1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 #include "VertexProgram.hpp"
17 #include "Renderer.hpp"
18 #include "VertexShader.hpp"
21 #include "SamplerCore.hpp"
26 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
27 : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
35 for(int i = 0; i < 2048; i++)
41 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
43 if(shader && shader->containsBreakInstruction())
45 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
48 if(shader && shader->containsContinueInstruction())
50 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
53 if(shader->instanceIdDeclared)
55 instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
59 VertexProgram::~VertexProgram()
61 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
67 void VertexProgram::pipeline()
69 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
71 sampler[i] = new SamplerCore(constants, state.samplerState[i]);
74 if(!state.preTransformed)
84 void VertexProgram::program()
86 // shader->print("VertexShader-%0.8X.txt", state.shaderID);
88 unsigned short version = shader->getVersion();
93 if(shader->containsLeaveInstruction())
95 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
98 // Create all call site return blocks up front
99 for(size_t i = 0; i < shader->getLength(); i++)
101 const Shader::Instruction *instruction = shader->getInstruction(i);
102 Shader::Opcode opcode = instruction->opcode;
104 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
106 const Dst &dst = instruction->dst;
108 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
109 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
113 for(size_t i = 0; i < shader->getLength(); i++)
115 const Shader::Instruction *instruction = shader->getInstruction(i);
116 Shader::Opcode opcode = instruction->opcode;
118 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
123 Dst dst = instruction->dst;
124 Src src0 = instruction->src[0];
125 Src src1 = instruction->src[1];
126 Src src2 = instruction->src[2];
127 Src src3 = instruction->src[3];
128 Src src4 = instruction->src[4];
130 bool predicate = instruction->predicate;
131 Control control = instruction->control;
132 bool integer = dst.type == Shader::PARAMETER_ADDR;
133 bool pp = dst.partialPrecision;
142 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
143 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
144 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
145 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
146 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
150 case Shader::OPCODE_VS_1_0: break;
151 case Shader::OPCODE_VS_1_1: break;
152 case Shader::OPCODE_VS_2_0: break;
153 case Shader::OPCODE_VS_2_x: break;
154 case Shader::OPCODE_VS_2_sw: break;
155 case Shader::OPCODE_VS_3_0: break;
156 case Shader::OPCODE_VS_3_sw: break;
157 case Shader::OPCODE_DCL: break;
158 case Shader::OPCODE_DEF: break;
159 case Shader::OPCODE_DEFI: break;
160 case Shader::OPCODE_DEFB: break;
161 case Shader::OPCODE_NOP: break;
162 case Shader::OPCODE_ABS: abs(d, s0); break;
163 case Shader::OPCODE_IABS: iabs(d, s0); break;
164 case Shader::OPCODE_ADD: add(d, s0, s1); break;
165 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
166 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
167 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
168 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
169 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
170 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
171 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
172 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
173 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
174 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
175 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
176 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
177 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
178 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
179 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
180 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
181 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
182 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
183 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
184 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
185 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
186 case Shader::OPCODE_ATT: att(d, s0, s1); break;
187 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
188 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
189 case Shader::OPCODE_EXPP: expp(d, s0, version); break;
190 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
191 case Shader::OPCODE_FRC: frc(d, s0); break;
192 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
193 case Shader::OPCODE_FLOOR: floor(d, s0); break;
194 case Shader::OPCODE_ROUND: round(d, s0); break;
195 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
196 case Shader::OPCODE_CEIL: ceil(d, s0); break;
197 case Shader::OPCODE_LIT: lit(d, s0); break;
198 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
199 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
200 case Shader::OPCODE_LOGP: logp(d, s0, version); break;
201 case Shader::OPCODE_LOG: log(d, s0, pp); break;
202 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
203 case Shader::OPCODE_STEP: step(d, s0, s1); break;
204 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
205 case Shader::OPCODE_FLOATBITSTOINT:
206 case Shader::OPCODE_FLOATBITSTOUINT:
207 case Shader::OPCODE_INTBITSTOFLOAT:
208 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
209 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
210 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
211 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
212 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
213 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
214 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
215 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
216 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
217 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
218 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
219 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
220 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
221 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
222 case Shader::OPCODE_MAX: max(d, s0, s1); break;
223 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
224 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
225 case Shader::OPCODE_MIN: min(d, s0, s1); break;
226 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
227 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
228 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
229 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
230 case Shader::OPCODE_NEG: neg(d, s0); break;
231 case Shader::OPCODE_INEG: ineg(d, s0); break;
232 case Shader::OPCODE_F2B: f2b(d, s0); break;
233 case Shader::OPCODE_B2F: b2f(d, s0); break;
234 case Shader::OPCODE_F2I: f2i(d, s0); break;
235 case Shader::OPCODE_I2F: i2f(d, s0); break;
236 case Shader::OPCODE_F2U: f2u(d, s0); break;
237 case Shader::OPCODE_U2F: u2f(d, s0); break;
238 case Shader::OPCODE_I2B: i2b(d, s0); break;
239 case Shader::OPCODE_B2I: b2i(d, s0); break;
240 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
241 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
242 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
243 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
244 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
245 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
246 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
247 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
248 case Shader::OPCODE_DIV: div(d, s0, s1); break;
249 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
250 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
251 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
252 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
253 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
254 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
255 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
256 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
257 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
258 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
259 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
260 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
261 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
262 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
263 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
264 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
265 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
266 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
267 case Shader::OPCODE_SGE: step(d, s1, s0); break;
268 case Shader::OPCODE_SGN: sgn(d, s0); break;
269 case Shader::OPCODE_ISGN: isgn(d, s0); break;
270 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
271 case Shader::OPCODE_COS: cos(d, s0, pp); break;
272 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
273 case Shader::OPCODE_TAN: tan(d, s0); break;
274 case Shader::OPCODE_ACOS: acos(d, s0); break;
275 case Shader::OPCODE_ASIN: asin(d, s0); break;
276 case Shader::OPCODE_ATAN: atan(d, s0); break;
277 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
278 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
279 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
280 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
281 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
282 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
283 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
284 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
285 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
286 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
287 case Shader::OPCODE_BREAK: BREAK(); break;
288 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
289 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
290 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
291 case Shader::OPCODE_TEST: TEST(); break;
292 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
293 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
294 case Shader::OPCODE_ELSE: ELSE(); break;
295 case Shader::OPCODE_ENDIF: ENDIF(); break;
296 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
297 case Shader::OPCODE_ENDREP: ENDREP(); break;
298 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
299 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
300 case Shader::OPCODE_IF: IF(src0); break;
301 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
302 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
303 case Shader::OPCODE_LOOP: LOOP(src1); break;
304 case Shader::OPCODE_REP: REP(src0); break;
305 case Shader::OPCODE_WHILE: WHILE(src0); break;
306 case Shader::OPCODE_SWITCH: SWITCH(); break;
307 case Shader::OPCODE_RET: RET(); break;
308 case Shader::OPCODE_LEAVE: LEAVE(); break;
309 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
310 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
311 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
312 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
313 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
314 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
315 case Shader::OPCODE_ALL: all(d.x, s0); break;
316 case Shader::OPCODE_ANY: any(d.x, s0); break;
317 case Shader::OPCODE_NOT: not(d, s0); break;
318 case Shader::OPCODE_OR: or(d, s0, s1); break;
319 case Shader::OPCODE_XOR: xor(d, s0, s1); break;
320 case Shader::OPCODE_AND: and(d, s0, s1); break;
321 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
322 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
323 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
324 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
325 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
326 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
327 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
328 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
329 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
330 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
331 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
332 case Shader::OPCODE_END: break;
337 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
343 case Shader::OPCODE_DIV:
344 if(dst.x) d.x = Trunc(d.x);
345 if(dst.y) d.y = Trunc(d.y);
346 if(dst.z) d.z = Trunc(d.z);
347 if(dst.w) d.w = Trunc(d.w);
350 break; // No truncation to integer required when arguments are integer
356 if(dst.x) d.x = Max(d.x, Float4(0.0f));
357 if(dst.y) d.y = Max(d.y, Float4(0.0f));
358 if(dst.z) d.z = Max(d.z, Float4(0.0f));
359 if(dst.w) d.w = Max(d.w, Float4(0.0f));
361 if(dst.x) d.x = Min(d.x, Float4(1.0f));
362 if(dst.y) d.y = Min(d.y, Float4(1.0f));
363 if(dst.z) d.z = Min(d.z, Float4(1.0f));
364 if(dst.w) d.w = Min(d.w, Float4(1.0f));
367 if(instruction->isPredicated())
369 Vector4f pDst; // FIXME: Rename
373 case Shader::PARAMETER_VOID: break;
374 case Shader::PARAMETER_TEMP:
375 if(dst.rel.type == Shader::PARAMETER_VOID)
377 if(dst.x) pDst.x = r[dst.index].x;
378 if(dst.y) pDst.y = r[dst.index].y;
379 if(dst.z) pDst.z = r[dst.index].z;
380 if(dst.w) pDst.w = r[dst.index].w;
384 Int a = relativeAddress(dst);
386 if(dst.x) pDst.x = r[dst.index + a].x;
387 if(dst.y) pDst.y = r[dst.index + a].y;
388 if(dst.z) pDst.z = r[dst.index + a].z;
389 if(dst.w) pDst.w = r[dst.index + a].w;
392 case Shader::PARAMETER_ADDR: pDst = a0; break;
393 case Shader::PARAMETER_RASTOUT:
397 if(dst.x) pDst.x = o[Pos].x;
398 if(dst.y) pDst.y = o[Pos].y;
399 if(dst.z) pDst.z = o[Pos].z;
400 if(dst.w) pDst.w = o[Pos].w;
412 case Shader::PARAMETER_ATTROUT:
413 if(dst.x) pDst.x = o[C0 + dst.index].x;
414 if(dst.y) pDst.y = o[C0 + dst.index].y;
415 if(dst.z) pDst.z = o[C0 + dst.index].z;
416 if(dst.w) pDst.w = o[C0 + dst.index].w;
418 case Shader::PARAMETER_TEXCRDOUT:
419 // case Shader::PARAMETER_OUTPUT:
422 if(dst.x) pDst.x = o[T0 + dst.index].x;
423 if(dst.y) pDst.y = o[T0 + dst.index].y;
424 if(dst.z) pDst.z = o[T0 + dst.index].z;
425 if(dst.w) pDst.w = o[T0 + dst.index].w;
429 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
431 if(dst.x) pDst.x = o[dst.index].x;
432 if(dst.y) pDst.y = o[dst.index].y;
433 if(dst.z) pDst.z = o[dst.index].z;
434 if(dst.w) pDst.w = o[dst.index].w;
438 Int a = relativeAddress(dst);
440 if(dst.x) pDst.x = o[dst.index + a].x;
441 if(dst.y) pDst.y = o[dst.index + a].y;
442 if(dst.z) pDst.z = o[dst.index + a].z;
443 if(dst.w) pDst.w = o[dst.index + a].w;
447 case Shader::PARAMETER_LABEL: break;
448 case Shader::PARAMETER_PREDICATE: pDst = p0; break;
449 case Shader::PARAMETER_INPUT: break;
454 Int4 enable = enableMask(instruction);
456 Int4 xEnable = enable;
457 Int4 yEnable = enable;
458 Int4 zEnable = enable;
459 Int4 wEnable = enable;
463 unsigned char pSwizzle = instruction->predicateSwizzle;
465 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
466 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
467 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
468 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
470 if(!instruction->predicateNot)
472 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
473 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
474 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
475 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
479 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
480 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
481 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
482 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
486 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
487 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
488 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
489 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
491 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
492 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
493 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
494 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
499 case Shader::PARAMETER_VOID:
501 case Shader::PARAMETER_TEMP:
502 if(dst.rel.type == Shader::PARAMETER_VOID)
504 if(dst.x) r[dst.index].x = d.x;
505 if(dst.y) r[dst.index].y = d.y;
506 if(dst.z) r[dst.index].z = d.z;
507 if(dst.w) r[dst.index].w = d.w;
511 Int a = relativeAddress(dst);
513 if(dst.x) r[dst.index + a].x = d.x;
514 if(dst.y) r[dst.index + a].y = d.y;
515 if(dst.z) r[dst.index + a].z = d.z;
516 if(dst.w) r[dst.index + a].w = d.w;
519 case Shader::PARAMETER_ADDR:
520 if(dst.x) a0.x = d.x;
521 if(dst.y) a0.y = d.y;
522 if(dst.z) a0.z = d.z;
523 if(dst.w) a0.w = d.w;
525 case Shader::PARAMETER_RASTOUT:
529 if(dst.x) o[Pos].x = d.x;
530 if(dst.y) o[Pos].y = d.y;
531 if(dst.z) o[Pos].z = d.z;
532 if(dst.w) o[Pos].w = d.w;
540 default: ASSERT(false);
543 case Shader::PARAMETER_ATTROUT:
544 if(dst.x) o[C0 + dst.index].x = d.x;
545 if(dst.y) o[C0 + dst.index].y = d.y;
546 if(dst.z) o[C0 + dst.index].z = d.z;
547 if(dst.w) o[C0 + dst.index].w = d.w;
549 case Shader::PARAMETER_TEXCRDOUT:
550 // case Shader::PARAMETER_OUTPUT:
553 if(dst.x) o[T0 + dst.index].x = d.x;
554 if(dst.y) o[T0 + dst.index].y = d.y;
555 if(dst.z) o[T0 + dst.index].z = d.z;
556 if(dst.w) o[T0 + dst.index].w = d.w;
560 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
562 if(dst.x) o[dst.index].x = d.x;
563 if(dst.y) o[dst.index].y = d.y;
564 if(dst.z) o[dst.index].z = d.z;
565 if(dst.w) o[dst.index].w = d.w;
569 Int a = relativeAddress(dst);
571 if(dst.x) o[dst.index + a].x = d.x;
572 if(dst.y) o[dst.index + a].y = d.y;
573 if(dst.z) o[dst.index + a].z = d.z;
574 if(dst.w) o[dst.index + a].w = d.w;
578 case Shader::PARAMETER_LABEL: break;
579 case Shader::PARAMETER_PREDICATE: p0 = d; break;
580 case Shader::PARAMETER_INPUT: break;
587 if(currentLabel != -1)
589 Nucleus::setInsertBlock(returnBlock);
593 void VertexProgram::passThrough()
597 for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
599 unsigned char usage = shader->output[i][0].usage;
605 case Shader::USAGE_PSIZE:
608 case Shader::USAGE_TEXCOORD:
614 case Shader::USAGE_POSITION:
620 case Shader::USAGE_COLOR:
626 case Shader::USAGE_FOG:
636 o[Pos].x = v[PositionT].x;
637 o[Pos].y = v[PositionT].y;
638 o[Pos].z = v[PositionT].z;
639 o[Pos].w = v[PositionT].w;
641 for(int i = 0; i < 2; i++)
643 o[C0 + i].x = v[Color0 + i].x;
644 o[C0 + i].y = v[Color0 + i].y;
645 o[C0 + i].z = v[Color0 + i].z;
646 o[C0 + i].w = v[Color0 + i].w;
649 for(int i = 0; i < 8; i++)
651 o[T0 + i].x = v[TexCoord0 + i].x;
652 o[T0 + i].y = v[TexCoord0 + i].y;
653 o[T0 + i].z = v[TexCoord0 + i].z;
654 o[T0 + i].w = v[TexCoord0 + i].w;
657 o[Pts].y = v[PointSize].x;
661 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
664 unsigned int i = src.index + offset;
668 case Shader::PARAMETER_TEMP:
669 if(src.rel.type == Shader::PARAMETER_VOID)
675 reg = r[i + relativeAddress(src, src.bufferIndex)];
678 case Shader::PARAMETER_CONST:
679 reg = readConstant(src, offset);
681 case Shader::PARAMETER_INPUT:
682 if(src.rel.type == Shader::PARAMETER_VOID)
688 reg = v[i + relativeAddress(src, src.bufferIndex)];
691 case Shader::PARAMETER_VOID: return r[0]; // Dummy
692 case Shader::PARAMETER_FLOAT4LITERAL:
693 reg.x = Float4(src.value[0]);
694 reg.y = Float4(src.value[1]);
695 reg.z = Float4(src.value[2]);
696 reg.w = Float4(src.value[3]);
698 case Shader::PARAMETER_ADDR: reg = a0; break;
699 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
700 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
701 case Shader::PARAMETER_LOOP: return r[0]; // Dummy
702 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
703 case Shader::PARAMETER_SAMPLER:
704 if(src.rel.type == Shader::PARAMETER_VOID)
706 reg.x = As<Float4>(Int4(i));
708 else if(src.rel.type == Shader::PARAMETER_TEMP)
710 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
713 case Shader::PARAMETER_OUTPUT:
714 if(src.rel.type == Shader::PARAMETER_VOID)
720 reg = o[i + relativeAddress(src, src.bufferIndex)];
723 case Shader::PARAMETER_MISCTYPE:
724 reg.x = As<Float>(Int(instanceID));
730 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
731 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
732 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
733 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
739 case Shader::MODIFIER_NONE:
745 case Shader::MODIFIER_NEGATE:
751 case Shader::MODIFIER_ABS:
757 case Shader::MODIFIER_ABS_NEGATE:
763 case Shader::MODIFIER_NOT:
764 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
765 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
766 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
767 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
776 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
778 if(bufferIndex == -1)
780 return data + OFFSET(DrawData, vs.c[index]);
784 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
788 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
790 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
793 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
796 unsigned int i = src.index + offset;
798 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
800 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
807 if(shader->containsDefineInstruction()) // Constant may be known at compile time
809 for(size_t j = 0; j < shader->getLength(); j++)
811 const Shader::Instruction &instruction = *shader->getInstruction(j);
813 if(instruction.opcode == Shader::OPCODE_DEF)
815 if(instruction.dst.index == i)
817 c.x = Float4(instruction.src[0].value[0]);
818 c.y = Float4(instruction.src[0].value[1]);
819 c.z = Float4(instruction.src[0].value[2]);
820 c.w = Float4(instruction.src[0].value[3]);
828 else if(src.rel.type == Shader::PARAMETER_LOOP)
830 Int loopCounter = aL[loopDepth];
832 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
841 if(src.rel.deterministic)
843 Int a = relativeAddress(src, src.bufferIndex);
845 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
854 int component = src.rel.swizzle & 0x03;
859 case Shader::PARAMETER_ADDR: a = a0[component]; break;
860 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
861 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
862 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
863 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
864 default: ASSERT(false);
867 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
869 index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
871 Int index0 = Extract(index, 0);
872 Int index1 = Extract(index, 1);
873 Int index2 = Extract(index, 2);
874 Int index3 = Extract(index, 3);
876 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
877 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
878 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
879 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
881 transpose4x4(c.x, c.y, c.z, c.w);
888 Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
890 ASSERT(var.rel.deterministic);
892 if(var.rel.type == Shader::PARAMETER_TEMP)
894 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
896 else if(var.rel.type == Shader::PARAMETER_INPUT)
898 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
900 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
902 return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
904 else if(var.rel.type == Shader::PARAMETER_CONST)
906 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
908 else if(var.rel.type == Shader::PARAMETER_LOOP)
910 return aL[loopDepth];
917 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
919 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
923 if(shader->containsBreakInstruction() && instruction->analysisBreak)
925 enable &= enableBreak;
928 if(shader->containsContinueInstruction() && instruction->analysisContinue)
930 enable &= enableContinue;
933 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
935 enable &= enableLeave;
942 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
944 Vector4f row0 = fetchRegister(src1, 0);
945 Vector4f row1 = fetchRegister(src1, 1);
947 dst.x = dot3(src0, row0);
948 dst.y = dot3(src0, row1);
951 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
953 Vector4f row0 = fetchRegister(src1, 0);
954 Vector4f row1 = fetchRegister(src1, 1);
955 Vector4f row2 = fetchRegister(src1, 2);
957 dst.x = dot3(src0, row0);
958 dst.y = dot3(src0, row1);
959 dst.z = dot3(src0, row2);
962 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
964 Vector4f row0 = fetchRegister(src1, 0);
965 Vector4f row1 = fetchRegister(src1, 1);
966 Vector4f row2 = fetchRegister(src1, 2);
967 Vector4f row3 = fetchRegister(src1, 3);
969 dst.x = dot3(src0, row0);
970 dst.y = dot3(src0, row1);
971 dst.z = dot3(src0, row2);
972 dst.w = dot3(src0, row3);
975 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
977 Vector4f row0 = fetchRegister(src1, 0);
978 Vector4f row1 = fetchRegister(src1, 1);
979 Vector4f row2 = fetchRegister(src1, 2);
981 dst.x = dot4(src0, row0);
982 dst.y = dot4(src0, row1);
983 dst.z = dot4(src0, row2);
986 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
988 Vector4f row0 = fetchRegister(src1, 0);
989 Vector4f row1 = fetchRegister(src1, 1);
990 Vector4f row2 = fetchRegister(src1, 2);
991 Vector4f row3 = fetchRegister(src1, 3);
993 dst.x = dot4(src0, row0);
994 dst.y = dot4(src0, row1);
995 dst.z = dot4(src0, row2);
996 dst.w = dot4(src0, row3);
999 void VertexProgram::BREAK()
1001 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
1002 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1006 enableIndex = enableIndex - breakDepth;
1007 Nucleus::createBr(endBlock);
1011 enableBreak = enableBreak & ~enableStack[enableIndex];
1012 Bool allBreak = SignMask(enableBreak) == 0x0;
1014 enableIndex = enableIndex - breakDepth;
1015 branch(allBreak, endBlock, deadBlock);
1018 Nucleus::setInsertBlock(deadBlock);
1019 enableIndex = enableIndex + breakDepth;
1022 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1028 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1029 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1030 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1031 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1032 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1033 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1041 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1043 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1045 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1047 condition = ~condition;
1053 void VertexProgram::BREAK(Int4 &condition)
1055 condition &= enableStack[enableIndex];
1057 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1058 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1060 enableBreak = enableBreak & ~condition;
1061 Bool allBreak = SignMask(enableBreak) == 0x0;
1063 enableIndex = enableIndex - breakDepth;
1064 branch(allBreak, endBlock, continueBlock);
1066 Nucleus::setInsertBlock(continueBlock);
1067 enableIndex = enableIndex + breakDepth;
1070 void VertexProgram::CONTINUE()
1072 enableContinue = enableContinue & ~enableStack[enableIndex];
1075 void VertexProgram::TEST()
1080 void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1082 if(!labelBlock[labelIndex])
1084 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1087 if(callRetBlock[labelIndex].size() > 1)
1089 callStack[stackIndex++] = UInt(callSiteIndex);
1092 Int4 restoreLeave = enableLeave;
1094 Nucleus::createBr(labelBlock[labelIndex]);
1095 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1097 enableLeave = restoreLeave;
1100 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1102 if(src.type == Shader::PARAMETER_CONSTBOOL)
1104 CALLNZb(labelIndex, callSiteIndex, src);
1106 else if(src.type == Shader::PARAMETER_PREDICATE)
1108 CALLNZp(labelIndex, callSiteIndex, src);
1113 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1115 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1117 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1119 condition = !condition;
1122 if(!labelBlock[labelIndex])
1124 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1127 if(callRetBlock[labelIndex].size() > 1)
1129 callStack[stackIndex++] = UInt(callSiteIndex);
1132 Int4 restoreLeave = enableLeave;
1134 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1135 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1137 enableLeave = restoreLeave;
1140 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1142 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1144 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1146 condition = ~condition;
1149 condition &= enableStack[enableIndex];
1151 if(!labelBlock[labelIndex])
1153 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1156 if(callRetBlock[labelIndex].size() > 1)
1158 callStack[stackIndex++] = UInt(callSiteIndex);
1162 enableStack[enableIndex] = condition;
1163 Int4 restoreLeave = enableLeave;
1165 Bool notAllFalse = SignMask(condition) != 0;
1166 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1167 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1170 enableLeave = restoreLeave;
1173 void VertexProgram::ELSE()
1177 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1178 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1180 if(isConditionalIf[ifDepth])
1182 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1183 Bool notAllFalse = SignMask(condition) != 0;
1185 branch(notAllFalse, falseBlock, endBlock);
1187 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1191 Nucleus::createBr(endBlock);
1192 Nucleus::setInsertBlock(falseBlock);
1195 ifFalseBlock[ifDepth] = endBlock;
1200 void VertexProgram::ENDIF()
1204 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1206 Nucleus::createBr(endBlock);
1207 Nucleus::setInsertBlock(endBlock);
1209 if(isConditionalIf[ifDepth])
1216 void VertexProgram::ENDLOOP()
1220 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1222 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1223 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1225 Nucleus::createBr(testBlock);
1226 Nucleus::setInsertBlock(endBlock);
1229 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1232 void VertexProgram::ENDREP()
1236 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1237 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1239 Nucleus::createBr(testBlock);
1240 Nucleus::setInsertBlock(endBlock);
1243 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1246 void VertexProgram::ENDWHILE()
1250 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1251 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1253 Nucleus::createBr(testBlock);
1254 Nucleus::setInsertBlock(endBlock);
1257 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1261 void VertexProgram::ENDSWITCH()
1265 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1267 Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
1268 Nucleus::setInsertBlock(endBlock);
1271 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1274 void VertexProgram::IF(const Src &src)
1276 if(src.type == Shader::PARAMETER_CONSTBOOL)
1280 else if(src.type == Shader::PARAMETER_PREDICATE)
1286 Int4 condition = As<Int4>(fetchRegister(src).x);
1291 void VertexProgram::IFb(const Src &boolRegister)
1293 ASSERT(ifDepth < 24 + 4);
1295 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
1297 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1299 condition = !condition;
1302 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1303 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1305 branch(condition, trueBlock, falseBlock);
1307 isConditionalIf[ifDepth] = false;
1308 ifFalseBlock[ifDepth] = falseBlock;
1313 void VertexProgram::IFp(const Src &predicateRegister)
1315 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1317 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1319 condition = ~condition;
1325 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1331 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1332 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1333 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1334 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1335 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1336 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1344 void VertexProgram::IF(Int4 &condition)
1346 condition &= enableStack[enableIndex];
1349 enableStack[enableIndex] = condition;
1351 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1352 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1354 Bool notAllFalse = SignMask(condition) != 0;
1356 branch(notAllFalse, trueBlock, falseBlock);
1358 isConditionalIf[ifDepth] = true;
1359 ifFalseBlock[ifDepth] = falseBlock;
1365 void VertexProgram::LABEL(int labelIndex)
1367 if(!labelBlock[labelIndex])
1369 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1372 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1373 currentLabel = labelIndex;
1376 void VertexProgram::LOOP(const Src &integerRegister)
1380 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1381 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1382 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1384 // FIXME: Compiles to two instructions?
1385 If(increment[loopDepth] == 0)
1387 increment[loopDepth] = 1;
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 // FIXME: jump(testBlock)
1398 Nucleus::createBr(testBlock);
1399 Nucleus::setInsertBlock(testBlock);
1401 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1402 Nucleus::setInsertBlock(loopBlock);
1404 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1410 void VertexProgram::REP(const Src &integerRegister)
1414 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1415 aL[loopDepth] = aL[loopDepth - 1];
1417 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1418 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1419 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1421 loopRepTestBlock[loopRepDepth] = testBlock;
1422 loopRepEndBlock[loopRepDepth] = endBlock;
1424 // FIXME: jump(testBlock)
1425 Nucleus::createBr(testBlock);
1426 Nucleus::setInsertBlock(testBlock);
1428 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1429 Nucleus::setInsertBlock(loopBlock);
1431 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1437 void VertexProgram::WHILE(const Src &temporaryRegister)
1441 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1442 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1443 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1445 loopRepTestBlock[loopRepDepth] = testBlock;
1446 loopRepEndBlock[loopRepDepth] = endBlock;
1448 Int4 restoreBreak = enableBreak;
1449 Int4 restoreContinue = enableContinue;
1451 // FIXME: jump(testBlock)
1452 Nucleus::createBr(testBlock);
1453 Nucleus::setInsertBlock(testBlock);
1454 enableContinue = restoreContinue;
1456 const Vector4f &src = fetchRegister(temporaryRegister);
1457 Int4 condition = As<Int4>(src.x);
1458 condition &= enableStack[enableIndex - 1];
1459 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1460 enableStack[enableIndex] = condition;
1462 Bool notAllFalse = SignMask(condition) != 0;
1463 branch(notAllFalse, loopBlock, endBlock);
1465 Nucleus::setInsertBlock(endBlock);
1466 enableBreak = restoreBreak;
1468 Nucleus::setInsertBlock(loopBlock);
1474 void VertexProgram::SWITCH()
1477 enableStack[enableIndex] = Int4(0xFFFFFFFF);
1479 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1481 loopRepTestBlock[loopRepDepth] = nullptr;
1482 loopRepEndBlock[loopRepDepth] = endBlock;
1488 void VertexProgram::RET()
1490 if(currentLabel == -1)
1492 returnBlock = Nucleus::createBasicBlock();
1493 Nucleus::createBr(returnBlock);
1497 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1499 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1501 // FIXME: Encapsulate
1502 UInt index = callStack[--stackIndex];
1504 llvm::Value *value = index.loadValue();
1505 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1507 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1509 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1512 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1514 Nucleus::createBr(callRetBlock[currentLabel][0]);
1516 else // Function isn't called
1518 Nucleus::createBr(unreachableBlock);
1521 Nucleus::setInsertBlock(unreachableBlock);
1522 Nucleus::createUnreachable();
1526 void VertexProgram::LEAVE()
1528 enableLeave = enableLeave & ~enableStack[enableIndex];
1530 // FIXME: Return from function if all instances left
1531 // FIXME: Use enableLeave in other control-flow constructs
1534 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
1536 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, Lod);
1539 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1541 Float4 lod0 = Float4(0.0f);
1542 sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, Lod);
1545 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1550 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
1555 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1560 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
1565 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1570 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1575 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1577 Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1578 for(int i = 0; i < 4; ++i)
1580 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1581 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1582 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1583 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1587 void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, SamplerMethod method)
1591 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1593 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
1594 sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
1598 Int index = As<Int>(Float(fetchRegister(s).x.x));
1600 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1602 if(shader->usesSampler(i))
1606 Pointer<Byte> texture = data + OFFSET(DrawData,mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
1607 sampler[i]->sampleTexture(texture, tmp, u, v, w, q, a0, a0, method);
1608 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1614 c.x = tmp[(s.swizzle >> 0) & 0x3];
1615 c.y = tmp[(s.swizzle >> 2) & 0x3];
1616 c.z = tmp[(s.swizzle >> 4) & 0x3];
1617 c.w = tmp[(s.swizzle >> 6) & 0x3];