMETER_ADDR: pDst = r.a0; break;
315 case Shader::PARAMETER_RASTOUT:
319 if(dst.x) pDst.x = r.o[Pos].x;
320 if(dst.y) pDst.y = r.o[Pos].y;
321 if(dst.z) pDst.z = r.o[Pos].z;
322 if(dst.w) pDst.w = r.o[Pos].w;
334 case Shader::PARAMETER_ATTROUT:
335 if(dst.x) pDst.x = r.o[D0 + dst.index].x;
336 if(dst.y) pDst.y = r.o[D0 + dst.index].y;
337 if(dst.z) pDst.z = r.o[D0 + dst.index].z;
338 if(dst.w) pDst.w = r.o[D0 + dst.index].w;
340 case Shader::PARAMETER_TEXCRDOUT:
341 // case Shader::PARAMETER_OUTPUT:
344 if(dst.x) pDst.x = r.o[T0 + dst.index].x;
345 if(dst.y) pDst.y = r.o[T0 + dst.index].y;
346 if(dst.z) pDst.z = r.o[T0 + dst.index].z;
347 if(dst.w) pDst.w = r.o[T0 + dst.index].w;
351 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
353 if(dst.x) pDst.x = r.o[dst.index].x;
354 if(dst.y) pDst.y = r.o[dst.index].y;
355 if(dst.z) pDst.z = r.o[dst.index].z;
356 if(dst.w) pDst.w = r.o[dst.index].w;
358 else if(dst.rel.type == Shader::PARAMETER_LOOP)
360 Int aL = r.aL[r.loopDepth];
362 if(dst.x) pDst.x = r.o[dst.index + aL].x;
363 if(dst.y) pDst.y = r.o[dst.index + aL].y;
364 if(dst.z) pDst.z = r.o[dst.index + aL].z;
365 if(dst.w) pDst.w = r.o[dst.index + aL].w;
369 Int a = relativeAddress(r, dst);
371 if(dst.x) pDst.x = r.o[dst.index + a].x;
372 if(dst.y) pDst.y = r.o[dst.index + a].y;
373 if(dst.z) pDst.z = r.o[dst.index + a].z;
374 if(dst.w) pDst.w = r.o[dst.index + a].w;
378 case Shader::PARAMETER_LABEL: break;
379 case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
380 case Shader::PARAMETER_INPUT: break;
385 Int4 enable = enableMask(r, instruction);
387 Int4 xEnable = enable;
388 Int4 yEnable = enable;
389 Int4 zEnable = enable;
390 Int4 wEnable = enable;
394 unsigned char pSwizzle = instruction->predicateSwizzle;
396 Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
397 Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
398 Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
399 Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
401 if(!instruction->predicateNot)
403 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
404 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
405 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
406 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
410 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
411 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
412 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
413 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
417 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
418 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
419 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
420 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
422 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
423 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
424 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
425 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
430 case Shader::PARAMETER_VOID:
432 case Shader::PARAMETER_TEMP:
433 if(dst.rel.type == Shader::PARAMETER_VOID)
435 if(dst.x) r.r[dst.index].x = d.x;
436 if(dst.y) r.r[dst.index].y = d.y;
437 if(dst.z) r.r[dst.index].z = d.z;
438 if(dst.w) r.r[dst.index].w = d.w;
442 Int a = relativeAddress(r, dst);
444 if(dst.x) r.r[dst.index + a].x = d.x;
445 if(dst.y) r.r[dst.index + a].y = d.y;
446 if(dst.z) r.r[dst.index + a].z = d.z;
447 if(dst.w) r.r[dst.index + a].w = d.w;
450 case Shader::PARAMETER_ADDR:
451 if(dst.x) r.a0.x = d.x;
452 if(dst.y) r.a0.y = d.y;
453 if(dst.z) r.a0.z = d.z;
454 if(dst.w) r.a0.w = d.w;
456 case Shader::PARAMETER_RASTOUT:
460 if(dst.x) r.o[Pos].x = d.x;
461 if(dst.y) r.o[Pos].y = d.y;
462 if(dst.z) r.o[Pos].z = d.z;
463 if(dst.w) r.o[Pos].w = d.w;
471 default: ASSERT(false);
474 case Shader::PARAMETER_ATTROUT:
475 if(dst.x) r.o[D0 + dst.index].x = d.x;
476 if(dst.y) r.o[D0 + dst.index].y = d.y;
477 if(dst.z) r.o[D0 + dst.index].z = d.z;
478 if(dst.w) r.o[D0 + dst.index].w = d.w;
480 case Shader::PARAMETER_TEXCRDOUT:
481 // case Shader::PARAMETER_OUTPUT:
484 if(dst.x) r.o[T0 + dst.index].x = d.x;
485 if(dst.y) r.o[T0 + dst.index].y = d.y;
486 if(dst.z) r.o[T0 + dst.index].z = d.z;
487 if(dst.w) r.o[T0 + dst.index].w = d.w;
491 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
493 if(dst.x) r.o[dst.index].x = d.x;
494 if(dst.y) r.o[dst.index].y = d.y;
495 if(dst.z) r.o[dst.index].z = d.z;
496 if(dst.w) r.o[dst.index].w = d.w;
498 else if(dst.rel.type == Shader::PARAMETER_LOOP)
500 Int aL = r.aL[r.loopDepth];
502 if(dst.x) r.o[dst.index + aL].x = d.x;
503 if(dst.y) r.o[dst.index + aL].y = d.y;
504 if(dst.z) r.o[dst.index + aL].z = d.z;
505 if(dst.w) r.o[dst.index + aL].w = d.w;
509 Int a = relativeAddress(r, dst);
511 if(dst.x) r.o[dst.index + a].x = d.x;
512 if(dst.y) r.o[dst.index + a].y = d.y;
513 if(dst.z) r.o[dst.index + a].z = d.z;
514 if(dst.w) r.o[dst.index + a].w = d.w;
518 case Shader::PARAMETER_LABEL: break;
519 case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
520 case Shader::PARAMETER_INPUT: break;
527 if(currentLabel != -1)
529 Nucleus::setInsertBlock(returnBlock);
533 void VertexProgram::passThrough(Registers &r)
537 for(int i = 0; i < 12; i++)
539 unsigned char usage = shader->output[i][0].usage;
545 case Shader::USAGE_PSIZE:
548 case Shader::USAGE_TEXCOORD:
554 case Shader::USAGE_POSITION:
560 case Shader::USAGE_COLOR:
566 case Shader::USAGE_FOG:
576 r.o[Pos].x = r.v[PositionT].x;
577 r.o[Pos].y = r.v[PositionT].y;
578 r.o[Pos].z = r.v[PositionT].z;
579 r.o[Pos].w = r.v[PositionT].w;
581 for(int i = 0; i < 2; i++)
583 r.o[D0 + i].x = r.v[Color0 + i].x;
584 r.o[D0 + i].y = r.v[Color0 + i].y;
585 r.o[D0 + i].z = r.v[Color0 + i].z;
586 r.o[D0 + i].w = r.v[Color0 + i].w;
589 for(int i = 0; i < 8; i++)
591 r.o[T0 + i].x = r.v[TexCoord0 + i].x;
592 r.o[T0 + i].y = r.v[TexCoord0 + i].y;
593 r.o[T0 + i].z = r.v[TexCoord0 + i].z;
594 r.o[T0 + i].w = r.v[TexCoord0 + i].w;
597 r.o[Pts].y = r.v[PointSize].x;
601 Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
603 int i = src.index + offset;
609 case Shader::PARAMETER_TEMP:
610 if(src.rel.type == Shader::PARAMETER_VOID)
616 reg = r.r[i + relativeAddress(r, src)];
619 case Shader::PARAMETER_CONST:
620 reg = readConstant(r, src, offset);
622 case Shader::PARAMETER_INPUT:
623 if(src.rel.type == Shader::PARAMETER_VOID)
629 reg = r.v[i + relativeAddress(r, src)];
632 case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
633 case Shader::PARAMETER_FLOAT4LITERAL:
634 reg.x = Float4(src.value[0]);
635 reg.y = Float4(src.value[1]);
636 reg.z = Float4(src.value[2]);
637 reg.w = Float4(src.value[3]);
639 case Shader::PARAMETER_ADDR: reg = r.a0; break;
640 case Shader::PARAMETER_CONSTBOOL: return r.r[0]; // Dummy
641 case Shader::PARAMETER_CONSTINT: return r.r[0]; // Dummy
642 case Shader::PARAMETER_LOOP: return r.r[0]; // Dummy
643 case Shader::PARAMETER_PREDICATE: return r.r[0]; // Dummy
644 case Shader::PARAMETER_SAMPLER:
645 if(src.rel.type == Shader::PARAMETER_VOID)
647 reg.x = As<Float4>(Int4(i));
649 else if(src.rel.type == Shader::PARAMETER_TEMP)
651 reg.x = As<Float4>(Int4(i) + RoundInt(r.r[src.rel.index].x));
654 case Shader::PARAMETER_OUTPUT:
655 if(src.rel.type == Shader::PARAMETER_VOID)
661 reg = r.o[i + relativeAddress(r, src)];
664 case Shader::PARAMETER_MISCTYPE:
665 reg.x = Float(r.instanceID);
671 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
672 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
673 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
674 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
680 case Shader::MODIFIER_NONE:
686 case Shader::MODIFIER_NEGATE:
692 case Shader::MODIFIER_ABS:
698 case Shader::MODIFIER_ABS_NEGATE:
704 case Shader::MODIFIER_NOT:
705 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
706 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
707 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
708 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
717 Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
721 int i = src.index + offset;
723 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
725 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]));
732 if(shader->containsDefineInstruction()) // Constant may be known at compile time
734 for(size_t j = 0; j < shader->getLength(); j++)
736 const Shader::Instruction &instruction = *shader->getInstruction(j);
738 if(instruction.opcode == Shader::OPCODE_DEF)
740 if(instruction.dst.index == i)
742 c.x = Float4(instruction.src[0].value[0]);
743 c.y = Float4(instruction.src[0].value[1]);
744 c.z = Float4(instruction.src[0].value[2]);
745 c.w = Float4(instruction.src[0].value[3]);
753 else if(src.rel.type == Shader::PARAMETER_LOOP)
755 Int loopCounter = r.aL[r.loopDepth];
757 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
766 if(src.rel.deterministic)
768 Int a = relativeAddress(r, src);
770 c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
779 int component = src.rel.swizzle & 0x03;
784 case Shader::PARAMETER_ADDR: a = r.a0[component]; break;
785 case Shader::PARAMETER_TEMP: a = r.r[src.rel.index][component]; break;
786 case Shader::PARAMETER_INPUT: a = r.v[src.rel.index][component]; break;
787 case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
788 case Shader::PARAMETER_CONST: a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
789 default: ASSERT(false);
792 Int4 index = Int4(i) + RoundInt(a) * Int4(src.rel.scale);
794 index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
796 Int index0 = Extract(index, 0);
797 Int index1 = Extract(index, 1);
798 Int index2 = Extract(index, 2);
799 Int index3 = Extract(index, 3);
801 c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
802 c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
803 c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
804 c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
806 transpose4x4(c.x, c.y, c.z, c.w);
813 Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
815 ASSERT(var.rel.deterministic);
817 if(var.rel.type == Shader::PARAMETER_TEMP)
819 return RoundInt(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
821 else if(var.rel.type == Shader::PARAMETER_INPUT)
823 return RoundInt(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
825 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
827 return RoundInt(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
829 else if(var.rel.type == Shader::PARAMETER_CONST)
831 RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[var.rel.index]));
833 return RoundInt(Extract(c, 0)) * var.rel.scale;
840 Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
842 Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
846 if(shader->containsBreakInstruction() && instruction->analysisBreak)
848 enable &= r.enableBreak;
851 if(shader->containsContinueInstruction() && instruction->analysisContinue)
853 enable &= r.enableContinue;
856 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
858 enable &= r.enableLeave;
865 void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
867 Vector4f row0 = fetchRegisterF(r, src1, 0);
868 Vector4f row1 = fetchRegisterF(r, src1, 1);
870 dst.x = dot3(src0, row0);
871 dst.y = dot3(src0, row1);
874 void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
876 Vector4f row0 = fetchRegisterF(r, src1, 0);
877 Vector4f row1 = fetchRegisterF(r, src1, 1);
878 Vector4f row2 = fetchRegisterF(r, src1, 2);
880 dst.x = dot3(src0, row0);
881 dst.y = dot3(src0, row1);
882 dst.z = dot3(src0, row2);
885 void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
887 Vector4f row0 = fetchRegisterF(r, src1, 0);
888 Vector4f row1 = fetchRegisterF(r, src1, 1);
889 Vector4f row2 = fetchRegisterF(r, src1, 2);
890 Vector4f row3 = fetchRegisterF(r, src1, 3);
892 dst.x = dot3(src0, row0);
893 dst.y = dot3(src0, row1);
894 dst.z = dot3(src0, row2);
895 dst.w = dot3(src0, row3);
898 void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
900 Vector4f row0 = fetchRegisterF(r, src1, 0);
901 Vector4f row1 = fetchRegisterF(r, src1, 1);
902 Vector4f row2 = fetchRegisterF(r, src1, 2);
904 dst.x = dot4(src0, row0);
905 dst.y = dot4(src0, row1);
906 dst.z = dot4(src0, row2);
909 void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
911 Vector4f row0 = fetchRegisterF(r, src1, 0);
912 Vector4f row1 = fetchRegisterF(r, src1, 1);
913 Vector4f row2 = fetchRegisterF(r, src1, 2);
914 Vector4f row3 = fetchRegisterF(r, src1, 3);
916 dst.x = dot4(src0, row0);
917 dst.y = dot4(src0, row1);
918 dst.z = dot4(src0, row2);
919 dst.w = dot4(src0, row3);
922 void VertexProgram::BREAK(Registers &r)
924 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
925 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
929 r.enableIndex = r.enableIndex - breakDepth;
930 Nucleus::createBr(endBlock);
934 r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
935 Bool allBreak = SignMask(r.enableBreak) == 0x0;
937 r.enableIndex = r.enableIndex - breakDepth;
938 branch(allBreak, endBlock, deadBlock);
941 Nucleus::setInsertBlock(deadBlock);
942 r.enableIndex = r.enableIndex + breakDepth;
945 void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
951 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
952 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
953 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
954 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
955 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
956 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
964 void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
966 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
968 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
970 condition = ~condition;
976 void VertexProgram::BREAK(Registers &r, Int4 &condition)
978 condition &= r.enableStack[r.enableIndex];
980 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
981 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
983 r.enableBreak = r.enableBreak & ~condition;
984 Bool allBreak = SignMask(r.enableBreak) == 0x0;
986 r.enableIndex = r.enableIndex - breakDepth;
987 branch(allBreak, endBlock, continueBlock);
989 Nucleus::setInsertBlock(continueBlock);
990 r.enableIndex = r.enableIndex + breakDepth;
993 void VertexProgram::CONTINUE(Registers &r)
995 r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
998 void VertexProgram::TEST()
1003 void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
1005 if(!labelBlock[labelIndex])
1007 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1010 if(callRetBlock[labelIndex].size() > 1)
1012 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1015 Int4 restoreLeave = r.enableLeave;
1017 Nucleus::createBr(labelBlock[labelIndex]);
1018 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1020 r.enableLeave = restoreLeave;
1023 void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
1025 if(src.type == Shader::PARAMETER_CONSTBOOL)
1027 CALLNZb(r, labelIndex, callSiteIndex, src);
1029 else if(src.type == Shader::PARAMETER_PREDICATE)
1031 CALLNZp(r, labelIndex, callSiteIndex, src);
1036 void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
1038 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1040 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1042 condition = !condition;
1045 if(!labelBlock[labelIndex])
1047 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1050 if(callRetBlock[labelIndex].size() > 1)
1052 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1055 Int4 restoreLeave = r.enableLeave;
1057 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1058 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1060 r.enableLeave = restoreLeave;
1063 void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
1065 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1067 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1069 condition = ~condition;
1072 condition &= r.enableStack[r.enableIndex];
1074 if(!labelBlock[labelIndex])
1076 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1079 if(callRetBlock[labelIndex].size() > 1)
1081 r.callStack[r.stackIndex++] = UInt(callSiteIndex);
1085 r.enableStack[r.enableIndex] = condition;
1086 Int4 restoreLeave = r.enableLeave;
1088 Bool notAllFalse = SignMask(condition) != 0;
1089 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1090 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1093 r.enableLeave = restoreLeave;
1096 void VertexProgram::ELSE(Registers &r)
1100 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1101 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1103 if(isConditionalIf[ifDepth])
1105 Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1106 Bool notAllFalse = SignMask(condition) != 0;
1108 branch(notAllFalse, falseBlock, endBlock);
1110 r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
1114 Nucleus::createBr(endBlock);
1115 Nucleus::setInsertBlock(falseBlock);
1118 ifFalseBlock[ifDepth] = endBlock;
1123 void VertexProgram::ENDIF(Registers &r)
1127 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1129 Nucleus::createBr(endBlock);
1130 Nucleus::setInsertBlock(endBlock);
1132 if(isConditionalIf[ifDepth])
1139 void VertexProgram::ENDLOOP(Registers &r)
1143 r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
1145 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1146 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1148 Nucleus::createBr(testBlock);
1149 Nucleus::setInsertBlock(endBlock);
1152 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1155 void VertexProgram::ENDREP(Registers &r)
1159 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1160 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1162 Nucleus::createBr(testBlock);
1163 Nucleus::setInsertBlock(endBlock);
1166 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1169 void VertexProgram::ENDWHILE(Registers &r)
1173 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1174 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1176 Nucleus::createBr(testBlock);
1177 Nucleus::setInsertBlock(endBlock);
1180 r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1184 void VertexProgram::IF(Registers &r, const Src &src)
1186 if(src.type == Shader::PARAMETER_CONSTBOOL)
1190 else if(src.type == Shader::PARAMETER_PREDICATE)
1196 Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
1201 void VertexProgram::IFb(Registers &r, const Src &boolRegister)
1203 ASSERT(ifDepth < 24 + 4);
1205 Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1207 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1209 condition = !condition;
1212 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1213 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1215 branch(condition, trueBlock, falseBlock);
1217 isConditionalIf[ifDepth] = false;
1218 ifFalseBlock[ifDepth] = falseBlock;
1223 void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
1225 Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
1227 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1229 condition = ~condition;
1235 void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
1241 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1242 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1243 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1244 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1245 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1246 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1254 void VertexProgram::IF(Registers &r, Int4 &condition)
1256 condition &= r.enableStack[r.enableIndex];
1259 r.enableStack[r.enableIndex] = condition;
1261 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1262 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1264 Bool notAllFalse = SignMask(condition) != 0;
1266 branch(notAllFalse, trueBlock, falseBlock);
1268 isConditionalIf[ifDepth] = true;
1269 ifFalseBlock[ifDepth] = falseBlock;
1275 void VertexProgram::LABEL(int labelIndex)
1277 if(!labelBlock[labelIndex])
1279 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1282 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1283 currentLabel = labelIndex;
1286 void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
1290 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1291 r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1292 r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1294 // FIXME: Compiles to two instructions?
1295 If(r.increment[r.loopDepth] == 0)
1297 r.increment[r.loopDepth] = 1;
1300 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1301 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1302 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1304 loopRepTestBlock[loopRepDepth] = testBlock;
1305 loopRepEndBlock[loopRepDepth] = endBlock;
1307 // FIXME: jump(testBlock)
1308 Nucleus::createBr(testBlock);
1309 Nucleus::setInsertBlock(testBlock);
1311 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1312 Nucleus::setInsertBlock(loopBlock);
1314 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1320 void VertexProgram::REP(Registers &r, const Src &integerRegister)
1324 r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1325 r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
1327 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1328 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1329 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1331 loopRepTestBlock[loopRepDepth] = testBlock;
1332 loopRepEndBlock[loopRepDepth] = endBlock;
1334 // FIXME: jump(testBlock)
1335 Nucleus::createBr(testBlock);
1336 Nucleus::setInsertBlock(testBlock);
1338 branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
1339 Nucleus::setInsertBlock(loopBlock);
1341 r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
1347 void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
1351 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1352 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1353 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1355 loopRepTestBlock[loopRepDepth] = testBlock;
1356 loopRepEndBlock[loopRepDepth] = endBlock;
1358 Int4 restoreBreak = r.enableBreak;
1359 Int4 restoreContinue = r.enableContinue;
1361 // FIXME: jump(testBlock)
1362 Nucleus::createBr(testBlock);
1363 Nucleus::setInsertBlock(testBlock);
1364 r.enableContinue = restoreContinue;
1366 const Vector4f &src = fetchRegisterF(r, temporaryRegister);
1367 Int4 condition = As<Int4>(src.x);
1368 condition &= r.enableStack[r.enableIndex - 1];
1369 r.enableStack[r.enableIndex] = condition;
1371 Bool notAllFalse = SignMask(condition) != 0;
1372 branch(notAllFalse, loopBlock, endBlock);
1374 Nucleus::setInsertBlock(endBlock);
1375 r.enableBreak = restoreBreak;
1377 Nucleus::setInsertBlock(loopBlock);
1383 void VertexProgram::RET(Registers &r)
1385 if(currentLabel == -1)
1387 returnBlock = Nucleus::createBasicBlock();
1388 Nucleus::createBr(returnBlock);
1392 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1394 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1396 // FIXME: Encapsulate
1397 UInt index = r.callStack[--r.stackIndex];
1399 llvm::Value *value = index.loadValue();
1400 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1402 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1404 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1407 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1409 Nucleus::createBr(callRetBlock[currentLabel][0]);
1411 else // Function isn't called
1413 Nucleus::createBr(unreachableBlock);
1416 Nucleus::setInsertBlock(unreachableBlock);
1417 Nucleus::createUnreachable();
1421 void VertexProgram::LEAVE(Registers &r)
1423 r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
1425 // FIXME: Return from function if all instances left
1426 // FIXME: Use enableLeave in other control-flow constructs
1429 void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1432 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
1434 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1435 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1436 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1437 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1440 void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
1442 Float4 lod = Float4(0.0f);
1444 sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
1446 dst.x = tmp[(src1.swizzle >> 0) & 0x3];
1447 dst.y = tmp[(src1.swizzle >> 2) & 0x3];
1448 dst.z = tmp[(src1.swizzle >> 4) & 0x3];
1449 dst.w = tmp[(src1.swizzle >> 6) & 0x3];
1452 void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
1454 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1456 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
1457 sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1461 Int index = As<Int>(Float(fetchRegisterF(r, s).x.x));
1463 for(int i = 0; i < 16; i++)
1465 if(shader->usesSampler(i))
1469 Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
1470 sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
1471 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture