-// SwiftShader Software Renderer
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
-// Copyright(c) 2005-2013 TransGaming Inc.
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
//
-// All rights reserved. No part of this software may be copied, distributed, transmitted,
-// transcribed, stored in a retrieval system, translated into any human or computer
-// language by any means, or disclosed to third parties without the explicit written
-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
-// or implied, including but not limited to any patent rights, are granted to you.
+// http://www.apache.org/licenses/LICENSE-2.0
//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
#include "PixelRoutine.hpp"
#include "QuadRasterizer.hpp"
#include "Surface.hpp"
#include "Primitive.hpp"
-#include "CPUID.hpp"
#include "SamplerCore.hpp"
#include "Constants.hpp"
#include "Debug.hpp"
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
- extern bool booleanFaceRegister;
- extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
- extern bool fullPixelPositionRegister;
+ extern bool forceClearRegisters;
- PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader)
+ PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader), v(shader && shader->dynamicallyIndexedInput)
{
- perturbate = false;
- luminance = false;
- previousScaling = false;
-
- ifDepth = 0;
- loopRepDepth = 0;
- breakDepth = 0;
- currentLabel = -1;
- whileTest = false;
-
- for(int i = 0; i < 2048; i++)
+ if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
{
- labelBlock[i] = 0;
+ for(int i = 0; i < MAX_FRAGMENT_INPUTS; i++)
+ {
+ v[i].x = Float4(0.0f);
+ v[i].y = Float4(0.0f);
+ v[i].z = Float4(0.0f);
+ v[i].w = Float4(0.0f);
+ }
}
}
}
}
- void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
+ void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y)
{
#if PERF_PROFILE
Long pipeTime = Ticks();
for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
{
- sampler[i] = new SamplerCore(r.constants, state.sampler[i]);
+ sampler[i] = new SamplerCore(constants, state.sampler[i]);
}
const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
- const bool integerPipeline = shaderVersion() <= 0x0104;
Int zMask[4]; // Depth mask
Int sMask[4]; // Stencil mask
for(unsigned int q = 0; q < state.multiSample; q++)
{
- stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]);
+ stencilTest(sBuffer, q, x, sMask[q], cMask[q]);
}
Float4 f;
-
- Float4 (&z)[4] = r.z;
- Float4 &w = r.w;
- Float4 &rhw = r.rhw;
Float4 rhwCentroid;
- Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16);
+ Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
if(interpolateZ())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
Float4 x = xxxx;
-
+
if(state.multiSample > 1)
{
- x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4));
+ x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4));
}
- z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false);
+ z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false);
}
}
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
- depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+ depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
}
}
Long interpTime = Ticks();
#endif
- Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16);
+ Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
// Centroid locations
Float4 XXXX = Float4(0.0f);
for(unsigned int q = 0; q < state.multiSample; q++)
{
- XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
- YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
- WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]);
+ XXXX += *Pointer<Float4>(constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
+ YYYY += *Pointer<Float4>(constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
+ WWWW += *Pointer<Float4>(constants + OFFSET(Constants,weight) + 16 * cMask[q]);
}
WWWW = Rcp_pp(WWWW);
if(interpolateW())
{
- w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false);
- rhw = reciprocal(w);
+ w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false);
+ rhw = reciprocal(w, false, false, true);
if(state.centroid)
{
- rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false));
+ rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive,w), false, false));
}
}
- for(int interpolant = 0; interpolant < 10; interpolant++)
+ for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
{
if(!state.interpolant[interpolant].centroid)
{
- r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+ v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
else
{
- r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+ v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
}
}
case 0:
break;
case 1:
- rcp = reciprocal(r.vf[interpolant].y);
- r.vf[interpolant].x = r.vf[interpolant].x * rcp;
+ rcp = reciprocal(v[interpolant].y);
+ v[interpolant].x = v[interpolant].x * rcp;
break;
case 2:
- rcp = reciprocal(r.vf[interpolant].z);
- r.vf[interpolant].x = r.vf[interpolant].x * rcp;
- r.vf[interpolant].y = r.vf[interpolant].y * rcp;
+ rcp = reciprocal(v[interpolant].z);
+ v[interpolant].x = v[interpolant].x * rcp;
+ v[interpolant].y = v[interpolant].y * rcp;
break;
case 3:
- rcp = reciprocal(r.vf[interpolant].w);
- r.vf[interpolant].x = r.vf[interpolant].x * rcp;
- r.vf[interpolant].y = r.vf[interpolant].y * rcp;
- r.vf[interpolant].z = r.vf[interpolant].z * rcp;
+ rcp = reciprocal(v[interpolant].w);
+ v[interpolant].x = v[interpolant].x * rcp;
+ v[interpolant].y = v[interpolant].y * rcp;
+ v[interpolant].z = v[interpolant].z * rcp;
break;
}
}
if(state.fog.component)
{
- f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
- }
-
- if(integerPipeline)
- {
- if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
- if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
- if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
- if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
-
- if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
}
- else if(shaderVersion() >= 0x0300)
- {
- if(shader->vPosDeclared)
- {
- if(!halfIntegerCoordinates)
- {
- r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
- r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
- }
- else
- {
- r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
- r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
- }
-
- if(fullPixelPositionRegister)
- {
- r.vPos.z = z[0]; // FIXME: Centroid?
- r.vPos.w = w; // FIXME: Centroid?
- }
- }
-
- if(shader->vFaceDeclared)
- {
- Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive,area));
- Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
- r.vFace.x = face;
- r.vFace.y = face;
- r.vFace.z = face;
- r.vFace.w = face;
- }
- }
+ setBuiltins(x, y, z, w);
#if PERF_PROFILE
- r.cycles[PERF_INTERP] += Ticks() - interpTime;
+ cycles[PERF_INTERP] += Ticks() - interpTime;
#endif
Bool alphaPass = true;
Long shaderTime = Ticks();
#endif
- if(shader)
- {
- // shader->print("PixelShader-%0.8X.txt", state.shaderID);
-
- if(shader->getVersion() <= 0x0104)
- {
- ps_1_x(r, cMask);
- }
- else
- {
- ps_2_x(r, cMask);
- }
- }
- else
- {
- r.current = r.diffuse;
- Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
-
- for(int stage = 0; stage < 8; stage++)
- {
- if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
- {
- break;
- }
-
- Vector4s texture;
-
- if(state.textureStage[stage].usesTexture)
- {
- sampleTexture(r, texture, stage, stage);
- }
-
- blendTexture(r, temp, texture, stage);
- }
-
- specularPixel(r.current, r.specular);
- }
+ applyShader(cMask);
#if PERF_PROFILE
- r.cycles[PERF_SHADER] += Ticks() - shaderTime;
+ cycles[PERF_SHADER] += Ticks() - shaderTime;
#endif
- if(integerPipeline)
- {
- r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
-
- alphaPass = alphaTest(r, cMask, r.current);
- }
- else
- {
- clampColor(r.oC);
-
- alphaPass = alphaTest(r, cMask, r.oC[0]);
- }
+ alphaPass = alphaTest(cMask);
if((shader && shader->containsKill()) || state.alphaTestActive())
{
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
- depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
+ depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
}
}
{
if(state.multiSampleMask & (1 << q))
{
- writeDepth(r, zBuffer, q, x, z[q], zMask[q]);
+ writeDepth(zBuffer, q, x, z[q], zMask[q]);
if(state.occlusionEnabled)
{
- r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
+ occlusion += *Pointer<UInt>(constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
}
}
}
AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
#endif
- if(integerPipeline)
- {
- rasterOperation(r.current, r, f, cBuffer[0], x, sMask, zMask, cMask);
- }
- else
- {
- rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask);
- }
+ rasterOperation(f, cBuffer, x, sMask, zMask, cMask);
}
}
#if PERF_PROFILE
- r.cycles[PERF_ROP] += Ticks() - ropTime;
+ cycles[PERF_ROP] += Ticks() - ropTime;
#endif
}
}
{
if(state.multiSampleMask & (1 << q))
{
- writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
+ writeStencil(sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
}
}
#if PERF_PROFILE
- r.cycles[PERF_PIPE] += Ticks() - pipeTime;
+ cycles[PERF_PIPE] += Ticks() - pipeTime;
#endif
}
- Float4 PixelRoutine::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
- {
- Float4 interpolant = D;
-
- if(!flat)
- {
- interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16);
-
- if(perspective)
- {
- interpolant *= rhw;
- }
- }
-
- return interpolant;
- }
-
Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
return interpolant;
}
- void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
+ void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
{
if(!state.stencilActive)
{
if(q > 0)
{
- buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
+ buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
}
- Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
+ Byte8 value = *Pointer<Byte8>(buffer);
Byte8 valueCCW = value;
if(!state.noStencilMask)
{
- value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ));
+ value &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].testMaskQ));
}
- stencilTest(r, value, state.stencilCompareMode, false);
+ stencilTest(value, state.stencilCompareMode, false);
if(state.twoSidedStencil)
{
if(!state.noStencilMaskCCW)
{
- valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ));
+ valueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].testMaskQ));
}
- stencilTest(r, valueCCW, state.stencilCompareModeCCW, true);
+ stencilTest(valueCCW, state.stencilCompareModeCCW, true);
- value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
- valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
+ value &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+ valueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
value |= valueCCW;
}
sMask = SignMask(value) & cMask;
}
- void PixelRoutine::stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
+ void PixelRoutine::stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
{
Byte8 equal;
switch(stencilCompareMode)
{
case STENCIL_ALWAYS:
- value = Byte8(0xFFFFFFFFFFFFFFFF);
+ value = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
case STENCIL_NEVER:
- value = Byte8(0x0000000000000000);
+ value = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
break;
case STENCIL_LESS: // a < b ~ b > a
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
- value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+ value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
break;
case STENCIL_EQUAL:
- value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+ value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
break;
case STENCIL_NOTEQUAL: // a != b ~ !(a == b)
- value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
- value ^= Byte8(0xFFFFFFFFFFFFFFFF);
+ value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+ value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
equal = value;
- equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
+ equal = CmpEQ(equal, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
- value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+ value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
value |= equal;
break;
case STENCIL_GREATER: // a > b
- equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
+ equal = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
value = equal;
break;
case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a)
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
- value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
- value ^= Byte8(0xFFFFFFFFFFFFFFFF);
+ value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
+ value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
default:
ASSERT(false);
}
}
- Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
+ Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
{
if(!state.depthTestActive)
{
{
if(complementaryDepthBuffer)
{
- Z = Float4(1.0f) - r.oDepth;
+ Z = Float4(1.0f) - oDepth;
}
else
{
- Z = r.oDepth;
+ Z = oDepth;
}
}
if(!state.quadLayoutDepthBuffer)
{
buffer = zBuffer + 4 * x;
- pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
+ pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
}
else
{
if(q > 0)
{
- buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
+ buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
}
Float4 zValue;
zMask = SignMask(zTest) & cMask;
break;
}
-
+
if(state.stencilActive)
{
zMask &= sMask;
return zMask != 0;
}
- void PixelRoutine::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
+ void PixelRoutine::alphaTest(Int &aMask, Short4 &alpha)
{
- Vector4s *arg1;
- Vector4s *arg2;
- Vector4s *arg3;
- Vector4s res;
-
- Vector4s constant;
- Vector4s tfactor;
-
- const TextureStage::State &textureStage = state.textureStage[stage];
-
- if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
- textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
- textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
- textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
- {
- constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[0]));
- constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[1]));
- constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[2]));
- constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].constantColor4[3]));
- }
+ Short4 cmp;
+ Short4 equal;
- if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
- textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
- textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
- textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
+ switch(state.alphaCompareMode)
{
- tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[0]));
- tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[1]));
- tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[2]));
- tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]));
+ case ALPHA_ALWAYS:
+ aMask = 0xF;
+ break;
+ case ALPHA_NEVER:
+ aMask = 0x0;
+ break;
+ case ALPHA_EQUAL:
+ cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ case ALPHA_NOTEQUAL: // a != b ~ !(a == b)
+ cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu); // FIXME
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ case ALPHA_LESS: // a < b ~ b > a
+ cmp = CmpGT(*Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)), alpha);
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
+ equal = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+ cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+ cmp |= equal;
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ case ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
+ cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu); // FIXME
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ case ALPHA_GREATER: // a > b
+ cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
+ aMask = SignMask(Pack(cmp, Short4(0x0000)));
+ break;
+ default:
+ ASSERT(false);
}
+ }
- // Premodulate
- if(stage > 0 && textureStage.usesTexture)
- {
- if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
- {
- r.current.x = MulHigh(r.current.x, texture.x) << 4;
- r.current.y = MulHigh(r.current.y, texture.y) << 4;
- r.current.z = MulHigh(r.current.z, texture.z) << 4;
- }
-
- if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
- {
- r.current.w = MulHigh(r.current.w, texture.w) << 4;
- }
- }
+ void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha)
+ {
+ Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0)));
+ Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1)));
+ Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2)));
+ Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3)));
- if(luminance)
- {
- texture.x = MulHigh(texture.x, r.L) << 4;
- texture.y = MulHigh(texture.y, r.L) << 4;
- texture.z = MulHigh(texture.z, r.L) << 4;
+ Int aMask0 = SignMask(coverage0);
+ Int aMask1 = SignMask(coverage1);
+ Int aMask2 = SignMask(coverage2);
+ Int aMask3 = SignMask(coverage3);
- luminance = false;
- }
+ cMask[0] &= aMask0;
+ cMask[1] &= aMask1;
+ cMask[2] &= aMask2;
+ cMask[3] &= aMask3;
+ }
- switch(textureStage.firstArgument)
+ void PixelRoutine::fogBlend(Vector4f &c0, Float4 &fog)
+ {
+ if(!state.fogActive)
{
- case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
- default:
- ASSERT(false);
+ return;
}
- switch(textureStage.secondArgument)
+ if(state.pixelFogMode != FOG_NONE)
{
- case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
- default:
- ASSERT(false);
- }
+ pixelFog(fog);
- switch(textureStage.thirdArgument)
- {
- case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
- default:
- ASSERT(false);
+ fog = Min(fog, Float4(1.0f));
+ fog = Max(fog, Float4(0.0f));
}
- Vector4s mod1;
- Vector4s mod2;
- Vector4s mod3;
-
- switch(textureStage.firstModifier)
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod1.x = SubSat(Short4(0x1000), arg1->x);
- mod1.y = SubSat(Short4(0x1000), arg1->y);
- mod1.z = SubSat(Short4(0x1000), arg1->z);
- mod1.w = SubSat(Short4(0x1000), arg1->w);
+ c0.x -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+ c0.y -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+ c0.z -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- mod1.x = arg1->w;
- mod1.y = arg1->w;
- mod1.z = arg1->w;
- mod1.w = arg1->w;
+ c0.x *= fog;
+ c0.y *= fog;
+ c0.z *= fog;
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod1.x = SubSat(Short4(0x1000), arg1->w);
- mod1.y = SubSat(Short4(0x1000), arg1->w);
- mod1.z = SubSat(Short4(0x1000), arg1->w);
- mod1.w = SubSat(Short4(0x1000), arg1->w);
+ c0.x += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
+ c0.y += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
+ c0.z += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
+ }
- arg1 = &mod1;
- }
- break;
- default:
- ASSERT(false);
- }
+ void PixelRoutine::pixelFog(Float4 &visibility)
+ {
+ Float4 &zw = visibility;
- switch(textureStage.secondModifier)
+ if(state.pixelFogMode != FOG_NONE)
{
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod2.x = SubSat(Short4(0x1000), arg2->x);
- mod2.y = SubSat(Short4(0x1000), arg2->y);
- mod2.z = SubSat(Short4(0x1000), arg2->z);
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
+ if(state.wBasedFog)
{
- mod2.x = arg2->w;
- mod2.y = arg2->w;
- mod2.z = arg2->w;
- mod2.w = arg2->w;
-
- arg2 = &mod2;
+ zw = rhw;
}
- break;
- case TextureStage::MODIFIER_INVALPHA:
+ else
{
- mod2.x = SubSat(Short4(0x1000), arg2->w);
- mod2.y = SubSat(Short4(0x1000), arg2->w);
- mod2.z = SubSat(Short4(0x1000), arg2->w);
- mod2.w = SubSat(Short4(0x1000), arg2->w);
-
- arg2 = &mod2;
+ if(complementaryDepthBuffer)
+ {
+ zw = Float4(1.0f) - z[0];
+ }
+ else
+ {
+ zw = z[0];
+ }
}
- break;
- default:
- ASSERT(false);
}
- switch(textureStage.thirdModifier)
+ switch(state.pixelFogMode)
{
- case TextureStage::MODIFIER_COLOR:
+ case FOG_NONE:
break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod3.x = SubSat(Short4(0x1000), arg3->x);
- mod3.y = SubSat(Short4(0x1000), arg3->y);
- mod3.z = SubSat(Short4(0x1000), arg3->z);
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
+ case FOG_LINEAR:
+ zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.scale));
+ zw += *Pointer<Float4>(data + OFFSET(DrawData,fog.offset));
break;
- case TextureStage::MODIFIER_ALPHA:
- {
- mod3.x = arg3->w;
- mod3.y = arg3->w;
- mod3.z = arg3->w;
- mod3.w = arg3->w;
-
- arg3 = &mod3;
- }
+ case FOG_EXP:
+ zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE));
+ zw = exponential2(zw, true);
break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod3.x = SubSat(Short4(0x1000), arg3->w);
- mod3.y = SubSat(Short4(0x1000), arg3->w);
- mod3.z = SubSat(Short4(0x1000), arg3->w);
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
+ case FOG_EXP2:
+ zw *= zw;
+ zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E));
+ zw = exponential2(zw, true);
break;
default:
ASSERT(false);
}
+ }
- switch(textureStage.stageOperation)
+ void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
+ {
+ if(!state.depthWriteEnable)
{
- case TextureStage::STAGE_DISABLE:
- break;
- case TextureStage::STAGE_SELECTARG1: // Arg1
- {
- res.x = arg1->x;
- res.y = arg1->y;
- res.z = arg1->z;
- }
- break;
- case TextureStage::STAGE_SELECTARG2: // Arg2
- {
- res.x = arg2->x;
- res.y = arg2->y;
- res.z = arg2->z;
- }
- break;
- case TextureStage::STAGE_SELECTARG3: // Arg3
- {
- res.x = arg3->x;
- res.y = arg3->y;
- res.z = arg3->z;
- }
- break;
- case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
- {
- res.x = MulHigh(arg1->x, arg2->x) << 4;
- res.y = MulHigh(arg1->y, arg2->y) << 4;
- res.z = MulHigh(arg1->z, arg2->z) << 4;
- }
- break;
- case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
- {
- res.x = MulHigh(arg1->x, arg2->x) << 5;
- res.y = MulHigh(arg1->y, arg2->y) << 5;
- res.z = MulHigh(arg1->z, arg2->z) << 5;
- }
- break;
- case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
+ return;
+ }
+
+ Float4 Z = z;
+
+ if(shader && shader->depthOverride())
+ {
+ if(complementaryDepthBuffer)
{
- res.x = MulHigh(arg1->x, arg2->x) << 6;
- res.y = MulHigh(arg1->y, arg2->y) << 6;
- res.z = MulHigh(arg1->z, arg2->z) << 6;
+ Z = Float4(1.0f) - oDepth;
}
- break;
- case TextureStage::STAGE_ADD: // Arg1 + Arg2
+ else
{
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
+ Z = oDepth;
}
- break;
- case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
- {
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
+ }
- res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- }
- break;
- case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
- {
- res.x = AddSat(arg1->x, arg2->x);
- res.y = AddSat(arg1->y, arg2->y);
- res.z = AddSat(arg1->z, arg2->z);
+ Pointer<Byte> buffer;
+ Int pitch;
+
+ if(!state.quadLayoutDepthBuffer)
+ {
+ buffer = zBuffer + 4 * x;
+ pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
+ }
+ else
+ {
+ buffer = zBuffer + 8 * x;
+ }
- res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
+ if(q > 0)
+ {
+ buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
+ }
- res.x = AddSat(res.x, res.x);
- res.y = AddSat(res.y, res.y);
- res.z = AddSat(res.z, res.z);
- }
- break;
- case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
- {
- res.x = SubSat(arg1->x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z);
- }
- break;
- case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
- {
- Short4 tmp;
+ Float4 zValue;
- tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
- tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
- tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
+ if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
+ {
+ if(!state.quadLayoutDepthBuffer)
{
- res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
- res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
- res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
+ // FIXME: Properly optimizes?
+ zValue.xy = *Pointer<Float4>(buffer);
+ zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
}
- break;
- case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
+ else
{
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
+ zValue = *Pointer<Float4>(buffer, 16);
}
- break;
- case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
- {
- Short4 tmp;
+ }
- res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
- res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
- res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
+ Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
+ zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
+ Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
- res.x = res.x << 6;
- res.y = res.y << 6;
- res.z = res.z << 6;
-
- res.x = AddSat(res.x, res.y);
- res.x = AddSat(res.x, res.z);
-
- // Clamp to [0, 1]
- res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.x = Min(res.x, Short4(0x1000));
-
- res.y = res.x;
- res.z = res.x;
- res.w = res.x;
- }
- break;
- case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
- res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
- res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
- {
- res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
- res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
- res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
- }
- break;
- case TextureStage::STAGE_PREMODULATE:
- {
- res.x = arg1->x;
- res.y = arg1->y;
- res.z = arg1->z;
- }
- break;
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
- {
- res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
- res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
- res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
- }
- break;
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
- {
- res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
- res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
- res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
- }
- break;
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
- {
- Short4 tmp;
-
- res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
- res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
- res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
- {
- Short4 tmp;
+ if(!state.quadLayoutDepthBuffer)
+ {
+ // FIXME: Properly optimizes?
+ *Pointer<Float2>(buffer) = Float2(Z.xy);
+ *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
+ }
+ else
+ {
+ *Pointer<Float4>(buffer, 16) = Z;
+ }
+ }
- res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
- res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
- res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
- }
- break;
- case TextureStage::STAGE_BUMPENVMAP:
- {
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-
- Float4 du2;
- Float4 dv2;
-
- du2 = r.du;
- dv2 = r.dv;
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
-
- perturbate = true;
-
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
- }
- break;
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- {
- r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
- r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
-
- Float4 du2;
- Float4 dv2;
-
- du2 = r.du;
- dv2 = r.dv;
-
- r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- r.du += dv2;
- r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- r.dv += du2;
-
- perturbate = true;
-
- r.L = texture.z;
- r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
- r.L = r.L << 4;
- r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
- r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- r.L = Min(r.L, Short4(0x1000));
-
- luminance = true;
-
- res.x = r.current.x;
- res.y = r.current.y;
- res.z = r.current.z;
- res.w = r.current.w;
- }
- break;
- default:
- ASSERT(false);
+ void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
+ {
+ if(!state.stencilActive)
+ {
+ return;
}
- if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
+ if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
{
- switch(textureStage.firstArgumentAlpha)
+ if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
{
- case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
- default:
- ASSERT(false);
+ return;
}
+ }
- switch(textureStage.secondArgumentAlpha)
- {
- case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
- default:
- ASSERT(false);
- }
+ if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
+ {
+ return;
+ }
- switch(textureStage.thirdArgumentAlpha)
- {
- case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
- case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
- case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
- case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
- case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
- case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
- case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
- default:
- ASSERT(false);
- }
+ Pointer<Byte> buffer = sBuffer + 2 * x;
- switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod1.w = SubSat(Short4(0x1000), arg1->w);
+ if(q > 0)
+ {
+ buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
+ }
- arg1 = &mod1;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod1.w = SubSat(Short4(0x1000), arg1->w);
+ Byte8 bufferValue = *Pointer<Byte8>(buffer);
- arg1 = &mod1;
- }
- break;
- default:
- ASSERT(false);
- }
+ Byte8 newValue;
+ stencilOperation(newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
- switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
- {
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod2.w = SubSat(Short4(0x1000), arg2->w);
+ if(!state.noStencilWriteMask)
+ {
+ Byte8 maskedValue = bufferValue;
+ newValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].writeMaskQ));
+ maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
+ newValue |= maskedValue;
+ }
- arg2 = &mod2;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod2.w = SubSat(Short4(0x1000), arg2->w);
+ if(state.twoSidedStencil)
+ {
+ Byte8 newValueCCW;
- arg2 = &mod2;
- }
- break;
- default:
- ASSERT(false);
- }
+ stencilOperation(newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
- switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
+ if(!state.noStencilWriteMaskCCW)
{
- case TextureStage::MODIFIER_COLOR:
- break;
- case TextureStage::MODIFIER_INVCOLOR:
- {
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- case TextureStage::MODIFIER_ALPHA:
- {
- // Redudant
- }
- break;
- case TextureStage::MODIFIER_INVALPHA:
- {
- mod3.w = SubSat(Short4(0x1000), arg3->w);
-
- arg3 = &mod3;
- }
- break;
- default:
- ASSERT(false);
+ Byte8 maskedValue = bufferValue;
+ newValueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].writeMaskQ));
+ maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
+ newValueCCW |= maskedValue;
}
-
- switch(textureStage.stageOperationAlpha)
- {
- case TextureStage::STAGE_DISABLE:
- break;
- case TextureStage::STAGE_SELECTARG1: // Arg1
- {
- res.w = arg1->w;
- }
- break;
- case TextureStage::STAGE_SELECTARG2: // Arg2
- {
- res.w = arg2->w;
- }
- break;
- case TextureStage::STAGE_SELECTARG3: // Arg3
- {
- res.w = arg3->w;
- }
- break;
- case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 4;
- }
- break;
- case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 5;
- }
- break;
- case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
- {
- res.w = MulHigh(arg1->w, arg2->w) << 6;
- }
- break;
- case TextureStage::STAGE_ADD: // Arg1 + Arg2
- {
- res.w = AddSat(arg1->w, arg2->w);
- }
- break;
- case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
- {
- res.w = AddSat(arg1->w, arg2->w);
- res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- }
- break;
- case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
- {
- res.w = AddSat(arg1->w, arg2->w);
- res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- res.w = AddSat(res.w, res.w);
- }
- break;
- case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
- {
- res.w = SubSat(arg1->w, arg2->w);
- }
- break;
- case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
- {
- Short4 tmp;
- tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
- }
- break;
- case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
- {
- res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
- }
- break;
- case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_DOT3:
- break; // Already computed in color channel
- case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDFACTORALPHA:
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
- }
- break;
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
- {
- res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
- }
- break;
- case TextureStage::STAGE_PREMODULATE:
- {
- res.w = arg1->w;
- }
- break;
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Invalid alpha operations
- default:
- ASSERT(false);
- }
+ newValue &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
+ newValueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
+ newValue |= newValueCCW;
}
- // Clamp result to [0, 1]
+ newValue &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
+ bufferValue &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
+ newValue |= bufferValue;
+
+ *Pointer<Byte4>(buffer) = Byte4(newValue);
+ }
- switch(textureStage.stageOperation)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- if(state.textureStage[stage].cantUnderflow)
- {
- break; // Can't go below zero
- }
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- break;
- default:
- ASSERT(false);
- }
+ void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
+ {
+ Byte8 &pass = newValue;
+ Byte8 fail;
+ Byte8 zFail;
- switch(textureStage.stageOperationAlpha)
- {
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- if(state.textureStage[stage].cantUnderflow)
- {
- break; // Can't go below zero
- }
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- break;
- default:
- ASSERT(false);
- }
+ stencilOperation(pass, bufferValue, stencilPassOperation, CCW);
- switch(textureStage.stageOperation)
+ if(stencilZFailOperation != stencilPassOperation)
{
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Can't go above one
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.x = Min(res.x, Short4(0x1000));
- res.y = Min(res.y, Short4(0x1000));
- res.z = Min(res.z, Short4(0x1000));
- break;
- default:
- ASSERT(false);
+ stencilOperation(zFail, bufferValue, stencilZFailOperation, CCW);
}
- switch(textureStage.stageOperationAlpha)
+ if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
{
- case TextureStage::STAGE_DISABLE:
- case TextureStage::STAGE_SELECTARG1:
- case TextureStage::STAGE_SELECTARG2:
- case TextureStage::STAGE_SELECTARG3:
- case TextureStage::STAGE_MODULATE:
- case TextureStage::STAGE_SUBTRACT:
- case TextureStage::STAGE_ADDSMOOTH:
- case TextureStage::STAGE_LERP:
- case TextureStage::STAGE_BLENDCURRENTALPHA:
- case TextureStage::STAGE_BLENDDIFFUSEALPHA:
- case TextureStage::STAGE_BLENDFACTORALPHA:
- case TextureStage::STAGE_BLENDTEXTUREALPHA:
- case TextureStage::STAGE_DOT3: // Already clamped
- case TextureStage::STAGE_PREMODULATE:
- case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
- case TextureStage::STAGE_BUMPENVMAP:
- case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
- break; // Can't go above one
- case TextureStage::STAGE_MODULATE2X:
- case TextureStage::STAGE_MODULATE4X:
- case TextureStage::STAGE_ADD:
- case TextureStage::STAGE_ADDSIGNED:
- case TextureStage::STAGE_ADDSIGNED2X:
- case TextureStage::STAGE_MULTIPLYADD:
- case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
- case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
- case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
- res.w = Min(res.w, Short4(0x1000));
- break;
- default:
- ASSERT(false);
+ stencilOperation(fail, bufferValue, stencilFailOperation, CCW);
}
- switch(textureStage.destinationArgument)
+ if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
{
- case TextureStage::DESTINATION_CURRENT:
- r.current.x = res.x;
- r.current.y = res.y;
- r.current.z = res.z;
- r.current.w = res.w;
- break;
- case TextureStage::DESTINATION_TEMP:
- temp.x = res.x;
- temp.y = res.y;
- temp.z = res.z;
- temp.w = res.w;
- break;
- default:
- ASSERT(false);
+ if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
+ {
+ pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
+ zFail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
+ pass |= zFail;
+ }
+
+ pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
+ fail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
+ pass |= fail;
}
}
- void PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha)
+ void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
{
- Short4 cmp;
- Short4 equal;
-
- switch(state.alphaCompareMode)
+ switch(operation)
{
- case ALPHA_ALWAYS:
- aMask = 0xF;
+ case OPERATION_KEEP:
+ output = bufferValue;
break;
- case ALPHA_NEVER:
- aMask = 0x0;
+ case OPERATION_ZERO:
+ output = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
break;
- case ALPHA_EQUAL:
- cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_REPLACE:
+ output = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceQ));
break;
- case ALPHA_NOTEQUAL: // a != b ~ !(a == b)
- cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_INCRSAT:
+ output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
break;
- case ALPHA_LESS: // a < b ~ b > a
- cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha);
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_DECRSAT:
+ output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
break;
- case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
- equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
- cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
- cmp |= equal;
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_INVERT:
+ output = bufferValue ^ Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
- case ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
- cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_INCR:
+ output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
break;
- case ALPHA_GREATER: // a > b
- cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)));
- aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000)));
+ case OPERATION_DECR:
+ output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha)
+ void PixelRoutine::blendFactor(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive)
{
- Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0)));
- Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1)));
- Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2)));
- Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3)));
-
- Int aMask0 = SignMask(coverage0);
- Int aMask1 = SignMask(coverage1);
- Int aMask2 = SignMask(coverage2);
- Int aMask3 = SignMask(coverage3);
-
- cMask[0] &= aMask0;
- cMask[1] &= aMask1;
- cMask[2] &= aMask2;
- cMask[3] &= aMask3;
- }
-
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4s ¤t)
- {
- if(!state.alphaTestActive())
- {
- return true;
- }
-
- Int aMask;
-
- if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
- {
- alphaTest(r, aMask, current.w);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= aMask;
- }
- }
- else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
- {
- Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
-
- alphaToCoverage(r, cMask, alpha);
- }
- else ASSERT(false);
-
- Int pass = cMask[0];
-
- for(unsigned int q = 1; q < state.multiSample; q++)
- {
- pass = pass | cMask[q];
- }
-
- return pass != 0x0;
- }
-
- Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0)
- {
- if(!state.alphaTestActive())
- {
- return true;
- }
-
- Int aMask;
-
- if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
- {
- Short4 alpha = RoundShort4(c0.w * Float4(0x1000));
-
- alphaTest(r, aMask, alpha);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= aMask;
- }
- }
- else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
- {
- alphaToCoverage(r, cMask, c0.w);
- }
- else ASSERT(false);
-
- Int pass = cMask[0];
-
- for(unsigned int q = 1; q < state.multiSample; q++)
- {
- pass = pass | cMask[q];
- }
-
- return pass != 0x0;
- }
-
- void PixelRoutine::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
- {
- if(!state.fogActive)
- {
- return;
- }
-
- if(state.pixelFogMode != FOG_NONE)
- {
- pixelFog(r, f, z, rhw);
- }
-
- UShort4 fog = convertFixed16(f, true);
-
- current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
- current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
- current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
-
- UShort4 invFog = UShort4(0xFFFFu) - fog;
-
- current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[0]))));
- current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[1]))));
- current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData,fog.color4[2]))));
- }
-
- void PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw)
- {
- if(!state.fogActive)
- {
- return;
- }
-
- if(state.pixelFogMode != FOG_NONE)
+ switch(blendFactorActive)
{
- pixelFog(r, fog, z, rhw);
-
- fog = Min(fog, Float4(1.0f));
- fog = Max(fog, Float4(0.0f));
+ case BLEND_ZERO:
+ // Optimized
+ break;
+ case BLEND_ONE:
+ // Optimized
+ break;
+ case BLEND_SOURCE:
+ blendFactor.x = current.x;
+ blendFactor.y = current.y;
+ blendFactor.z = current.z;
+ break;
+ case BLEND_INVSOURCE:
+ blendFactor.x = Short4(0xFFFFu) - current.x;
+ blendFactor.y = Short4(0xFFFFu) - current.y;
+ blendFactor.z = Short4(0xFFFFu) - current.z;
+ break;
+ case BLEND_DEST:
+ blendFactor.x = pixel.x;
+ blendFactor.y = pixel.y;
+ blendFactor.z = pixel.z;
+ break;
+ case BLEND_INVDEST:
+ blendFactor.x = Short4(0xFFFFu) - pixel.x;
+ blendFactor.y = Short4(0xFFFFu) - pixel.y;
+ blendFactor.z = Short4(0xFFFFu) - pixel.z;
+ break;
+ case BLEND_SOURCEALPHA:
+ blendFactor.x = current.w;
+ blendFactor.y = current.w;
+ blendFactor.z = current.w;
+ break;
+ case BLEND_INVSOURCEALPHA:
+ blendFactor.x = Short4(0xFFFFu) - current.w;
+ blendFactor.y = Short4(0xFFFFu) - current.w;
+ blendFactor.z = Short4(0xFFFFu) - current.w;
+ break;
+ case BLEND_DESTALPHA:
+ blendFactor.x = pixel.w;
+ blendFactor.y = pixel.w;
+ blendFactor.z = pixel.w;
+ break;
+ case BLEND_INVDESTALPHA:
+ blendFactor.x = Short4(0xFFFFu) - pixel.w;
+ blendFactor.y = Short4(0xFFFFu) - pixel.w;
+ blendFactor.z = Short4(0xFFFFu) - pixel.w;
+ break;
+ case BLEND_SRCALPHASAT:
+ blendFactor.x = Short4(0xFFFFu) - pixel.w;
+ blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
+ blendFactor.y = blendFactor.x;
+ blendFactor.z = blendFactor.x;
+ break;
+ case BLEND_CONSTANT:
+ blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[0]));
+ blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[1]));
+ blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[2]));
+ break;
+ case BLEND_INVCONSTANT:
+ blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
+ blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
+ blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
+ break;
+ case BLEND_CONSTANTALPHA:
+ blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ break;
+ case BLEND_INVCONSTANTALPHA:
+ blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
+ break;
+ default:
+ ASSERT(false);
}
-
- c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
- c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
- c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
-
- c0.x *= fog;
- c0.y *= fog;
- c0.z *= fog;
-
- c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0]));
- c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1]));
- c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2]));
}
- void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw)
+ void PixelRoutine::blendFactorAlpha(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
{
- Float4 &zw = visibility;
-
- if(state.pixelFogMode != FOG_NONE)
- {
- if(state.wBasedFog)
- {
- zw = rhw;
- }
- else
- {
- if(complementaryDepthBuffer)
- {
- zw = Float4(1.0f) - z;
- }
- else
- {
- zw = z;
- }
- }
- }
-
- switch(state.pixelFogMode)
+ switch(blendFactorAlphaActive)
{
- case FOG_NONE:
+ case BLEND_ZERO:
+ // Optimized
break;
- case FOG_LINEAR:
- zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale));
- zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset));
+ case BLEND_ONE:
+ // Optimized
break;
- case FOG_EXP:
- zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE));
- zw = exponential2(zw, true);
+ case BLEND_SOURCE:
+ blendFactor.w = current.w;
break;
- case FOG_EXP2:
- zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2));
- zw *= zw;
- zw = exponential2(zw, true);
- zw = Rcp_pp(zw);
+ case BLEND_INVSOURCE:
+ blendFactor.w = Short4(0xFFFFu) - current.w;
+ break;
+ case BLEND_DEST:
+ blendFactor.w = pixel.w;
+ break;
+ case BLEND_INVDEST:
+ blendFactor.w = Short4(0xFFFFu) - pixel.w;
+ break;
+ case BLEND_SOURCEALPHA:
+ blendFactor.w = current.w;
+ break;
+ case BLEND_INVSOURCEALPHA:
+ blendFactor.w = Short4(0xFFFFu) - current.w;
+ break;
+ case BLEND_DESTALPHA:
+ blendFactor.w = pixel.w;
+ break;
+ case BLEND_INVDESTALPHA:
+ blendFactor.w = Short4(0xFFFFu) - pixel.w;
+ break;
+ case BLEND_SRCALPHASAT:
+ blendFactor.w = Short4(0xFFFFu);
+ break;
+ case BLEND_CONSTANT:
+ case BLEND_CONSTANTALPHA:
+ blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
+ break;
+ case BLEND_INVCONSTANT:
+ case BLEND_INVCONSTANTALPHA:
+ blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
break;
default:
ASSERT(false);
}
}
- void PixelRoutine::specularPixel(Vector4s ¤t, Vector4s &specular)
+ bool PixelRoutine::isSRGB(int index) const
{
- if(!state.specularAdd)
- {
- return;
- }
-
- current.x = AddSat(current.x, specular.x);
- current.y = AddSat(current.y, specular.y);
- current.z = AddSat(current.z, specular.z);
+ return state.targetFormat[index] == FORMAT_SRGB8_A8 || state.targetFormat[index] == FORMAT_SRGB8_X8;
}
- void PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
+ void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
{
- if(!state.depthWriteEnable)
- {
- return;
- }
-
- Float4 Z = z;
-
- if(shader && shader->depthOverride())
- {
- if(complementaryDepthBuffer)
- {
- Z = Float4(1.0f) - r.oDepth;
- }
- else
- {
- Z = r.oDepth;
- }
- }
-
+ Short4 c01;
+ Short4 c23;
Pointer<Byte> buffer;
- Int pitch;
-
- if(!state.quadLayoutDepthBuffer)
- {
- buffer = zBuffer + 4 * x;
- pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB));
- }
- else
- {
- buffer = zBuffer + 8 * x;
- }
+ Pointer<Byte> buffer2;
- if(q > 0)
+ switch(state.targetFormat[index])
{
- buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB));
- }
-
- Float4 zValue;
+ case FORMAT_R5G6B5:
+ buffer = cBuffer + 2 * x;
+ buffer2 = buffer + *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ c01 = As<Short4>(Int2(*Pointer<Int>(buffer), *Pointer<Int>(buffer2)));
- if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
- {
- if(!state.quadLayoutDepthBuffer)
- {
- // FIXME: Properly optimizes?
- zValue.xy = *Pointer<Float4>(buffer);
- zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
- }
- else
- {
- zValue = *Pointer<Float4>(buffer, 16);
- }
- }
-
- Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
- zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
- Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
-
- if(!state.quadLayoutDepthBuffer)
- {
- // FIXME: Properly optimizes?
- *Pointer<Float2>(buffer) = Float2(Z.xy);
- *Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
- }
- else
- {
- *Pointer<Float4>(buffer, 16) = Z;
- }
- }
-
- void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
- {
- if(!state.stencilActive)
- {
- return;
- }
-
- if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
- {
- if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
- {
- return;
- }
- }
-
- if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
- {
- return;
- }
-
- Pointer<Byte> buffer = sBuffer + 2 * x;
-
- if(q > 0)
- {
- buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB));
- }
-
- Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer)));
-
- Byte8 newValue;
- stencilOperation(r, newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
-
- if(!state.noStencilWriteMask)
- {
- Byte8 maskedValue = bufferValue;
- newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ));
- maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
- newValue |= maskedValue;
- }
-
- if(state.twoSidedStencil)
- {
- Byte8 newValueCCW;
-
- stencilOperation(r, newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
-
- if(!state.noStencilWriteMaskCCW)
- {
- Byte8 maskedValue = bufferValue;
- newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ));
- maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
- newValueCCW |= maskedValue;
- }
-
- newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask));
- newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask));
- newValue |= newValueCCW;
- }
-
- newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
- bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
- newValue |= bufferValue;
-
- *Pointer<UInt>(buffer) = UInt(As<Long>(newValue));
- }
-
- void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
- {
- Byte8 &pass = newValue;
- Byte8 fail;
- Byte8 zFail;
-
- stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW);
-
- if(stencilZFailOperation != stencilPassOperation)
- {
- stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW);
- }
-
- if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
- {
- stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW);
- }
-
- if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
- {
- if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
- {
- pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
- zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
- pass |= zFail;
- }
-
- pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
- fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
- pass |= fail;
- }
- }
-
- void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
- {
- switch(operation)
- {
- case OPERATION_KEEP:
- output = bufferValue;
- break;
- case OPERATION_ZERO:
- output = Byte8(0x0000000000000000);
- break;
- case OPERATION_REPLACE:
- output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ));
- break;
- case OPERATION_INCRSAT:
- output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
- break;
- case OPERATION_DECRSAT:
- output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
+ pixel.x = c01 & Short4(0xF800u);
+ pixel.y = (c01 & Short4(0x07E0u)) << 5;
+ pixel.z = (c01 & Short4(0x001Fu)) << 11;
+ pixel.w = Short4(0xFFFFu);
break;
- case OPERATION_INVERT:
- output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF);
+ case FORMAT_A8R8G8B8:
+ buffer = cBuffer + 4 * x;
+ c01 = *Pointer<Short4>(buffer);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ c23 = *Pointer<Short4>(buffer);
+ pixel.z = c01;
+ pixel.y = c01;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+ pixel.x = pixel.z;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+ pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+ pixel.y = pixel.z;
+ pixel.w = pixel.x;
+ pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+ pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
break;
- case OPERATION_INCR:
- output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
+ case FORMAT_A8B8G8R8:
+ case FORMAT_SRGB8_A8:
+ buffer = cBuffer + 4 * x;
+ c01 = *Pointer<Short4>(buffer);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ c23 = *Pointer<Short4>(buffer);
+ pixel.z = c01;
+ pixel.y = c01;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
+ pixel.x = pixel.z;
+ pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
+ pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
+ pixel.y = pixel.z;
+ pixel.w = pixel.x;
+ pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+ pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+ pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
break;
- case OPERATION_DECR:
- output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
- {
- Float4 u = r.vf[2 + coordinates].x;
- Float4 v = r.vf[2 + coordinates].y;
- Float4 w = r.vf[2 + coordinates].z;
- Float4 q = r.vf[2 + coordinates].w;
-
- if(perturbate)
- {
- u += r.du;
- v += r.dv;
-
- perturbate = false;
- }
-
- sampleTexture(r, c, stage, u, v, w, q, project);
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
- {
- Vector4f dsx;
- Vector4f dsy;
-
- sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- #if PERF_PROFILE
- Long texTime = Ticks();
- #endif
-
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
- if(!project)
- {
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
- }
- else
- {
- Float4 rq = reciprocal(q);
-
- Float4 u_q = u * rq;
- Float4 v_q = v * rq;
- Float4 w_q = w * rq;
-
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
- }
-
- #if PERF_PROFILE
- r.cycles[PERF_TEX] += Ticks() - texTime;
- #endif
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
- {
- sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
- }
- else
- {
- Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
-
- for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
- {
- if(shader->usesSampler(i))
- {
- If(index == i)
- {
- sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
- // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
- }
- }
- }
- }
- }
-
- void PixelRoutine::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
- {
- #if PERF_PROFILE
- Long texTime = Ticks();
- #endif
-
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap) + stage * sizeof(Texture);
-
- if(!project)
- {
- sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
- }
- else
- {
- Float4 rq = reciprocal(q);
-
- Float4 u_q = u * rq;
- Float4 v_q = v * rq;
- Float4 w_q = w * rq;
-
- sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
- }
-
- #if PERF_PROFILE
- r.cycles[PERF_TEX] += Ticks() - texTime;
- #endif
- }
-
- void PixelRoutine::clampColor(Vector4f oC[4])
- {
- for(int index = 0; index < 4; index++)
- {
- if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
- {
- continue;
- }
-
- switch(state.targetFormat[index])
- {
- case FORMAT_NULL:
- break;
- case FORMAT_R5G6B5:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
- oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
- oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
- oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
- void PixelRoutine::rasterOperation(Vector4s ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
- {
- if(!state.colorWriteActive(0))
- {
- return;
- }
-
- Vector4f oC;
-
- switch(state.targetFormat[0])
- {
- case FORMAT_R5G6B5:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- if(!postBlendSRGB && state.writeSRGB)
- {
- linearToSRGB12_16(r, current);
- }
- else
- {
- current.x <<= 4;
- current.y <<= 4;
- current.z <<= 4;
- current.w <<= 4;
- }
-
- if(state.targetFormat[0] == FORMAT_R5G6B5)
- {
- current.x &= Short4(0xF800u);
- current.y &= Short4(0xFC00u);
- current.z &= Short4(0xF800u);
- }
-
- fogBlend(r, current, fog, r.z[0], r.rhw);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Vector4s color = current;
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, 0, buffer, color, x);
- logicOperation(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- convertSigned12(oC, current);
- fogBlend(r, oC, fog, r.z[0], r.rhw);
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0]));
- Vector4f color = oC;
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, 0, buffer, color, x);
- writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
- {
- for(int index = 0; index < 4; index++)
- {
- if(!state.colorWriteActive(index))
- {
- continue;
- }
-
- if(!postBlendSRGB && state.writeSRGB)
- {
- oC[index].x = linearToSRGB(oC[index].x);
- oC[index].y = linearToSRGB(oC[index].y);
- oC[index].z = linearToSRGB(oC[index].z);
- }
-
- if(index == 0)
- {
- fogBlend(r, oC[index], fog, r.z[0], r.rhw);
- }
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- case FORMAT_A8:
- case FORMAT_G16R16:
- case FORMAT_A16B16G16R16:
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Vector4s color;
-
- color.x = convertFixed16(oC[index].x, false);
- color.y = convertFixed16(oC[index].y, false);
- color.z = convertFixed16(oC[index].z, false);
- color.w = convertFixed16(oC[index].w, false);
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, index, buffer, color, x);
- logicOperation(r, index, buffer, color, x);
- writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- case FORMAT_R32F:
- case FORMAT_G32R32F:
- case FORMAT_A32B32G32R32F:
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[index]));
- Vector4f color = oC[index];
-
- if(state.multiSampleMask & (1 << q))
- {
- alphaBlend(r, index, buffer, color, x);
- writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
- }
- }
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
- void PixelRoutine::blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive)
- {
- switch(blendFactorActive)
- {
- case BLEND_ZERO:
- // Optimized
- break;
- case BLEND_ONE:
- // Optimized
- break;
- case BLEND_SOURCE:
- blendFactor.x = current.x;
- blendFactor.y = current.y;
- blendFactor.z = current.z;
- break;
- case BLEND_INVSOURCE:
- blendFactor.x = Short4(0xFFFFu) - current.x;
- blendFactor.y = Short4(0xFFFFu) - current.y;
- blendFactor.z = Short4(0xFFFFu) - current.z;
- break;
- case BLEND_DEST:
- blendFactor.x = pixel.x;
- blendFactor.y = pixel.y;
- blendFactor.z = pixel.z;
- break;
- case BLEND_INVDEST:
- blendFactor.x = Short4(0xFFFFu) - pixel.x;
- blendFactor.y = Short4(0xFFFFu) - pixel.y;
- blendFactor.z = Short4(0xFFFFu) - pixel.z;
- break;
- case BLEND_SOURCEALPHA:
- blendFactor.x = current.w;
- blendFactor.y = current.w;
- blendFactor.z = current.w;
- break;
- case BLEND_INVSOURCEALPHA:
- blendFactor.x = Short4(0xFFFFu) - current.w;
- blendFactor.y = Short4(0xFFFFu) - current.w;
- blendFactor.z = Short4(0xFFFFu) - current.w;
- break;
- case BLEND_DESTALPHA:
- blendFactor.x = pixel.w;
- blendFactor.y = pixel.w;
- blendFactor.z = pixel.w;
- break;
- case BLEND_INVDESTALPHA:
- blendFactor.x = Short4(0xFFFFu) - pixel.w;
- blendFactor.y = Short4(0xFFFFu) - pixel.w;
- blendFactor.z = Short4(0xFFFFu) - pixel.w;
- break;
- case BLEND_SRCALPHASAT:
- blendFactor.x = Short4(0xFFFFu) - pixel.w;
- blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
- blendFactor.y = blendFactor.x;
- blendFactor.z = blendFactor.x;
- break;
- case BLEND_CONSTANT:
- blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0]));
- blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1]));
- blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2]));
- break;
- case BLEND_INVCONSTANT:
- blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
- blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
- blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
- break;
- case BLEND_CONSTANTALPHA:
- blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- break;
- case BLEND_INVCONSTANTALPHA:
- blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
- {
- switch(blendFactorAlphaActive)
- {
- case BLEND_ZERO:
- // Optimized
- break;
- case BLEND_ONE:
- // Optimized
- break;
- case BLEND_SOURCE:
- blendFactor.w = current.w;
- break;
- case BLEND_INVSOURCE:
- blendFactor.w = Short4(0xFFFFu) - current.w;
- break;
- case BLEND_DEST:
- blendFactor.w = pixel.w;
- break;
- case BLEND_INVDEST:
- blendFactor.w = Short4(0xFFFFu) - pixel.w;
- break;
- case BLEND_SOURCEALPHA:
- blendFactor.w = current.w;
- break;
- case BLEND_INVSOURCEALPHA:
- blendFactor.w = Short4(0xFFFFu) - current.w;
- break;
- case BLEND_DESTALPHA:
- blendFactor.w = pixel.w;
- break;
- case BLEND_INVDESTALPHA:
- blendFactor.w = Short4(0xFFFFu) - pixel.w;
- break;
- case BLEND_SRCALPHASAT:
- blendFactor.w = Short4(0xFFFFu);
- break;
- case BLEND_CONSTANT:
- case BLEND_CONSTANTALPHA:
- blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3]));
- break;
- case BLEND_INVCONSTANT:
- case BLEND_INVCONSTANTALPHA:
- blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x, Vector4s &pixel)
- {
- Short4 c01;
- Short4 c23;
- Pointer<Byte> buffer;
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- buffer = cBuffer + 2 * x;
- c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 0));
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 1));
-
- pixel.x = c01 & Short4(0xF800u);
- pixel.y = (c01 & Short4(0x07E0u)) << 5;
- pixel.z = (c01 & Short4(0x001Fu)) << 11;
- pixel.w = Short4(0xFFFFu);
- break;
- case FORMAT_A8R8G8B8:
- buffer = cBuffer + 4 * x;
- c01 = *Pointer<Short4>(buffer);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- c23 = *Pointer<Short4>(buffer);
- pixel.z = c01;
- pixel.y = c01;
- pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
- pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
- pixel.x = pixel.z;
- pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
- pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
- pixel.y = pixel.z;
- pixel.w = pixel.x;
- pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
- pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
- pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
- pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
- break;
- case FORMAT_A8B8G8R8:
- buffer = cBuffer + 4 * x;
- c01 = *Pointer<Short4>(buffer);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- c23 = *Pointer<Short4>(buffer);
- pixel.z = c01;
- pixel.y = c01;
- pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
- pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
- pixel.x = pixel.z;
- pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
- pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
- pixel.y = pixel.z;
- pixel.w = pixel.x;
- pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
- pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
- pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
- pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
- break;
- case FORMAT_A8:
- buffer = cBuffer + 1 * x;
- pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
- pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
- pixel.x = Short4(0x0000);
- pixel.y = Short4(0x0000);
- pixel.z = Short4(0x0000);
+ case FORMAT_A8:
+ buffer = cBuffer + 1 * x;
+ pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
+ pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+ pixel.x = Short4(0x0000);
+ pixel.y = Short4(0x0000);
+ pixel.z = Short4(0x0000);
break;
case FORMAT_X8R8G8B8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_X8B8G8R8:
+ case FORMAT_SRGB8_X8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.x = pixel.z;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
- pixel.y = pixel.z;
- pixel.w = pixel.x;
- pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
- pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
- pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
- pixel.w = Short4(0xFFFFu);
- break;
- case FORMAT_A8G8R8B8Q:
- UNIMPLEMENTED();
- // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
- // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
- break;
- case FORMAT_X8G8R8B8Q:
- UNIMPLEMENTED();
- // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
- // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
- // pixel.w = Short4(0xFFFFu);
- break;
- case FORMAT_A16B16G16R16:
- buffer = cBuffer;
- pixel.x = *Pointer<Short4>(buffer + 8 * x);
- pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- pixel.z = *Pointer<Short4>(buffer + 8 * x);
- pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
- transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
- break;
- case FORMAT_G16R16:
- buffer = cBuffer;
- pixel.x = *Pointer<Short4>(buffer + 4 * x);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData, colorPitchB[index]));
- pixel.y = *Pointer<Short4>(buffer + 4 * x);
- pixel.z = pixel.x;
- pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
- pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
- pixel.y = pixel.z;
- pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
- pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
- pixel.z = Short4(0xFFFFu);
- pixel.w = Short4(0xFFFFu);
- break;
- default:
- ASSERT(false);
- }
-
- if(postBlendSRGB && state.writeSRGB)
- {
- sRGBtoLinear16_12_16(r, pixel);
- }
- }
-
- void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
- {
- if(!state.alphaBlendActive)
- {
- return;
- }
-
- Vector4s pixel;
- Short4 c01;
- Short4 c23;
-
- readPixel(r, index, cBuffer, current, x, pixel);
-
- // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
- Vector4s sourceFactor;
- Vector4s destFactor;
-
- blendFactor(r, sourceFactor, current, pixel, state.sourceBlendFactor);
- blendFactor(r, destFactor, current, pixel, state.destBlendFactor);
-
- if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
- {
- current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
- current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
- current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
- }
-
- if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
- {
- pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
- pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
- pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
- }
-
- switch(state.blendOperation)
- {
- case BLENDOP_ADD:
- current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
- current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
- current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
- break;
- case BLENDOP_SUB:
- current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
- current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
- current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
- break;
- case BLENDOP_INVSUB:
- current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
- current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
- current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
- break;
- case BLENDOP_MIN:
- current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
- current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
- current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
- break;
- case BLENDOP_MAX:
- current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
- current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
- current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
- break;
- case BLENDOP_SOURCE:
- // No operation
- break;
- case BLENDOP_DEST:
- current.x = pixel.x;
- current.y = pixel.y;
- current.z = pixel.z;
- break;
- case BLENDOP_NULL:
- current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- break;
- default:
- ASSERT(false);
- }
-
- blendFactorAlpha(r, sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
- blendFactorAlpha(r, destFactor, current, pixel, state.destBlendFactorAlpha);
-
- if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
- {
- current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
- }
-
- if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
- {
- pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
- }
-
- switch(state.blendOperationAlpha)
- {
- case BLENDOP_ADD:
- current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
- break;
- case BLENDOP_SUB:
- current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
- break;
- case BLENDOP_INVSUB:
- current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
- break;
- case BLENDOP_MIN:
- current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
- break;
- case BLENDOP_MAX:
- current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
- break;
- case BLENDOP_SOURCE:
- // No operation
- break;
- case BLENDOP_DEST:
- current.w = pixel.w;
- break;
- case BLENDOP_NULL:
- current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
- {
- if(state.logicalOperation == LogicalOperation::LOGICALOP_COPY)
- {
- return;
- }
-
- Vector4s pixel;
-
- // Read pixel
- readPixel(r, index, cBuffer, current, x, pixel);
-
- switch(state.logicalOperation)
- {
- case LOGICALOP_CLEAR:
- current.x = 0;
- current.y = 0;
- current.z = 0;
- break;
- case LOGICALOP_SET:
- current.x = 0xFFFF;
- current.y = 0xFFFF;
- current.z = 0xFFFF;
- break;
- case LOGICALOP_COPY:
- ASSERT(false); // Optimized out
- break;
- case LOGICALOP_COPY_INVERTED:
- current.x = ~current.x;
- current.y = ~current.y;
- current.z = ~current.z;
- break;
- case LOGICALOP_NOOP:
- current.x = pixel.x;
- current.y = pixel.y;
- current.z = pixel.z;
- break;
- case LOGICALOP_INVERT:
- current.x = ~pixel.x;
- current.y = ~pixel.y;
- current.z = ~pixel.z;
- break;
- case LOGICALOP_AND:
- current.x = pixel.x & current.x;
- current.y = pixel.y & current.y;
- current.z = pixel.z & current.z;
- break;
- case LOGICALOP_NAND:
- current.x = ~(pixel.x & current.x);
- current.y = ~(pixel.y & current.y);
- current.z = ~(pixel.z & current.z);
- break;
- case LOGICALOP_OR:
- current.x = pixel.x | current.x;
- current.y = pixel.y | current.y;
- current.z = pixel.z | current.z;
- break;
- case LOGICALOP_NOR:
- current.x = ~(pixel.x | current.x);
- current.y = ~(pixel.y | current.y);
- current.z = ~(pixel.z | current.z);
- break;
- case LOGICALOP_XOR:
- current.x = pixel.x ^ current.x;
- current.y = pixel.y ^ current.y;
- current.z = pixel.z ^ current.z;
- break;
- case LOGICALOP_EQUIV:
- current.x = ~(pixel.x ^ current.x);
- current.y = ~(pixel.y ^ current.y);
- current.z = ~(pixel.z ^ current.z);
- break;
- case LOGICALOP_AND_REVERSE:
- current.x = ~pixel.x & current.x;
- current.y = ~pixel.y & current.y;
- current.z = ~pixel.z & current.z;
- break;
- case LOGICALOP_AND_INVERTED:
- current.x = pixel.x & ~current.x;
- current.y = pixel.y & ~current.y;
- current.z = pixel.z & ~current.z;
- break;
- case LOGICALOP_OR_REVERSE:
- current.x = ~pixel.x | current.x;
- current.y = ~pixel.y | current.y;
- current.z = ~pixel.z | current.z;
- break;
- case LOGICALOP_OR_INVERTED:
- current.x = pixel.x | ~current.x;
- current.y = pixel.y | ~current.y;
- current.z = pixel.z | ~current.z;
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask)
- {
- if(postBlendSRGB && state.writeSRGB)
- {
- linearToSRGB16_12_16(r, current);
- }
-
- if(exactColorRounding)
- {
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- // UNIMPLEMENTED(); // FIXME
- break;
- case FORMAT_X8G8R8B8Q:
- case FORMAT_A8G8R8B8Q:
- case FORMAT_X8R8G8B8:
- case FORMAT_X8B8G8R8:
- case FORMAT_A8R8G8B8:
- case FORMAT_A8B8G8R8:
- {
- current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- }
- break;
- }
- }
-
- int rgbaWriteMask = state.colorWriteActive(index);
- int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
- int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2;
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- {
- current.x = current.x & Short4(0xF800u);
- current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
- current.z = As<UShort4>(current.z) >> 11;
-
- current.x = current.x | current.y | current.z;
- }
- break;
- case FORMAT_X8G8R8B8Q:
- UNIMPLEMENTED();
- // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
- // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
- // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
- break;
- case FORMAT_A8G8R8B8Q:
- UNIMPLEMENTED();
- // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
- // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
- // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
- break;
- case FORMAT_X8R8G8B8:
- case FORMAT_A8R8G8B8:
- if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
- {
- current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
- current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
- current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
-
- current.x = current.z;
- current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
- current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
- current.y = current.z;
- current.z = As<Short4>(UnpackLow(current.z, current.x));
- current.y = As<Short4>(UnpackHigh(current.y, current.x));
- }
- else
- {
- current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
- current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
- current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
-
- current.x = current.z;
- current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
- current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
- current.y = current.z;
- current.z = As<Short4>(UnpackLow(current.z, current.x));
- current.y = As<Short4>(UnpackHigh(current.y, current.x));
- }
- break;
- case FORMAT_X8B8G8R8:
- case FORMAT_A8B8G8R8:
- if(state.targetFormat[index] == FORMAT_X8B8G8R8 || rgbaWriteMask == 0x7)
- {
- current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- current.z = As<Short4>(As<UShort4>(current.z) >> 8);
-
- current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
- current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
-
- current.x = current.z;
- current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
- current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
- current.y = current.z;
- current.z = As<Short4>(UnpackLow(current.z, current.x));
- current.y = As<Short4>(UnpackHigh(current.y, current.x));
- }
- else
- {
- current.x = As<Short4>(As<UShort4>(current.x) >> 8);
- current.y = As<Short4>(As<UShort4>(current.y) >> 8);
- current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- current.w = As<Short4>(As<UShort4>(current.w) >> 8);
-
- current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
- current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
-
- current.x = current.z;
- current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
- current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
- current.y = current.z;
- current.z = As<Short4>(UnpackLow(current.z, current.x));
- current.y = As<Short4>(UnpackHigh(current.y, current.x));
- }
- break;
- case FORMAT_A8:
- current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
- break;
- case FORMAT_G16R16:
- current.z = current.x;
- current.x = As<Short4>(UnpackLow(current.x, current.y));
- current.z = As<Short4>(UnpackHigh(current.z, current.y));
- current.y = current.z;
- break;
- case FORMAT_A16B16G16R16:
- transpose4x4(current.x, current.y, current.z, current.w);
- break;
- default:
- ASSERT(false);
- }
-
- Short4 c01 = current.z;
- Short4 c23 = current.y;
-
- Int xMask; // Combination of all masks
-
- if(state.depthTestActive)
- {
- xMask = zMask;
- }
- else
- {
- xMask = cMask;
- }
-
- if(state.stencilActive)
- {
- xMask &= sMask;
- }
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R5G6B5:
- {
- Pointer<Byte> buffer = cBuffer + 2 * x;
- Int value = *Pointer<Int>(buffer);
-
- Int c01 = Extract(As<Int2>(current.x), 0);
-
- if((bgraWriteMask & 0x00000007) != 0x00000007)
- {
- Int masked = value;
- c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
- masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
- c01 |= masked;
- }
-
- c01 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
- value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
- c01 |= value;
- *Pointer<Int>(buffer) = c01;
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- value = *Pointer<Int>(buffer);
-
- Int c23 = Extract(As<Int2>(current.x), 1);
-
- if((bgraWriteMask & 0x00000007) != 0x00000007)
- {
- Int masked = value;
- c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
- masked &= *Pointer<Int>(r.constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0]));
- c23 |= masked;
- }
-
- c23 &= *Pointer<Int>(r.constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
- value &= *Pointer<Int>(r.constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
- c23 |= value;
- *Pointer<Int>(buffer) = c23;
- }
- break;
- case FORMAT_A8G8R8B8Q:
- case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
- UNIMPLEMENTED();
- // value = *Pointer<Short4>(cBuffer + 8 * x + 0);
-
- // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
- // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
- // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
- // {
- // Short4 masked = value;
- // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
- // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
- // c01 |= masked;
- // }
-
- // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
- // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
- // c01 |= value;
- // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
-
- // value = *Pointer<Short4>(cBuffer + 8 * x + 8);
-
- // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
- // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
- // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
- // {
- // Short4 masked = value;
- // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
- // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
- // c23 |= masked;
- // }
-
- // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
- // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
- // c23 |= value;
- // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
- break;
- case FORMAT_A8R8G8B8:
- case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
- {
- Pointer<Byte> buffer = cBuffer + x * 4;
- Short4 value = *Pointer<Short4>(buffer);
-
- if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
- ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
- (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
- {
- Short4 masked = value;
- c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
- c01 |= masked;
- }
-
- c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
- c01 |= value;
- *Pointer<Short4>(buffer) = c01;
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- value = *Pointer<Short4>(buffer);
-
- if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
- ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
- (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
- {
- Short4 masked = value;
- c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
- c23 |= masked;
- }
-
- c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
- c23 |= value;
- *Pointer<Short4>(buffer) = c23;
- }
- break;
- case FORMAT_A8B8G8R8:
- case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha?
- {
- Pointer<Byte> buffer = cBuffer + x * 4;
- Short4 value = *Pointer<Short4>(buffer);
-
- if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
- ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
- (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
- {
- Short4 masked = value;
- c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
- c01 |= masked;
- }
-
- c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
- c01 |= value;
- *Pointer<Short4>(buffer) = c01;
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- value = *Pointer<Short4>(buffer);
-
- if((state.targetFormat[index] == FORMAT_A8B8G8R8 && rgbaWriteMask != 0x0000000F) ||
- ((state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x00000007) &&
- (state.targetFormat[index] == FORMAT_X8B8G8R8 && rgbaWriteMask != 0x0000000F))) // FIXME: Need for masking when XBGR && Fh?
- {
- Short4 masked = value;
- c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
- c23 |= masked;
- }
-
- c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
- c23 |= value;
- *Pointer<Short4>(buffer) = c23;
- }
- break;
- case FORMAT_A8:
- if(rgbaWriteMask & 0x00000008)
- {
- Pointer<Byte> buffer = cBuffer + 1 * x;
- Short4 value;
- Insert(value, *Pointer<Short>(buffer), 0);
- Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- Insert(value, *Pointer<Short>(buffer + pitch), 1);
- value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
-
- current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
- current.w |= value;
-
- *Pointer<Short>(buffer) = Extract(current.w, 0);
- *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
- }
- break;
- case FORMAT_G16R16:
- {
- Pointer<Byte> buffer = cBuffer + 4 * x;
-
- Short4 value = *Pointer<Short4>(buffer);
-
- if((rgbaWriteMask & 0x00000003) != 0x00000003)
- {
- Short4 masked = value;
- current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
- current.x |= masked;
- }
-
- current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
- current.x |= value;
- *Pointer<Short4>(buffer) = current.x;
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- value = *Pointer<Short4>(buffer);
-
- if((rgbaWriteMask & 0x00000003) != 0x00000003)
- {
- Short4 masked = value;
- current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0]));
- current.y |= masked;
- }
-
- current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
- current.y |= value;
- *Pointer<Short4>(buffer) = current.y;
- }
- break;
- case FORMAT_A16B16G16R16:
- {
- Pointer<Byte> buffer = cBuffer + 8 * x;
-
- {
- Short4 value = *Pointer<Short4>(buffer);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Short4 masked = value;
- current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.x |= masked;
- }
-
- current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
- current.x |= value;
- *Pointer<Short4>(buffer) = current.x;
- }
-
- {
- Short4 value = *Pointer<Short4>(buffer + 8);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Short4 masked = value;
- current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.y |= masked;
- }
-
- current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
- current.y |= value;
- *Pointer<Short4>(buffer + 8) = current.y;
- }
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- {
- Short4 value = *Pointer<Short4>(buffer);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Short4 masked = value;
- current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.z |= masked;
- }
-
- current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
- current.z |= value;
- *Pointer<Short4>(buffer) = current.z;
- }
-
- {
- Short4 value = *Pointer<Short4>(buffer + 8);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Short4 masked = value;
- current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
- masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
- current.w |= masked;
- }
-
- current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
- value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
- current.w |= value;
- *Pointer<Short4>(buffer + 8) = current.w;
- }
- }
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
- {
- switch(blendFactorActive)
- {
- case BLEND_ZERO:
- // Optimized
- break;
- case BLEND_ONE:
- // Optimized
- break;
- case BLEND_SOURCE:
- blendFactor.x = oC.x;
- blendFactor.y = oC.y;
- blendFactor.z = oC.z;
- break;
- case BLEND_INVSOURCE:
- blendFactor.x = Float4(1.0f) - oC.x;
- blendFactor.y = Float4(1.0f) - oC.y;
- blendFactor.z = Float4(1.0f) - oC.z;
- break;
- case BLEND_DEST:
- blendFactor.x = pixel.x;
- blendFactor.y = pixel.y;
- blendFactor.z = pixel.z;
- break;
- case BLEND_INVDEST:
- blendFactor.x = Float4(1.0f) - pixel.x;
- blendFactor.y = Float4(1.0f) - pixel.y;
- blendFactor.z = Float4(1.0f) - pixel.z;
- break;
- case BLEND_SOURCEALPHA:
- blendFactor.x = oC.w;
- blendFactor.y = oC.w;
- blendFactor.z = oC.w;
- break;
- case BLEND_INVSOURCEALPHA:
- blendFactor.x = Float4(1.0f) - oC.w;
- blendFactor.y = Float4(1.0f) - oC.w;
- blendFactor.z = Float4(1.0f) - oC.w;
- break;
- case BLEND_DESTALPHA:
- blendFactor.x = pixel.w;
- blendFactor.y = pixel.w;
- blendFactor.z = pixel.w;
- break;
- case BLEND_INVDESTALPHA:
- blendFactor.x = Float4(1.0f) - pixel.w;
- blendFactor.y = Float4(1.0f) - pixel.w;
- blendFactor.z = Float4(1.0f) - pixel.w;
- break;
- case BLEND_SRCALPHASAT:
- blendFactor.x = Float4(1.0f) - pixel.w;
- blendFactor.x = Min(blendFactor.x, oC.w);
- blendFactor.y = blendFactor.x;
- blendFactor.z = blendFactor.x;
- break;
- case BLEND_CONSTANT:
- blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0]));
- blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1]));
- blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2]));
- break;
- case BLEND_INVCONSTANT:
- blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
- blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
- blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
- {
- switch(blendFactorAlphaActive)
- {
- case BLEND_ZERO:
- // Optimized
- break;
- case BLEND_ONE:
- // Optimized
- break;
- case BLEND_SOURCE:
- blendFactor.w = oC.w;
- break;
- case BLEND_INVSOURCE:
- blendFactor.w = Float4(1.0f) - oC.w;
- break;
- case BLEND_DEST:
- blendFactor.w = pixel.w;
- break;
- case BLEND_INVDEST:
- blendFactor.w = Float4(1.0f) - pixel.w;
- break;
- case BLEND_SOURCEALPHA:
- blendFactor.w = oC.w;
- break;
- case BLEND_INVSOURCEALPHA:
- blendFactor.w = Float4(1.0f) - oC.w;
- break;
- case BLEND_DESTALPHA:
- blendFactor.w = pixel.w;
- break;
- case BLEND_INVDESTALPHA:
- blendFactor.w = Float4(1.0f) - pixel.w;
- break;
- case BLEND_SRCALPHASAT:
- blendFactor.w = Float4(1.0f);
- break;
- case BLEND_CONSTANT:
- blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3]));
- break;
- case BLEND_INVCONSTANT:
- blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
- {
- if(!state.alphaBlendActive)
- {
- return;
- }
-
- Pointer<Byte> buffer;
- Vector4f pixel;
-
- Vector4s color;
- Short4 c01;
- Short4 c23;
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R32F:
- buffer = cBuffer;
- // FIXME: movlps
- pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
- pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- // FIXME: movhps
- pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
- pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
- pixel.y = Float4(1.0f);
- pixel.z = Float4(1.0f);
- pixel.w = Float4(1.0f);
- break;
- case FORMAT_G32R32F:
- buffer = cBuffer;
- pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
- pixel.z = pixel.x;
- pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
- pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
- pixel.y = pixel.z;
- pixel.z = Float4(1.0f);
- pixel.w = Float4(1.0f);
- break;
- case FORMAT_A32B32G32R32F:
- buffer = cBuffer;
- pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
- pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
- pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
- pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
- transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
- break;
- default:
- ASSERT(false);
- }
-
- if(postBlendSRGB && state.writeSRGB)
- {
- sRGBtoLinear(pixel.x);
- sRGBtoLinear(pixel.y);
- sRGBtoLinear(pixel.z);
- }
-
- // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
- Vector4f sourceFactor;
- Vector4f destFactor;
-
- blendFactor(r, sourceFactor, oC, pixel, state.sourceBlendFactor);
- blendFactor(r, destFactor, oC, pixel, state.destBlendFactor);
-
- if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
- {
- oC.x *= sourceFactor.x;
- oC.y *= sourceFactor.y;
- oC.z *= sourceFactor.z;
- }
-
- if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
- {
- pixel.x *= destFactor.x;
- pixel.y *= destFactor.y;
- pixel.z *= destFactor.z;
- }
-
- switch(state.blendOperation)
- {
- case BLENDOP_ADD:
- oC.x += pixel.x;
- oC.y += pixel.y;
- oC.z += pixel.z;
- break;
- case BLENDOP_SUB:
- oC.x -= pixel.x;
- oC.y -= pixel.y;
- oC.z -= pixel.z;
- break;
- case BLENDOP_INVSUB:
- oC.x = pixel.x - oC.x;
- oC.y = pixel.y - oC.y;
- oC.z = pixel.z - oC.z;
- break;
- case BLENDOP_MIN:
- oC.x = Min(oC.x, pixel.x);
- oC.y = Min(oC.y, pixel.y);
- oC.z = Min(oC.z, pixel.z);
- break;
- case BLENDOP_MAX:
- oC.x = Max(oC.x, pixel.x);
- oC.y = Max(oC.y, pixel.y);
- oC.z = Max(oC.z, pixel.z);
- break;
- case BLENDOP_SOURCE:
- // No operation
- break;
- case BLENDOP_DEST:
- oC.x = pixel.x;
- oC.y = pixel.y;
- oC.z = pixel.z;
- break;
- case BLENDOP_NULL:
- oC.x = Float4(0.0f);
- oC.y = Float4(0.0f);
- oC.z = Float4(0.0f);
- break;
- default:
- ASSERT(false);
- }
-
- blendFactorAlpha(r, sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
- blendFactorAlpha(r, destFactor, oC, pixel, state.destBlendFactorAlpha);
-
- if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
- {
- oC.w *= sourceFactor.w;
- }
-
- if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
- {
- pixel.w *= destFactor.w;
- }
-
- switch(state.blendOperationAlpha)
- {
- case BLENDOP_ADD:
- oC.w += pixel.w;
- break;
- case BLENDOP_SUB:
- oC.w -= pixel.w;
- break;
- case BLENDOP_INVSUB:
- pixel.w -= oC.w;
- oC.w = pixel.w;
- break;
- case BLENDOP_MIN:
- oC.w = Min(oC.w, pixel.w);
- break;
- case BLENDOP_MAX:
- oC.w = Max(oC.w, pixel.w);
- break;
- case BLENDOP_SOURCE:
- // No operation
- break;
- case BLENDOP_DEST:
- oC.w = pixel.w;
- break;
- case BLENDOP_NULL:
- oC.w = Float4(0.0f);
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
- {
- switch(state.targetFormat[index])
- {
- case FORMAT_R32F:
- break;
- case FORMAT_G32R32F:
- oC.z = oC.x;
- oC.x = UnpackLow(oC.x, oC.y);
- oC.z = UnpackHigh(oC.z, oC.y);
- oC.y = oC.z;
- break;
- case FORMAT_A32B32G32R32F:
- transpose4x4(oC.x, oC.y, oC.z, oC.w);
- break;
- default:
- ASSERT(false);
- }
-
- int rgbaWriteMask = state.colorWriteActive(index);
-
- Int xMask; // Combination of all masks
-
- if(state.depthTestActive)
- {
- xMask = zMask;
- }
- else
- {
- xMask = cMask;
- }
-
- if(state.stencilActive)
- {
- xMask &= sMask;
- }
-
- Pointer<Byte> buffer;
- Float4 value;
-
- switch(state.targetFormat[index])
- {
- case FORMAT_R32F:
- if(rgbaWriteMask & 0x00000001)
- {
- buffer = cBuffer + 4 * x;
-
- // FIXME: movlps
- value.x = *Pointer<Float>(buffer + 0);
- value.y = *Pointer<Float>(buffer + 4);
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- // FIXME: movhps
- value.z = *Pointer<Float>(buffer + 0);
- value.w = *Pointer<Float>(buffer + 4);
-
- oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
- oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
-
- // FIXME: movhps
- *Pointer<Float>(buffer + 0) = oC.x.z;
- *Pointer<Float>(buffer + 4) = oC.x.w;
-
- buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- // FIXME: movlps
- *Pointer<Float>(buffer + 0) = oC.x.x;
- *Pointer<Float>(buffer + 4) = oC.x.y;
- }
- break;
- case FORMAT_G32R32F:
- buffer = cBuffer + 8 * x;
-
- value = *Pointer<Float4>(buffer);
-
- if((rgbaWriteMask & 0x00000003) != 0x00000003)
- {
- Float4 masked = value;
- oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
- oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
- }
-
- oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
- oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
- *Pointer<Float4>(buffer) = oC.x;
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- value = *Pointer<Float4>(buffer);
-
- if((rgbaWriteMask & 0x00000003) != 0x00000003)
- {
- Float4 masked;
-
- masked = value;
- oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0])));
- oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
- }
-
- oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
- oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
- *Pointer<Float4>(buffer) = oC.y;
- break;
- case FORMAT_A32B32G32R32F:
- buffer = cBuffer + 16 * x;
-
- {
- value = *Pointer<Float4>(buffer, 16);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Float4 masked = value;
- oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
- }
-
- oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
- oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
- *Pointer<Float4>(buffer, 16) = oC.x;
- }
-
- {
- value = *Pointer<Float4>(buffer + 16, 16);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Float4 masked = value;
- oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
- }
-
- oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
- oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
- *Pointer<Float4>(buffer + 16, 16) = oC.y;
- }
-
- buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index]));
-
- {
- value = *Pointer<Float4>(buffer, 16);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Float4 masked = value;
- oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
- }
-
- oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
- oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
- *Pointer<Float4>(buffer, 16) = oC.z;
- }
-
- {
- value = *Pointer<Float4>(buffer + 16, 16);
-
- if(rgbaWriteMask != 0x0000000F)
- {
- Float4 masked = value;
- oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
- masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
- oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
- }
-
- oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
- value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
- oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
- *Pointer<Float4>(buffer + 16, 16) = oC.w;
- }
- break;
- default:
- ASSERT(false);
- }
- }
-
- void PixelRoutine::ps_1_x(Registers &r, Int cMask[4])
- {
- int pad = 0; // Count number of texm3x3pad instructions
- Vector4s dPairing; // Destination for first pairing instruction
-
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- // #ifndef NDEBUG // FIXME: Centralize debug output control
- // shader->printInstruction(i, "debug.txt");
- // #endif
-
- if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
- {
- continue;
- }
-
- const Dst &dst = instruction->dst;
- const Src &src0 = instruction->src[0];
- const Src &src1 = instruction->src[1];
- const Src &src2 = instruction->src[2];
-
- unsigned short version = shader->getVersion();
- bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
- bool coissue = instruction->coissue; // Second instruction of pair
-
- Vector4s d;
- Vector4s s0;
- Vector4s s1;
- Vector4s s2;
-
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
-
- Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
- Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
- Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
- Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
-
- switch(opcode)
- {
- case Shader::OPCODE_PS_1_0: break;
- case Shader::OPCODE_PS_1_1: break;
- case Shader::OPCODE_PS_1_2: break;
- case Shader::OPCODE_PS_1_3: break;
- case Shader::OPCODE_PS_1_4: break;
-
- case Shader::OPCODE_DEF: break;
-
- case Shader::OPCODE_NOP: break;
- case Shader::OPCODE_MOV: MOV(d, s0); break;
- case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
- case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
- case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
- case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
- case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
- case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
- case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
- case Shader::OPCODE_TEXCOORD:
- if(version < 0x0104)
- {
- TEXCOORD(d, u, v, s, dst.index);
- }
- else
- {
- if((src0.swizzle & 0x30) == 0x20) // .xyz
- {
- TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- else // .xyw
- {
- TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- break;
- case Shader::OPCODE_TEXKILL:
- if(version < 0x0104)
- {
- TEXKILL(cMask, u, v, s);
- }
- else if(version == 0x0104)
- {
- if(dst.type == Shader::PARAMETER_TEXTURE)
- {
- TEXKILL(cMask, u, v, s);
- }
- else
- {
- TEXKILL(cMask, r.rs[dst.index]);
- }
- }
- else ASSERT(false);
- break;
- case Shader::OPCODE_TEX:
- if(version < 0x0104)
- {
- TEX(r, d, u, v, s, dst.index, false);
- }
- else if(version == 0x0104)
- {
- if(src0.type == Shader::PARAMETER_TEXTURE)
- {
- if((src0.swizzle & 0x30) == 0x20) // .xyz
- {
- TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- else // .xyw
- {
- TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- else
- {
- TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
- }
- }
- else ASSERT(false);
- break;
- case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
- case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
- case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
- case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
- case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
- case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
- case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
- case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
- case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
- case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
- case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
- case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
- case Shader::OPCODE_PHASE: break;
- case Shader::OPCODE_END: break;
- default:
- ASSERT(false);
- }
-
- if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
- {
- if(dst.shift > 0)
- {
- if(dst.mask & 0x1) {d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x);}
- if(dst.mask & 0x2) {d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y);}
- if(dst.mask & 0x4) {d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z);}
- if(dst.mask & 0x8) {d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w);}
- }
- else if(dst.shift < 0)
- {
- if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
- if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
- if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
- if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
- }
-
- if(dst.saturate)
- {
- if(dst.mask & 0x1) {d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x2) {d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x4) {d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- if(dst.mask & 0x8) {d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));}
- }
-
- if(pairing)
- {
- if(dst.mask & 0x1) dPairing.x = d.x;
- if(dst.mask & 0x2) dPairing.y = d.y;
- if(dst.mask & 0x4) dPairing.z = d.z;
- if(dst.mask & 0x8) dPairing.w = d.w;
- }
-
- if(coissue)
- {
- const Dst &dst = shader->getInstruction(i - 1)->dst;
-
- writeDestination(r, dPairing, dst);
- }
-
- if(!pairing)
- {
- writeDestination(r, d, dst);
- }
- }
- }
- }
-
- void PixelRoutine::ps_2_x(Registers &r, Int cMask[4])
- {
- r.enableIndex = 0;
- r.stackIndex = 0;
-
- if(shader->containsLeaveInstruction())
- {
- r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- bool out[4][4] = {false};
-
- // Create all call site return blocks up front
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
- {
- const Dst &dst = instruction->dst;
-
- ASSERT(callRetBlock[dst.label].size() == dst.callSite);
- callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
- }
- }
-
- for(size_t i = 0; i < shader->getLength(); i++)
- {
- const Shader::Instruction *instruction = shader->getInstruction(i);
- Shader::Opcode opcode = instruction->opcode;
-
- if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
- {
- continue;
- }
-
- const Dst &dst = instruction->dst;
- const Src &src0 = instruction->src[0];
- const Src &src1 = instruction->src[1];
- const Src &src2 = instruction->src[2];
- const Src &src3 = instruction->src[3];
-
- bool predicate = instruction->predicate;
- Control control = instruction->control;
- bool pp = dst.partialPrecision;
- bool project = instruction->project;
- bool bias = instruction->bias;
-
- Vector4f d;
- Vector4f s0;
- Vector4f s1;
- Vector4f s2;
- Vector4f s3;
-
- if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
- {
- if(dst.type == Shader::PARAMETER_TEXTURE)
- {
- d.x = r.vf[2 + dst.index].x;
- d.y = r.vf[2 + dst.index].y;
- d.z = r.vf[2 + dst.index].z;
- d.w = r.vf[2 + dst.index].w;
- }
- else
- {
- d = r.rf[dst.index];
- }
- }
-
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
- if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
-
- switch(opcode)
- {
- case Shader::OPCODE_PS_2_0: break;
- case Shader::OPCODE_PS_2_x: break;
- case Shader::OPCODE_PS_3_0: break;
- case Shader::OPCODE_DEF: break;
- case Shader::OPCODE_DCL: break;
- case Shader::OPCODE_NOP: break;
- case Shader::OPCODE_MOV: mov(d, s0); break;
- case Shader::OPCODE_F2B: f2b(d, s0); break;
- case Shader::OPCODE_B2F: b2f(d, s0); break;
- case Shader::OPCODE_ADD: add(d, s0, s1); break;
- case Shader::OPCODE_SUB: sub(d, s0, s1); break;
- case Shader::OPCODE_MUL: mul(d, s0, s1); break;
- case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
- case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
- case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
- case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
- case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
- case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
- case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
- case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
- case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
- case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
- case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
- case Shader::OPCODE_FRC: frc(d, s0); break;
- case Shader::OPCODE_TRUNC: trunc(d, s0); break;
- case Shader::OPCODE_FLOOR: floor(d, s0); break;
- case Shader::OPCODE_ROUND: round(d, s0); break;
- case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
- case Shader::OPCODE_CEIL: ceil(d, s0); break;
- case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
- case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
- case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
- case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
- case Shader::OPCODE_EXP: exp(d, s0, pp); break;
- case Shader::OPCODE_LOG: log(d, s0, pp); break;
- case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
- case Shader::OPCODE_DIV: div(d, s0, s1); break;
- case Shader::OPCODE_MOD: mod(d, s0, s1); break;
- case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
- case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
- case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
- case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
- case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
- case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
- case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
- case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
- case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
- case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
- case Shader::OPCODE_MIN: min(d, s0, s1); break;
- case Shader::OPCODE_MAX: max(d, s0, s1); break;
- case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
- case Shader::OPCODE_STEP: step(d, s0, s1); break;
- case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
- case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
- case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
- case Shader::OPCODE_SGN: sgn(d, s0); break;
- case Shader::OPCODE_CRS: crs(d, s0, s1); break;
- case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
- case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
- case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
- case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
- case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
- case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
- case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
- case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
- case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
- case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
- case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
- case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
- case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
- case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
- case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
- case Shader::OPCODE_ABS: abs(d, s0); break;
- case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
- case Shader::OPCODE_COS: cos(d, s0, pp); break;
- case Shader::OPCODE_SIN: sin(d, s0, pp); break;
- case Shader::OPCODE_TAN: tan(d, s0, pp); break;
- case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
- case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
- case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
- case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
- case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
- case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
- case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
- case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
- case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
- case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
- case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
- case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
- case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
- case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
- case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
- case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
- case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
- case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
- case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
- case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
- case Shader::OPCODE_DFDX: DFDX(d, s0); break;
- case Shader::OPCODE_DFDY: DFDY(d, s0); break;
- case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
- case Shader::OPCODE_BREAK: BREAK(r); break;
- case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
- case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
- case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
- case Shader::OPCODE_TEST: TEST(); break;
- case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
- case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
- case Shader::OPCODE_ELSE: ELSE(r); break;
- case Shader::OPCODE_ENDIF: ENDIF(r); break;
- case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
- case Shader::OPCODE_ENDREP: ENDREP(r); break;
- case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
- case Shader::OPCODE_IF: IF(r, src0); break;
- case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
- case Shader::OPCODE_LABEL: LABEL(dst.index); break;
- case Shader::OPCODE_LOOP: LOOP(r, src1); break;
- case Shader::OPCODE_REP: REP(r, src0); break;
- case Shader::OPCODE_WHILE: WHILE(r, src0); break;
- case Shader::OPCODE_RET: RET(r); break;
- case Shader::OPCODE_LEAVE: LEAVE(r); break;
- case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
- case Shader::OPCODE_ALL: all(d.x, s0); break;
- case Shader::OPCODE_ANY: any(d.x, s0); break;
- case Shader::OPCODE_NOT: not(d, s0); break;
- case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
- case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
- case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
- case Shader::OPCODE_END: break;
- default:
- ASSERT(false);
- }
-
- if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
- {
- if(dst.integer)
- {
- switch(opcode)
- {
- case Shader::OPCODE_DIV:
- if(dst.x) d.x = Trunc(d.x);
- if(dst.y) d.y = Trunc(d.y);
- if(dst.z) d.z = Trunc(d.z);
- if(dst.w) d.w = Trunc(d.w);
- break;
- default:
- break; // No truncation to integer required when arguments are integer
- }
- }
-
- if(dst.saturate)
- {
- if(dst.x) d.x = Max(d.x, Float4(0.0f));
- if(dst.y) d.y = Max(d.y, Float4(0.0f));
- if(dst.z) d.z = Max(d.z, Float4(0.0f));
- if(dst.w) d.w = Max(d.w, Float4(0.0f));
-
- if(dst.x) d.x = Min(d.x, Float4(1.0f));
- if(dst.y) d.y = Min(d.y, Float4(1.0f));
- if(dst.z) d.z = Min(d.z, Float4(1.0f));
- if(dst.w) d.w = Min(d.w, Float4(1.0f));
- }
-
- if(instruction->isPredicated())
- {
- Vector4f pDst; // FIXME: Rename
-
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.rel.type == Shader::PARAMETER_VOID)
- {
- if(dst.x) pDst.x = r.rf[dst.index].x;
- if(dst.y) pDst.y = r.rf[dst.index].y;
- if(dst.z) pDst.z = r.rf[dst.index].z;
- if(dst.w) pDst.w = r.rf[dst.index].w;
- }
- else
- {
- Int a = relativeAddress(r, dst);
-
- if(dst.x) pDst.x = r.rf[dst.index + a].x;
- if(dst.y) pDst.y = r.rf[dst.index + a].y;
- if(dst.z) pDst.z = r.rf[dst.index + a].z;
- if(dst.w) pDst.w = r.rf[dst.index + a].w;
- }
- break;
- case Shader::PARAMETER_COLOROUT:
- ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
- if(dst.x) pDst.x = r.oC[dst.index].x;
- if(dst.y) pDst.y = r.oC[dst.index].y;
- if(dst.z) pDst.z = r.oC[dst.index].z;
- if(dst.w) pDst.w = r.oC[dst.index].w;
- break;
- case Shader::PARAMETER_PREDICATE:
- if(dst.x) pDst.x = r.p0.x;
- if(dst.y) pDst.y = r.p0.y;
- if(dst.z) pDst.z = r.p0.z;
- if(dst.w) pDst.w = r.p0.w;
- break;
- case Shader::PARAMETER_DEPTHOUT:
- pDst.x = r.oDepth;
- break;
- default:
- ASSERT(false);
- }
-
- Int4 enable = enableMask(r, instruction);
-
- Int4 xEnable = enable;
- Int4 yEnable = enable;
- Int4 zEnable = enable;
- Int4 wEnable = enable;
-
- if(predicate)
- {
- unsigned char pSwizzle = instruction->predicateSwizzle;
-
- Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
- Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
- Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
- Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
-
- if(!instruction->predicateNot)
- {
- if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
- if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
- if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
- if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
- }
- else
- {
- if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
- if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
- if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
- if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
- }
- }
-
- if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
- if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
- if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
- if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
-
- if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
- if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
- if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
- if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
- }
-
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.rel.type == Shader::PARAMETER_VOID)
- {
- if(dst.x) r.rf[dst.index].x = d.x;
- if(dst.y) r.rf[dst.index].y = d.y;
- if(dst.z) r.rf[dst.index].z = d.z;
- if(dst.w) r.rf[dst.index].w = d.w;
- }
- else
- {
- Int a = relativeAddress(r, dst);
-
- if(dst.x) r.rf[dst.index + a].x = d.x;
- if(dst.y) r.rf[dst.index + a].y = d.y;
- if(dst.z) r.rf[dst.index + a].z = d.z;
- if(dst.w) r.rf[dst.index + a].w = d.w;
- }
- break;
- case Shader::PARAMETER_COLOROUT:
- ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
- if(dst.x) {r.oC[dst.index].x = d.x; out[dst.index][0] = true;}
- if(dst.y) {r.oC[dst.index].y = d.y; out[dst.index][1] = true;}
- if(dst.z) {r.oC[dst.index].z = d.z; out[dst.index][2] = true;}
- if(dst.w) {r.oC[dst.index].w = d.w; out[dst.index][3] = true;}
- break;
- case Shader::PARAMETER_PREDICATE:
- if(dst.x) r.p0.x = d.x;
- if(dst.y) r.p0.y = d.y;
- if(dst.z) r.p0.z = d.z;
- if(dst.w) r.p0.w = d.w;
- break;
- case Shader::PARAMETER_DEPTHOUT:
- r.oDepth = d.x;
- break;
- default:
- ASSERT(false);
- }
- }
- }
-
- if(currentLabel != -1)
- {
- Nucleus::setInsertBlock(returnBlock);
- }
-
- for(int i = 0; i < 4; i++)
- {
- if(state.targetFormat[i] != FORMAT_NULL)
- {
- if(!out[i][0]) r.oC[i].x = Float4(0.0f);
- if(!out[i][1]) r.oC[i].y = Float4(0.0f);
- if(!out[i][2]) r.oC[i].z = Float4(0.0f);
- if(!out[i][3]) r.oC[i].w = Float4(0.0f);
- }
- }
- }
-
- Short4 PixelRoutine::convertFixed12(RValue<Float4> cf)
- {
- return RoundShort4(cf * Float4(0x1000));
- }
-
- void PixelRoutine::convertFixed12(Vector4s &cs, Vector4f &cf)
- {
- cs.x = convertFixed12(cf.x);
- cs.y = convertFixed12(cf.y);
- cs.z = convertFixed12(cf.z);
- cs.w = convertFixed12(cf.w);
- }
-
- UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
- {
- return UShort4(cf * Float4(0xFFFF), saturate);
- }
-
- void PixelRoutine::convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate)
- {
- cs.x = convertFixed16(cf.x, saturate);
- cs.y = convertFixed16(cf.y, saturate);
- cs.z = convertFixed16(cf.z, saturate);
- cs.w = convertFixed16(cf.w, saturate);
- }
-
- Float4 PixelRoutine::convertSigned12(Short4 &cs)
- {
- return Float4(cs) * Float4(1.0f / 0x0FFE);
- }
-
- void PixelRoutine::convertSigned12(Vector4f &cf, Vector4s &cs)
- {
- cf.x = convertSigned12(cs.x);
- cf.y = convertSigned12(cs.y);
- cf.z = convertSigned12(cs.z);
- cf.w = convertSigned12(cs.w);
- }
-
- Float4 PixelRoutine::convertUnsigned16(UShort4 cs)
- {
- return Float4(cs) * Float4(1.0f / 0xFFFF);
- }
-
- void PixelRoutine::sRGBtoLinear16_12_16(Registers &r, Vector4s &c)
- {
- c.x = As<UShort4>(c.x) >> 4;
- c.y = As<UShort4>(c.y) >> 4;
- c.z = As<UShort4>(c.z) >> 4;
-
- sRGBtoLinear12_16(r, c);
- }
-
- void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4s &c)
- {
- Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLinear12_16);
-
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
-
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
-
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
- }
-
- void PixelRoutine::linearToSRGB16_12_16(Registers &r, Vector4s &c)
- {
- c.x = As<UShort4>(c.x) >> 4;
- c.y = As<UShort4>(c.y) >> 4;
- c.z = As<UShort4>(c.z) >> 4;
-
- linearToSRGB12_16(r, c);
- }
-
- void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4s &c)
- {
- Pointer<Byte> LUT = r.constants + OFFSET(Constants,linearToSRGB12_16);
-
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
- c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
-
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
- c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
-
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
- c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
- }
-
- Float4 PixelRoutine::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
- {
- Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
- Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
-
- return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
- }
-
- Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
- {
- Float4 linear = x * x;
- linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
-
- return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
- }
-
- void PixelRoutine::MOV(Vector4s &dst, Vector4s &src0)
- {
- dst.x = src0.x;
- dst.y = src0.y;
- dst.z = src0.z;
- dst.w = src0.w;
- }
-
- void PixelRoutine::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- dst.x = AddSat(src0.x, src1.x);
- dst.y = AddSat(src0.y, src1.y);
- dst.z = AddSat(src0.z, src1.z);
- dst.w = AddSat(src0.w, src1.w);
- }
-
- void PixelRoutine::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- dst.x = SubSat(src0.x, src1.x);
- dst.y = SubSat(src0.y, src1.y);
- dst.z = SubSat(src0.z, src1.z);
- dst.w = SubSat(src0.w, src1.w);
- }
-
- void PixelRoutine::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
- {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
- {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
- {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
- }
+ pixel.y = pixel.z;
+ pixel.w = pixel.x;
+ pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
+ pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
+ pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
+ pixel.w = Short4(0xFFFFu);
+ break;
+ case FORMAT_A8G8R8B8Q:
+ UNIMPLEMENTED();
+ // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ break;
+ case FORMAT_X8G8R8B8Q:
+ UNIMPLEMENTED();
+ // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
+ // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
+ // pixel.w = Short4(0xFFFFu);
+ break;
+ case FORMAT_A16B16G16R16:
+ buffer = cBuffer;
+ pixel.x = *Pointer<Short4>(buffer + 8 * x);
+ pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ pixel.z = *Pointer<Short4>(buffer + 8 * x);
+ pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
+ transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
+ break;
+ case FORMAT_G16R16:
+ buffer = cBuffer;
+ pixel.x = *Pointer<Short4>(buffer + 4 * x);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ pixel.y = *Pointer<Short4>(buffer + 4 * x);
+ pixel.z = pixel.x;
+ pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
+ pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
+ pixel.y = pixel.z;
+ pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
+ pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
+ pixel.z = Short4(0xFFFFu);
+ pixel.w = Short4(0xFFFFu);
+ break;
+ default:
+ ASSERT(false);
+ }
- void PixelRoutine::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x);}
- {dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);}
- {dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z);}
- {dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w);}
+ if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
+ {
+ sRGBtoLinear16_12_16(pixel);
+ }
}
- void PixelRoutine::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
+ void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
{
- Short4 t0;
- Short4 t1;
-
- // FIXME: Long fixed-point multiply fixup
- t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
- t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
+ if(!state.alphaBlendActive)
+ {
+ return;
+ }
- void PixelRoutine::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
- {
- Short4 t0;
- Short4 t1;
-
- // FIXME: Long fixed-point multiply fixup
- t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
- t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
- t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
- t0 = AddSat(t0, t1);
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
+ Vector4s pixel;
+ readPixel(index, cBuffer, x, pixel);
- void PixelRoutine::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- // FIXME: Long fixed-point multiply fixup
- {dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x);}
- {dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);}
- {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z);}
- {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w);}
- }
+ // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+ Vector4s sourceFactor;
+ Vector4s destFactor;
- void PixelRoutine::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
- {
- Float4 uw;
- Float4 vw;
- Float4 sw;
+ blendFactor(sourceFactor, current, pixel, state.sourceBlendFactor);
+ blendFactor(destFactor, current, pixel, state.destBlendFactor);
- if(state.interpolant[2 + coordinate].component & 0x01)
- {
- uw = Max(u, Float4(0.0f));
- uw = Min(uw, Float4(1.0f));
- dst.x = convertFixed12(uw);
- }
- else
+ if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
{
- dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
+ current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
+ current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
}
- if(state.interpolant[2 + coordinate].component & 0x02)
- {
- vw = Max(v, Float4(0.0f));
- vw = Min(vw, Float4(1.0f));
- dst.y = convertFixed12(vw);
- }
- else
+ if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
{
- dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
+ pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
+ pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
}
- if(state.interpolant[2 + coordinate].component & 0x04)
- {
- sw = Max(s, Float4(0.0f));
- sw = Min(sw, Float4(1.0f));
- dst.z = convertFixed12(sw);
- }
- else
+ switch(state.blendOperation)
{
- dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ case BLENDOP_ADD:
+ current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
+ break;
+ case BLENDOP_SUB:
+ current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
+ break;
+ case BLENDOP_INVSUB:
+ current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
+ current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
+ current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
+ break;
+ case BLENDOP_MIN:
+ current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
+ break;
+ case BLENDOP_MAX:
+ current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
+ current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
+ current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
+ break;
+ case BLENDOP_SOURCE:
+ // No operation
+ break;
+ case BLENDOP_DEST:
+ current.x = pixel.x;
+ current.y = pixel.y;
+ current.z = pixel.z;
+ break;
+ case BLENDOP_NULL:
+ current.x = Short4(0x0000);
+ current.y = Short4(0x0000);
+ current.z = Short4(0x0000);
+ break;
+ default:
+ ASSERT(false);
}
- dst.w = Short4(0x1000);
- }
-
- void PixelRoutine::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
- {
- Float4 uw = u;
- Float4 vw = v;
- Float4 sw = s;
+ blendFactorAlpha(sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
+ blendFactorAlpha(destFactor, current, pixel, state.destBlendFactorAlpha);
- if(project)
+ if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
{
- uw *= Rcp_pp(s);
- vw *= Rcp_pp(s);
+ current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
}
- if(state.interpolant[2 + coordinate].component & 0x01)
- {
- uw *= Float4(0x1000);
- uw = Max(uw, Float4(-0x8000));
- uw = Min(uw, Float4(0x7FFF));
- dst.x = RoundShort4(uw);
- }
- else
+ if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
{
- dst.x = Short4(0x0000);
+ pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
}
- if(state.interpolant[2 + coordinate].component & 0x02)
- {
- vw *= Float4(0x1000);
- vw = Max(vw, Float4(-0x8000));
- vw = Min(vw, Float4(0x7FFF));
- dst.y = RoundShort4(vw);
- }
- else
- {
- dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- }
-
- if(state.interpolant[2 + coordinate].component & 0x04)
- {
- sw *= Float4(0x1000);
- sw = Max(sw, Float4(-0x8000));
- sw = Min(sw, Float4(0x7FFF));
- dst.z = RoundShort4(sw);
- }
- else
+ switch(state.blendOperationAlpha)
{
- dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ case BLENDOP_ADD:
+ current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
+ break;
+ case BLENDOP_SUB:
+ current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
+ break;
+ case BLENDOP_INVSUB:
+ current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
+ break;
+ case BLENDOP_MIN:
+ current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
+ break;
+ case BLENDOP_MAX:
+ current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
+ break;
+ case BLENDOP_SOURCE:
+ // No operation
+ break;
+ case BLENDOP_DEST:
+ current.w = pixel.w;
+ break;
+ case BLENDOP_NULL:
+ current.w = Short4(0x0000);
+ break;
+ default:
+ ASSERT(false);
}
}
- void PixelRoutine::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
- {
- TEXM3X3PAD(r, u, v, s, src, 0, false);
-
- Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
-
- dst.x = t0;
- dst.y = t0;
- dst.z = t0;
- dst.w = t0;
- }
-
- void PixelRoutine::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
+ void PixelRoutine::logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x)
{
- TEXM3X3PAD(r, u, v, s, src0, 0, false);
+ if(state.logicalOperation == LOGICALOP_COPY)
+ {
+ return;
+ }
- r.v_ = Float4(0.0f);
- r.w_ = Float4(0.0f);
+ Vector4s pixel;
+ readPixel(index, cBuffer, x, pixel);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
+ switch(state.logicalOperation)
+ {
+ case LOGICALOP_CLEAR:
+ current.x = UShort4(0);
+ current.y = UShort4(0);
+ current.z = UShort4(0);
+ break;
+ case LOGICALOP_SET:
+ current.x = UShort4(0xFFFFu);
+ current.y = UShort4(0xFFFFu);
+ current.z = UShort4(0xFFFFu);
+ break;
+ case LOGICALOP_COPY:
+ ASSERT(false); // Optimized out
+ break;
+ case LOGICALOP_COPY_INVERTED:
+ current.x = ~current.x;
+ current.y = ~current.y;
+ current.z = ~current.z;
+ break;
+ case LOGICALOP_NOOP:
+ current.x = pixel.x;
+ current.y = pixel.y;
+ current.z = pixel.z;
+ break;
+ case LOGICALOP_INVERT:
+ current.x = ~pixel.x;
+ current.y = ~pixel.y;
+ current.z = ~pixel.z;
+ break;
+ case LOGICALOP_AND:
+ current.x = pixel.x & current.x;
+ current.y = pixel.y & current.y;
+ current.z = pixel.z & current.z;
+ break;
+ case LOGICALOP_NAND:
+ current.x = ~(pixel.x & current.x);
+ current.y = ~(pixel.y & current.y);
+ current.z = ~(pixel.z & current.z);
+ break;
+ case LOGICALOP_OR:
+ current.x = pixel.x | current.x;
+ current.y = pixel.y | current.y;
+ current.z = pixel.z | current.z;
+ break;
+ case LOGICALOP_NOR:
+ current.x = ~(pixel.x | current.x);
+ current.y = ~(pixel.y | current.y);
+ current.z = ~(pixel.z | current.z);
+ break;
+ case LOGICALOP_XOR:
+ current.x = pixel.x ^ current.x;
+ current.y = pixel.y ^ current.y;
+ current.z = pixel.z ^ current.z;
+ break;
+ case LOGICALOP_EQUIV:
+ current.x = ~(pixel.x ^ current.x);
+ current.y = ~(pixel.y ^ current.y);
+ current.z = ~(pixel.z ^ current.z);
+ break;
+ case LOGICALOP_AND_REVERSE:
+ current.x = ~pixel.x & current.x;
+ current.y = ~pixel.y & current.y;
+ current.z = ~pixel.z & current.z;
+ break;
+ case LOGICALOP_AND_INVERTED:
+ current.x = pixel.x & ~current.x;
+ current.y = pixel.y & ~current.y;
+ current.z = pixel.z & ~current.z;
+ break;
+ case LOGICALOP_OR_REVERSE:
+ current.x = ~pixel.x | current.x;
+ current.y = ~pixel.y | current.y;
+ current.z = ~pixel.z | current.z;
+ break;
+ case LOGICALOP_OR_INVERTED:
+ current.x = pixel.x | ~current.x;
+ current.y = pixel.y | ~current.y;
+ current.z = pixel.z | ~current.z;
+ break;
+ default:
+ ASSERT(false);
+ }
}
- void PixelRoutine::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
+ void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask)
{
- Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
- SignMask(CmpNLT(v, Float4(0.0f))) &
- SignMask(CmpNLT(s, Float4(0.0f)));
+ if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
+ {
+ linearToSRGB16_12_16(current);
+ }
- for(unsigned int q = 0; q < state.multiSample; q++)
+ if(exactColorRounding)
{
- cMask[q] &= kill;
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_R5G6B5:
+ current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400));
+ current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200));
+ current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400));
+ break;
+ case FORMAT_X8G8R8B8Q:
+ case FORMAT_A8G8R8B8Q:
+ case FORMAT_X8R8G8B8:
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8R8G8B8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_SRGB8_X8:
+ case FORMAT_SRGB8_A8:
+ case FORMAT_G8R8:
+ case FORMAT_R8:
+ current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080);
+ current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080);
+ current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080);
+ current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080);
+ break;
+ default:
+ break;
+ }
}
- }
- void PixelRoutine::TEXKILL(Int cMask[4], Vector4s &src)
- {
- Short4 test = src.x | src.y | src.z;
- Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
+ int rgbaWriteMask = state.colorWriteActive(index);
+ int bgraWriteMask = (rgbaWriteMask & 0x0000000A) | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
- for(unsigned int q = 0; q < state.multiSample; q++)
+ switch(state.targetFormat[index])
{
- cMask[q] &= kill;
- }
- }
-
- void PixelRoutine::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
- {
- sampleTexture(r, dst, sampler, u, v, s, s, project);
- }
-
- void PixelRoutine::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
- {
- Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
-
- sampleTexture(r, dst, sampler, u, v, s, s, project);
- }
-
- void PixelRoutine::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
- {
- Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
-
- Float4 du2 = du;
- Float4 dv2 = dv;
+ case FORMAT_R5G6B5:
+ {
+ current.x = current.x & Short4(0xF800u);
+ current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
+ current.z = As<UShort4>(current.z) >> 11;
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- dv += du2;
+ current.x = current.x | current.y | current.z;
+ }
+ break;
+ case FORMAT_X8G8R8B8Q:
+ UNIMPLEMENTED();
+ // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- Float4 u_ = u + du;
- Float4 v_ = v + dv;
+ // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
+ break;
+ case FORMAT_A8G8R8B8Q:
+ UNIMPLEMENTED();
+ // current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ // current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ // current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+ // current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- sampleTexture(r, dst, stage, u_, v_, s, s);
- }
+ // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
+ break;
+ case FORMAT_X8R8G8B8:
+ case FORMAT_A8R8G8B8:
+ if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
+ {
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- void PixelRoutine::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
- {
- Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
- Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
+ current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
- Float4 du2 = du;
- Float4 dv2 = dv;
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
+ }
+ else
+ {
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+ current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- du *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][0]));
- dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][0]));
- du += dv2;
- dv *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[1][1]));
- du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4F[0][1]));
- dv += du2;
+ current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
- Float4 u_ = u + du;
- Float4 v_ = v + dv;
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
+ }
+ break;
+ case FORMAT_X8B8G8R8:
+ case FORMAT_A8B8G8R8:
+ case FORMAT_SRGB8_X8:
+ case FORMAT_SRGB8_A8:
+ if(state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8 || rgbaWriteMask == 0x7)
+ {
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
- sampleTexture(r, dst, stage, u_, v_, s, s);
+ current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
- Short4 L;
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
+ }
+ else
+ {
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.z = As<Short4>(As<UShort4>(current.z) >> 8);
+ current.w = As<Short4>(As<UShort4>(current.w) >> 8);
- L = src.z;
- L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceScale4)));
- L = L << 4;
- L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].luminanceOffset4)));
- L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
- L = Min(L, Short4(0x1000));
+ current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
- dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
- dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
- dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
- }
+ current.x = current.z;
+ current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
+ current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
+ current.y = current.z;
+ current.z = As<Short4>(UnpackLow(current.z, current.x));
+ current.y = As<Short4>(UnpackHigh(current.y, current.x));
+ }
+ break;
+ case FORMAT_G8R8:
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.y = As<Short4>(As<UShort4>(current.y) >> 8);
+ current.x = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.x)));
+ current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
+ current.x = UnpackLow(As<Byte8>(current.x), As<Byte8>(current.y));
+ break;
+ case FORMAT_R8:
+ current.x = As<Short4>(As<UShort4>(current.x) >> 8);
+ current.x = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.x)));
+ break;
+ case FORMAT_A8:
+ current.w = As<Short4>(As<UShort4>(current.w) >> 8);
+ current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w)));
+ break;
+ case FORMAT_G16R16:
+ current.z = current.x;
+ current.x = As<Short4>(UnpackLow(current.x, current.y));
+ current.z = As<Short4>(UnpackHigh(current.z, current.y));
+ current.y = current.z;
+ break;
+ case FORMAT_A16B16G16R16:
+ transpose4x4(current.x, current.y, current.z, current.w);
+ break;
+ default:
+ ASSERT(false);
+ }
- void PixelRoutine::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+ Short4 c01 = current.z;
+ Short4 c23 = current.y;
- sampleTexture(r, dst, stage, u, v, s, s);
- }
+ Int xMask; // Combination of all masks
- void PixelRoutine::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
- Float4 s = v;
+ if(state.depthTestActive)
+ {
+ xMask = zMask;
+ }
+ else
+ {
+ xMask = cMask;
+ }
- sampleTexture(r, dst, stage, u, v, s, s);
- }
+ if(state.stencilActive)
+ {
+ xMask &= sMask;
+ }
- void PixelRoutine::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
- {
- Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
- Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
- Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_R5G6B5:
+ {
+ Pointer<Byte> buffer = cBuffer + 2 * x;
+ Int value = *Pointer<Int>(buffer);
- sampleTexture(r, dst, stage, u, v, s, s);
- }
+ Int c01 = Extract(As<Int2>(current.x), 0);
- void PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
- {
- TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
+ if((bgraWriteMask & 0x00000007) != 0x00000007)
+ {
+ Int masked = value;
+ c01 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+ masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
+ c01 |= masked;
+ }
- // z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+ c01 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
+ value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
+ c01 |= value;
+ *Pointer<Int>(buffer) = c01;
- r.oDepth = r.u_;
- }
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ value = *Pointer<Int>(buffer);
- void PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
- }
+ Int c23 = Extract(As<Int2>(current.x), 1);
- void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
- {
- TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
+ if((bgraWriteMask & 0x00000007) != 0x00000007)
+ {
+ Int masked = value;
+ c23 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
+ masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
+ c23 |= masked;
+ }
- r.w_ = Float4(0.0f);
+ c23 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
+ value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
+ c23 |= value;
+ *Pointer<Int>(buffer) = c23;
+ }
+ break;
+ case FORMAT_A8G8R8B8Q:
+ case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
+ UNIMPLEMENTED();
+ // value = *Pointer<Short4>(cBuffer + 8 * x + 0);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
- }
+ // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+ // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+ // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
+ // {
+ // Short4 masked = value;
+ // c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+ // masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+ // c01 |= masked;
+ // }
- void PixelRoutine::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+ // c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+ // value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+ // c01 |= value;
+ // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
- dst.x = RoundShort4(r.u_ * Float4(0x1000));
- dst.y = RoundShort4(r.v_ * Float4(0x1000));
- dst.z = RoundShort4(r.w_ * Float4(0x1000));
- dst.w = Short4(0x1000);
- }
+ // value = *Pointer<Short4>(cBuffer + 8 * x + 8);
- void PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
- {
- if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
- {
- r.U = Float4(src0.x);
- r.V = Float4(src0.y);
- r.W = Float4(src0.z);
+ // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
+ // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
+ // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
+ // {
+ // Short4 masked = value;
+ // c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+ // masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+ // c23 |= masked;
+ // }
- previousScaling = signedScaling;
- }
+ // c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+ // value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+ // c23 |= value;
+ // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
+ break;
+ case FORMAT_A8R8G8B8:
+ case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
+ {
+ Pointer<Byte> buffer = cBuffer + x * 4;
+ Short4 value = *Pointer<Short4>(buffer);
- Float4 x = r.U * u + r.V * v + r.W * s;
+ if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+ ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+ (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
+ {
+ Short4 masked = value;
+ c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+ c01 |= masked;
+ }
- x *= Float4(1.0f / 0x1000);
+ c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+ c01 |= value;
+ *Pointer<Short4>(buffer) = c01;
- switch(component)
- {
- case 0: r.u_ = x; break;
- case 1: r.v_ = x; break;
- case 2: r.w_ = x; break;
- default: ASSERT(false);
- }
- }
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ value = *Pointer<Short4>(buffer);
- void PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
- Float4 E[3]; // Eye vector
-
- E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
- E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
- E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
-
- // Reflection
- Float4 u__;
- Float4 v__;
- Float4 w__;
-
- // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
- u__ += v__ + w__;
- u__ += u__;
- v__ = u__;
- w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
-
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
- }
+ if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
+ ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
+ (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
+ {
+ Short4 masked = value;
+ c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
+ c23 |= masked;
+ }
- void PixelRoutine::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
+ c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+ c23 |= value;
+ *Pointer<Short4>(buffer) = c23;
+ }
+ break;
+ case FORMAT_A8B8G8R8:
+ case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha?
+ case FORMAT_SRGB8_X8:
+ case FORMAT_SRGB8_A8:
+ {
+ Pointer<Byte> buffer = cBuffer + x * 4;
+ Short4 value = *Pointer<Short4>(buffer);
- sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
- }
+ bool masked = (((state.targetFormat[index] == FORMAT_A8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_A8) && rgbaWriteMask != 0x0000000F) ||
+ (((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x00000007) &&
+ ((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x0000000F))); // FIXME: Need for masking when XBGR && Fh?
- void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
- {
- TEXM3X3PAD(r, u, v, s, src0, 2, false);
-
- Float4 E[3]; // Eye vector
-
- E[0] = r.vf[2 + stage - 2].w;
- E[1] = r.vf[2 + stage - 1].w;
- E[2] = r.vf[2 + stage - 0].w;
-
- // Reflection
- Float4 u__;
- Float4 v__;
- Float4 w__;
-
- // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
- u__ = r.u_ * E[0];
- v__ = r.v_ * E[1];
- w__ = r.w_ * E[2];
- u__ += v__ + w__;
- u__ += u__;
- v__ = u__;
- w__ = u__;
- u__ *= r.u_;
- v__ *= r.v_;
- w__ *= r.w_;
- r.u_ *= r.u_;
- r.v_ *= r.v_;
- r.w_ *= r.w_;
- r.u_ += r.v_ + r.w_;
- u__ -= E[0] * r.u_;
- v__ -= E[1] * r.u_;
- w__ -= E[2] * r.u_;
-
- sampleTexture(r, dst, stage, u__, v__, w__, w__);
- }
+ if(masked)
+ {
+ Short4 masked = value;
+ c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+ c01 |= masked;
+ }
- void PixelRoutine::TEXDEPTH(Registers &r)
- {
- r.u_ = Float4(r.rs[5].x);
- r.v_ = Float4(r.rs[5].y);
+ c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+ c01 |= value;
+ *Pointer<Short4>(buffer) = c01;
- // z / w
- r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ value = *Pointer<Short4>(buffer);
- r.oDepth = r.u_;
- }
+ if(masked)
+ {
+ Short4 masked = value;
+ c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
+ c23 |= masked;
+ }
- void PixelRoutine::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0;};
- {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0;};
- {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0;};
- {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0;};
- }
+ c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+ c23 |= value;
+ *Pointer<Short4>(buffer) = c23;
+ }
+ break;
+ case FORMAT_G8R8:
+ if((rgbaWriteMask & 0x00000003) != 0x0)
+ {
+ Pointer<Byte> buffer = cBuffer + 2 * x;
+ Int2 value;
+ value = Insert(value, *Pointer<Int>(buffer), 0);
+ Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ value = Insert(value, *Pointer<Int>(buffer + pitch), 1);
- void PixelRoutine::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
- {
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0;};
- {Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0;};
- }
+ Int2 packedCol = As<Int2>(current.x);
- void PixelRoutine::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
- {
- Short4 t0;
- Short4 t1;
-
- // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
- t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
- t0 = AddSat(t0, t1);
- t0 = AddSat(t0, src0.x);
- dst.x = t0;
-
- // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
- t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
- t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData,textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
- t0 = AddSat(t0, t1);
- t0 = AddSat(t0, src0.y);
- dst.y = t0;
- }
+ UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
+ if((rgbaWriteMask & 0x3) != 0x3)
+ {
+ Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
+ UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+ mergedMask &= rgbaMask;
+ }
- void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
+ packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask));
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- }
+ *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
+ *Pointer<UInt>(buffer + pitch) = As<UInt>(Extract(packedCol, 1));
+ }
+ break;
+ case FORMAT_R8:
+ if(rgbaWriteMask & 0x00000001)
+ {
+ Pointer<Byte> buffer = cBuffer + 1 * x;
+ Short4 value;
+ value = Insert(value, *Pointer<Short>(buffer), 0);
+ Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
+ value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
- void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
+ current.x &= *Pointer<Short4>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask);
+ current.x |= value;
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- dst.z = dot3(src0, row2);
- }
+ *Pointer<Short>(buffer) = Extract(current.x, 0);
+ *Pointer<Short>(buffer + pitch) = Extract(current.x, 1);
+ }
+ break;
+ case FORMAT_A8:
+ if(rgbaWriteMask & 0x00000008)
+ {
+ Pointer<Byte> buffer = cBuffer + 1 * x;
+ Short4 value;
+ value = Insert(value, *Pointer<Short>(buffer), 0);
+ Int pitch = *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
+ value = UnpackLow(As<Byte8>(value), As<Byte8>(value));
- void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
- Vector4f row3 = fetchRegisterF(r, src1, 3);
-
- dst.x = dot3(src0, row0);
- dst.y = dot3(src0, row1);
- dst.z = dot3(src0, row2);
- dst.w = dot3(src0, row3);
- }
+ current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
+ current.w |= value;
- void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
+ *Pointer<Short>(buffer) = Extract(current.w, 0);
+ *Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
+ }
+ break;
+ case FORMAT_G16R16:
+ {
+ Pointer<Byte> buffer = cBuffer + 4 * x;
- dst.x = dot4(src0, row0);
- dst.y = dot4(src0, row1);
- dst.z = dot4(src0, row2);
- }
+ Short4 value = *Pointer<Short4>(buffer);
- void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
- {
- Vector4f row0 = fetchRegisterF(r, src1, 0);
- Vector4f row1 = fetchRegisterF(r, src1, 1);
- Vector4f row2 = fetchRegisterF(r, src1, 2);
- Vector4f row3 = fetchRegisterF(r, src1, 3);
-
- dst.x = dot4(src0, row0);
- dst.y = dot4(src0, row1);
- dst.z = dot4(src0, row2);
- dst.w = dot4(src0, row3);
- }
+ if((rgbaWriteMask & 0x00000003) != 0x00000003)
+ {
+ Short4 masked = value;
+ current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
+ current.x |= masked;
+ }
- void PixelRoutine::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
+ current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
+ current.x |= value;
+ *Pointer<Short4>(buffer) = current.x;
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
-
- void PixelRoutine::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
-
- void PixelRoutine::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
- {
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
+ value = *Pointer<Short4>(buffer);
- dst.x = tmp[(src1.swizzle >> 0) & 0x3];
- dst.y = tmp[(src1.swizzle >> 2) & 0x3];
- dst.z = tmp[(src1.swizzle >> 4) & 0x3];
- dst.w = tmp[(src1.swizzle >> 6) & 0x3];
- }
+ if((rgbaWriteMask & 0x00000003) != 0x00000003)
+ {
+ Short4 masked = value;
+ current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
+ current.y |= masked;
+ }
- void PixelRoutine::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
- {
- Int kill = -1;
-
- if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
- if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
- if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
- if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
-
- // FIXME: Dynamic branching affects TEXKILL?
- // if(shader->containsDynamicBranching())
- // {
- // kill = ~SignMask(enableMask(r));
- // }
+ current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
+ current.y |= value;
+ *Pointer<Short4>(buffer) = current.y;
+ }
+ break;
+ case FORMAT_A16B16G16R16:
+ {
+ Pointer<Byte> buffer = cBuffer + 8 * x;
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
+ {
+ Short4 value = *Pointer<Short4>(buffer);
- // FIXME: Branch to end of shader if all killed?
- }
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Short4 masked = value;
+ current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+ current.x |= masked;
+ }
- void PixelRoutine::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
- {
- Int kill = 0;
-
- if(shader->containsDynamicBranching())
- {
- kill = ~SignMask(enableMask(r, instruction));
- }
-
- for(unsigned int q = 0; q < state.multiSample; q++)
- {
- cMask[q] &= kill;
- }
+ current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
+ current.x |= value;
+ *Pointer<Short4>(buffer) = current.x;
+ }
- // FIXME: Branch to end of shader if all killed?
- }
+ {
+ Short4 value = *Pointer<Short4>(buffer + 8);
- void PixelRoutine::DFDX(Vector4f &dst, Vector4f &src)
- {
- dst.x = src.x.yyww - src.x.xxzz;
- dst.y = src.y.yyww - src.y.xxzz;
- dst.z = src.z.yyww - src.z.xxzz;
- dst.w = src.w.yyww - src.w.xxzz;
- }
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Short4 masked = value;
+ current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+ current.y |= masked;
+ }
- void PixelRoutine::DFDY(Vector4f &dst, Vector4f &src)
- {
- dst.x = src.x.zwzw - src.x.xyxy;
- dst.y = src.y.zwzw - src.y.xyxy;
- dst.z = src.z.zwzw - src.z.xyxy;
- dst.w = src.w.zwzw - src.w.xyxy;
- }
+ current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
+ current.y |= value;
+ *Pointer<Short4>(buffer + 8) = current.y;
+ }
- void PixelRoutine::FWIDTH(Vector4f &dst, Vector4f &src)
- {
- // abs(dFdx(src)) + abs(dFdy(src));
- dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
- dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
- dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
- dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
- }
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- void PixelRoutine::BREAK(Registers &r)
- {
- llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+ {
+ Short4 value = *Pointer<Short4>(buffer);
- if(breakDepth == 0)
- {
- r.enableIndex = r.enableIndex - breakDepth;
- Nucleus::createBr(endBlock);
- }
- else
- {
- r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Short4 masked = value;
+ current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+ current.z |= masked;
+ }
- r.enableIndex = r.enableIndex - breakDepth;
- branch(allBreak, endBlock, deadBlock);
- }
+ current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
+ current.z |= value;
+ *Pointer<Short4>(buffer) = current.z;
+ }
- Nucleus::setInsertBlock(deadBlock);
- r.enableIndex = r.enableIndex + breakDepth;
- }
+ {
+ Short4 value = *Pointer<Short4>(buffer + 8);
- void PixelRoutine::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
- {
- Int4 condition;
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Short4 masked = value;
+ current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
+ masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
+ current.w |= masked;
+ }
- switch(control)
- {
- case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
+ current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
+ value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
+ current.w |= value;
+ *Pointer<Short4>(buffer + 8) = current.w;
+ }
+ }
+ break;
default:
ASSERT(false);
}
-
- BREAK(r, condition);
}
- void PixelRoutine::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
+ void PixelRoutine::blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
{
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ switch(blendFactorActive)
{
- condition = ~condition;
+ case BLEND_ZERO:
+ // Optimized
+ break;
+ case BLEND_ONE:
+ // Optimized
+ break;
+ case BLEND_SOURCE:
+ blendFactor.x = oC.x;
+ blendFactor.y = oC.y;
+ blendFactor.z = oC.z;
+ break;
+ case BLEND_INVSOURCE:
+ blendFactor.x = Float4(1.0f) - oC.x;
+ blendFactor.y = Float4(1.0f) - oC.y;
+ blendFactor.z = Float4(1.0f) - oC.z;
+ break;
+ case BLEND_DEST:
+ blendFactor.x = pixel.x;
+ blendFactor.y = pixel.y;
+ blendFactor.z = pixel.z;
+ break;
+ case BLEND_INVDEST:
+ blendFactor.x = Float4(1.0f) - pixel.x;
+ blendFactor.y = Float4(1.0f) - pixel.y;
+ blendFactor.z = Float4(1.0f) - pixel.z;
+ break;
+ case BLEND_SOURCEALPHA:
+ blendFactor.x = oC.w;
+ blendFactor.y = oC.w;
+ blendFactor.z = oC.w;
+ break;
+ case BLEND_INVSOURCEALPHA:
+ blendFactor.x = Float4(1.0f) - oC.w;
+ blendFactor.y = Float4(1.0f) - oC.w;
+ blendFactor.z = Float4(1.0f) - oC.w;
+ break;
+ case BLEND_DESTALPHA:
+ blendFactor.x = pixel.w;
+ blendFactor.y = pixel.w;
+ blendFactor.z = pixel.w;
+ break;
+ case BLEND_INVDESTALPHA:
+ blendFactor.x = Float4(1.0f) - pixel.w;
+ blendFactor.y = Float4(1.0f) - pixel.w;
+ blendFactor.z = Float4(1.0f) - pixel.w;
+ break;
+ case BLEND_SRCALPHASAT:
+ blendFactor.x = Float4(1.0f) - pixel.w;
+ blendFactor.x = Min(blendFactor.x, oC.w);
+ blendFactor.y = blendFactor.x;
+ blendFactor.z = blendFactor.x;
+ break;
+ case BLEND_CONSTANT:
+ blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[0]));
+ blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[1]));
+ blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[2]));
+ break;
+ case BLEND_INVCONSTANT:
+ blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
+ blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
+ blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
+ break;
+ default:
+ ASSERT(false);
}
-
- BREAK(r, condition);
- }
-
- void PixelRoutine::BREAK(Registers &r, Int4 &condition)
- {
- condition &= r.enableStack[r.enableIndex];
-
- llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
-
- r.enableBreak = r.enableBreak & ~condition;
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
-
- r.enableIndex = r.enableIndex - breakDepth;
- branch(allBreak, endBlock, continueBlock);
-
- Nucleus::setInsertBlock(continueBlock);
- r.enableIndex = r.enableIndex + breakDepth;
- }
-
- void PixelRoutine::CONTINUE(Registers &r)
- {
- r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
}
- void PixelRoutine::TEST()
+ void PixelRoutine::blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
{
- whileTest = true;
+ switch(blendFactorAlphaActive)
+ {
+ case BLEND_ZERO:
+ // Optimized
+ break;
+ case BLEND_ONE:
+ // Optimized
+ break;
+ case BLEND_SOURCE:
+ blendFactor.w = oC.w;
+ break;
+ case BLEND_INVSOURCE:
+ blendFactor.w = Float4(1.0f) - oC.w;
+ break;
+ case BLEND_DEST:
+ blendFactor.w = pixel.w;
+ break;
+ case BLEND_INVDEST:
+ blendFactor.w = Float4(1.0f) - pixel.w;
+ break;
+ case BLEND_SOURCEALPHA:
+ blendFactor.w = oC.w;
+ break;
+ case BLEND_INVSOURCEALPHA:
+ blendFactor.w = Float4(1.0f) - oC.w;
+ break;
+ case BLEND_DESTALPHA:
+ blendFactor.w = pixel.w;
+ break;
+ case BLEND_INVDESTALPHA:
+ blendFactor.w = Float4(1.0f) - pixel.w;
+ break;
+ case BLEND_SRCALPHASAT:
+ blendFactor.w = Float4(1.0f);
+ break;
+ case BLEND_CONSTANT:
+ blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[3]));
+ break;
+ case BLEND_INVCONSTANT:
+ blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
+ break;
+ default:
+ ASSERT(false);
+ }
}
- void PixelRoutine::CALL(Registers &r, int labelIndex, int callSiteIndex)
+ void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
{
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
-
- if(callRetBlock[labelIndex].size() > 1)
+ if(!state.alphaBlendActive)
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ return;
}
- Int4 restoreLeave = r.enableLeave;
-
- Nucleus::createBr(labelBlock[labelIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
+ Pointer<Byte> buffer;
+ Vector4f pixel;
- r.enableLeave = restoreLeave;
- }
+ Vector4s color;
+ Short4 c01;
+ Short4 c23;
- void PixelRoutine::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
- {
- if(src.type == Shader::PARAMETER_CONSTBOOL)
+ Float4 one;
+ if(Surface::isFloatFormat(state.targetFormat[index]))
{
- CALLNZb(r, labelIndex, callSiteIndex, src);
+ one = Float4(1.0f);
}
- else if(src.type == Shader::PARAMETER_PREDICATE)
- {
- CALLNZp(r, labelIndex, callSiteIndex, src);
- }
- else ASSERT(false);
- }
-
- void PixelRoutine::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
- {
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
-
- if(boolRegister.modifier == Shader::MODIFIER_NOT)
+ else if(Surface::isNonNormalizedInteger(state.targetFormat[index]))
{
- condition = !condition;
+ one = As<Float4>(Surface::isUnsignedComponent(state.targetFormat[index], 0) ? Int4(0xFFFFFFFF) : Int4(0x7FFFFFFF));
}
- if(!labelBlock[labelIndex])
+ switch(state.targetFormat[index])
{
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ case FORMAT_R32I:
+ case FORMAT_R32UI:
+ case FORMAT_R32F:
+ buffer = cBuffer;
+ // FIXME: movlps
+ pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
+ pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ // FIXME: movhps
+ pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
+ pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
+ pixel.y = pixel.z = pixel.w = one;
+ break;
+ case FORMAT_G32R32I:
+ case FORMAT_G32R32UI:
+ case FORMAT_G32R32F:
+ buffer = cBuffer;
+ pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
+ pixel.z = pixel.x;
+ pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88);
+ pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD);
+ pixel.y = pixel.z;
+ pixel.z = pixel.w = one;
+ break;
+ case FORMAT_X32B32G32R32F:
+ case FORMAT_A32B32G32R32F:
+ case FORMAT_A32B32G32R32I:
+ case FORMAT_A32B32G32R32UI:
+ buffer = cBuffer;
+ pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
+ pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
+ pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
+ pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
+ transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
+ if(state.targetFormat[index] == FORMAT_X32B32G32R32F)
+ {
+ pixel.w = Float4(1.0f);
+ }
+ break;
+ default:
+ ASSERT(false);
}
- if(callRetBlock[labelIndex].size() > 1)
+ if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ sRGBtoLinear(pixel.x);
+ sRGBtoLinear(pixel.y);
+ sRGBtoLinear(pixel.z);
}
- Int4 restoreLeave = r.enableLeave;
-
- branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
- r.enableLeave = restoreLeave;
- }
+ // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
+ Vector4f sourceFactor;
+ Vector4f destFactor;
- void PixelRoutine::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
- {
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+ blendFactor(sourceFactor, oC, pixel, state.sourceBlendFactor);
+ blendFactor(destFactor, oC, pixel, state.destBlendFactor);
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
{
- condition = ~condition;
+ oC.x *= sourceFactor.x;
+ oC.y *= sourceFactor.y;
+ oC.z *= sourceFactor.z;
}
- condition &= r.enableStack[r.enableIndex];
-
- if(!labelBlock[labelIndex])
+ if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
{
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
+ pixel.x *= destFactor.x;
+ pixel.y *= destFactor.y;
+ pixel.z *= destFactor.z;
}
- if(callRetBlock[labelIndex].size() > 1)
+ switch(state.blendOperation)
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ case BLENDOP_ADD:
+ oC.x += pixel.x;
+ oC.y += pixel.y;
+ oC.z += pixel.z;
+ break;
+ case BLENDOP_SUB:
+ oC.x -= pixel.x;
+ oC.y -= pixel.y;
+ oC.z -= pixel.z;
+ break;
+ case BLENDOP_INVSUB:
+ oC.x = pixel.x - oC.x;
+ oC.y = pixel.y - oC.y;
+ oC.z = pixel.z - oC.z;
+ break;
+ case BLENDOP_MIN:
+ oC.x = Min(oC.x, pixel.x);
+ oC.y = Min(oC.y, pixel.y);
+ oC.z = Min(oC.z, pixel.z);
+ break;
+ case BLENDOP_MAX:
+ oC.x = Max(oC.x, pixel.x);
+ oC.y = Max(oC.y, pixel.y);
+ oC.z = Max(oC.z, pixel.z);
+ break;
+ case BLENDOP_SOURCE:
+ // No operation
+ break;
+ case BLENDOP_DEST:
+ oC.x = pixel.x;
+ oC.y = pixel.y;
+ oC.z = pixel.z;
+ break;
+ case BLENDOP_NULL:
+ oC.x = Float4(0.0f);
+ oC.y = Float4(0.0f);
+ oC.z = Float4(0.0f);
+ break;
+ default:
+ ASSERT(false);
}
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
- Int4 restoreLeave = r.enableLeave;
-
- Bool notAllFalse = SignMask(condition) != 0;
- branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
- Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
-
- r.enableIndex--;
- r.enableLeave = restoreLeave;
- }
-
- void PixelRoutine::ELSE(Registers &r)
- {
- ifDepth--;
-
- llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ blendFactorAlpha(sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
+ blendFactorAlpha(destFactor, oC, pixel, state.destBlendFactorAlpha);
- if(isConditionalIf[ifDepth])
+ if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
{
- Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
- Bool notAllFalse = SignMask(condition) != 0;
-
- branch(notAllFalse, falseBlock, endBlock);
-
- r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+ oC.w *= sourceFactor.w;
}
- else
+
+ if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
{
- Nucleus::createBr(endBlock);
- Nucleus::setInsertBlock(falseBlock);
+ pixel.w *= destFactor.w;
}
- ifFalseBlock[ifDepth] = endBlock;
-
- ifDepth++;
- }
-
- void PixelRoutine::ENDIF(Registers &r)
- {
- ifDepth--;
-
- llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
-
- Nucleus::createBr(endBlock);
- Nucleus::setInsertBlock(endBlock);
-
- if(isConditionalIf[ifDepth])
+ switch(state.blendOperationAlpha)
{
- breakDepth--;
- r.enableIndex--;
+ case BLENDOP_ADD:
+ oC.w += pixel.w;
+ break;
+ case BLENDOP_SUB:
+ oC.w -= pixel.w;
+ break;
+ case BLENDOP_INVSUB:
+ pixel.w -= oC.w;
+ oC.w = pixel.w;
+ break;
+ case BLENDOP_MIN:
+ oC.w = Min(oC.w, pixel.w);
+ break;
+ case BLENDOP_MAX:
+ oC.w = Max(oC.w, pixel.w);
+ break;
+ case BLENDOP_SOURCE:
+ // No operation
+ break;
+ case BLENDOP_DEST:
+ oC.w = pixel.w;
+ break;
+ case BLENDOP_NULL:
+ oC.w = Float4(0.0f);
+ break;
+ default:
+ ASSERT(false);
}
}
- void PixelRoutine::ENDLOOP(Registers &r)
- {
- loopRepDepth--;
-
- r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- void PixelRoutine::ENDREP(Registers &r)
- {
- loopRepDepth--;
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
-
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
-
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- }
-
- void PixelRoutine::ENDWHILE(Registers &r)
+ void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
{
- loopRepDepth--;
-
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+ switch(state.targetFormat[index])
+ {
+ case FORMAT_R32F:
+ case FORMAT_R32I:
+ case FORMAT_R32UI:
+ case FORMAT_R16I:
+ case FORMAT_R16UI:
+ case FORMAT_R8I:
+ case FORMAT_R8UI:
+ break;
+ case FORMAT_G32R32F:
+ case FORMAT_G32R32I:
+ case FORMAT_G32R32UI:
+ case FORMAT_G16R16I:
+ case FORMAT_G16R16UI:
+ case FORMAT_G8R8I:
+ case FORMAT_G8R8UI:
+ oC.z = oC.x;
+ oC.x = UnpackLow(oC.x, oC.y);
+ oC.z = UnpackHigh(oC.z, oC.y);
+ oC.y = oC.z;
+ break;
+ case FORMAT_X32B32G32R32F:
+ case FORMAT_A32B32G32R32F:
+ case FORMAT_A32B32G32R32I:
+ case FORMAT_A32B32G32R32UI:
+ case FORMAT_A16B16G16R16I:
+ case FORMAT_A16B16G16R16UI:
+ case FORMAT_A8B8G8R8I:
+ case FORMAT_A8B8G8R8UI:
+ transpose4x4(oC.x, oC.y, oC.z, oC.w);
+ break;
+ default:
+ ASSERT(false);
+ }
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(endBlock);
+ int rgbaWriteMask = state.colorWriteActive(index);
- r.enableIndex--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
- whileTest = false;
- }
+ Int xMask; // Combination of all masks
- void PixelRoutine::IF(Registers &r, const Src &src)
- {
- if(src.type == Shader::PARAMETER_CONSTBOOL)
- {
- IFb(r, src);
- }
- else if(src.type == Shader::PARAMETER_PREDICATE)
+ if(state.depthTestActive)
{
- IFp(r, src);
+ xMask = zMask;
}
else
{
- Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
- IF(r, condition);
- }
- }
-
- void PixelRoutine::IFb(Registers &r, const Src &boolRegister)
- {
- ASSERT(ifDepth < 24 + 4);
-
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,ps.b[boolRegister.index])) != Byte(0)); // FIXME
-
- if(boolRegister.modifier == Shader::MODIFIER_NOT)
- {
- condition = !condition;
+ xMask = cMask;
}
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
-
- branch(condition, trueBlock, falseBlock);
-
- isConditionalIf[ifDepth] = false;
- ifFalseBlock[ifDepth] = falseBlock;
-
- ifDepth++;
- }
-
- void PixelRoutine::IFp(Registers &r, const Src &predicateRegister)
- {
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
-
- if(predicateRegister.modifier == Shader::MODIFIER_NOT)
+ if(state.stencilActive)
{
- condition = ~condition;
+ xMask &= sMask;
}
- IF(r, condition);
- }
-
- void PixelRoutine::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
- {
- Int4 condition;
+ Pointer<Byte> buffer;
+ Float4 value;
- switch(control)
+ switch(state.targetFormat[index])
{
- case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
- case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
- case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
- case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
- case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
- case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
- default:
- ASSERT(false);
- }
+ case FORMAT_R32F:
+ case FORMAT_R32I:
+ case FORMAT_R32UI:
+ if(rgbaWriteMask & 0x00000001)
+ {
+ buffer = cBuffer + 4 * x;
- IF(r, condition);
- }
+ // FIXME: movlps
+ value.x = *Pointer<Float>(buffer + 0);
+ value.y = *Pointer<Float>(buffer + 4);
- void PixelRoutine::IF(Registers &r, Int4 &condition)
- {
- condition &= r.enableStack[r.enableIndex];
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
+ // FIXME: movhps
+ value.z = *Pointer<Float>(buffer + 0);
+ value.w = *Pointer<Float>(buffer + 4);
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
- Bool notAllFalse = SignMask(condition) != 0;
+ // FIXME: movhps
+ *Pointer<Float>(buffer + 0) = oC.x.z;
+ *Pointer<Float>(buffer + 4) = oC.x.w;
- branch(notAllFalse, trueBlock, falseBlock);
+ buffer -= *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- isConditionalIf[ifDepth] = true;
- ifFalseBlock[ifDepth] = falseBlock;
+ // FIXME: movlps
+ *Pointer<Float>(buffer + 0) = oC.x.x;
+ *Pointer<Float>(buffer + 4) = oC.x.y;
+ }
+ break;
+ case FORMAT_R16I:
+ case FORMAT_R16UI:
+ if(rgbaWriteMask & 0x00000001)
+ {
+ buffer = cBuffer + 2 * x;
- ifDepth++;
- breakDepth++;
- }
+ UShort4 xyzw;
+ xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 0));
- void PixelRoutine::LABEL(int labelIndex)
- {
- if(!labelBlock[labelIndex])
- {
- labelBlock[labelIndex] = Nucleus::createBasicBlock();
- }
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
- Nucleus::setInsertBlock(labelBlock[labelIndex]);
- currentLabel = labelIndex;
- }
+ xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 1));
+ value = As<Float4>(Int4(xyzw));
- void PixelRoutine::LOOP(Registers &r, const Src &integerRegister)
- {
- r.loopDepth++;
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants, invMaskD4X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][1]));
- r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][2]));
+ if(state.targetFormat[index] == FORMAT_R16I)
+ {
+ Float component = oC.x.z;
+ *Pointer<Short>(buffer + 0) = Short(As<Int>(component));
+ component = oC.x.w;
+ *Pointer<Short>(buffer + 2) = Short(As<Int>(component));
- // If(r.increment[r.loopDepth] == 0)
- // {
- // r.increment[r.loopDepth] = 1;
- // }
+ buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ component = oC.x.x;
+ *Pointer<Short>(buffer + 0) = Short(As<Int>(component));
+ component = oC.x.y;
+ *Pointer<Short>(buffer + 2) = Short(As<Int>(component));
+ }
+ else // FORMAT_R16UI
+ {
+ Float component = oC.x.z;
+ *Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
+ component = oC.x.w;
+ *Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
+ buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
+ component = oC.x.x;
+ *Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
+ component = oC.x.y;
+ *Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
+ }
+ }
+ break;
+ case FORMAT_R8I:
+ case FORMAT_R8UI:
+ if(rgbaWriteMask & 0x00000001)
+ {
+ buffer = cBuffer + x;
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
- Nucleus::setInsertBlock(loopBlock);
+ UInt xyzw, packedCol;
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
-
- loopRepDepth++;
- breakDepth = 0;
- }
+ xyzw = UInt(*Pointer<UShort>(buffer)) & 0xFFFF;
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ xyzw |= UInt(*Pointer<UShort>(buffer)) << 16;
- void PixelRoutine::REP(Registers &r, const Src &integerRegister)
- {
- r.loopDepth++;
+ Short4 tmpCol = Short4(As<Int4>(oC.x));
+ if(state.targetFormat[index] == FORMAT_R8I)
+ {
+ tmpCol = As<Short4>(Pack(tmpCol, tmpCol));
+ }
+ else
+ {
+ tmpCol = As<Short4>(Pack(As<UShort4>(tmpCol), As<UShort4>(tmpCol)));
+ }
+ packedCol = Extract(As<Int2>(tmpCol), 0);
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,ps.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+ packedCol = (packedCol & *Pointer<UInt>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask)) |
+ (xyzw & *Pointer<UInt>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask));
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ *Pointer<UShort>(buffer) = UShort(packedCol >> 16);
+ buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ *Pointer<UShort>(buffer) = UShort(packedCol);
+ }
+ break;
+ case FORMAT_G32R32F:
+ case FORMAT_G32R32I:
+ case FORMAT_G32R32UI:
+ buffer = cBuffer + 8 * x;
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
+ value = *Pointer<Float4>(buffer);
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
+ if((rgbaWriteMask & 0x00000003) != 0x00000003)
+ {
+ Float4 masked = value;
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
+ }
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
- Nucleus::setInsertBlock(loopBlock);
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+ *Pointer<Float4>(buffer) = oC.x;
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- loopRepDepth++;
- breakDepth = 0;
- }
+ value = *Pointer<Float4>(buffer);
- void PixelRoutine::WHILE(Registers &r, const Src &temporaryRegister)
- {
- r.enableIndex++;
-
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
-
- loopRepTestBlock[loopRepDepth] = testBlock;
- loopRepEndBlock[loopRepDepth] = endBlock;
-
- Int4 restoreBreak = r.enableBreak;
- Int4 restoreContinue = r.enableContinue;
-
- // FIXME: jump(testBlock)
- Nucleus::createBr(testBlock);
- Nucleus::setInsertBlock(testBlock);
- r.enableContinue = restoreContinue;
-
- const Vector4f &src = fetchRegisterF(r, temporaryRegister);
- Int4 condition = As<Int4>(src.x);
- condition &= r.enableStack[r.enableIndex - 1];
- r.enableStack[r.enableIndex] = condition;
-
- Bool notAllFalse = SignMask(condition) != 0;
- branch(notAllFalse, loopBlock, endBlock);
-
- Nucleus::setInsertBlock(endBlock);
- r.enableBreak = restoreBreak;
-
- Nucleus::setInsertBlock(loopBlock);
-
- loopRepDepth++;
- breakDepth = 0;
- }
+ if((rgbaWriteMask & 0x00000003) != 0x00000003)
+ {
+ Float4 masked;
- void PixelRoutine::RET(Registers &r)
- {
- if(currentLabel == -1)
- {
- returnBlock = Nucleus::createBasicBlock();
- Nucleus::createBr(returnBlock);
- }
- else
- {
- llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+ masked = value;
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
+ }
- if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+ *Pointer<Float4>(buffer) = oC.y;
+ break;
+ case FORMAT_G16R16I:
+ case FORMAT_G16R16UI:
+ if((rgbaWriteMask & 0x00000003) != 0x0)
{
- // FIXME: Encapsulate
- UInt index = r.callStack[--r.stackIndex];
-
- llvm::Value *value = index.loadValue();
- llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+ buffer = cBuffer + 4 * x;
- for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
+ UInt2 rgbaMask;
+ UShort4 packedCol = UShort4(As<Int4>(oC.x));
+ UShort4 value = *Pointer<UShort4>(buffer);
+ UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
+ if((rgbaWriteMask & 0x3) != 0x3)
{
- Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+ Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask & 0x3][0]));
+ rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+ mergedMask &= rgbaMask;
}
+ *Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
+
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+
+ packedCol = UShort4(As<Int4>(oC.y));
+ value = *Pointer<UShort4>(buffer);
+ mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
+ if((rgbaWriteMask & 0x3) != 0x3)
+ {
+ mergedMask &= rgbaMask;
+ }
+ *Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
}
- else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
- {
- Nucleus::createBr(callRetBlock[currentLabel][0]);
- }
- else // Function isn't called
+ break;
+ case FORMAT_G8R8I:
+ case FORMAT_G8R8UI:
+ if((rgbaWriteMask & 0x00000003) != 0x0)
{
- Nucleus::createBr(unreachableBlock);
- }
+ buffer = cBuffer + 2 * x;
- Nucleus::setInsertBlock(unreachableBlock);
- Nucleus::createUnreachable();
- }
- }
+ Int2 xyzw, packedCol;
- void PixelRoutine::LEAVE(Registers &r)
- {
- r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+ xyzw = Insert(xyzw, *Pointer<Int>(buffer), 0);
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ xyzw = Insert(xyzw, *Pointer<Int>(buffer), 1);
- // FIXME: Return from function if all instances left
- // FIXME: Use enableLeave in other control-flow constructs
- }
-
- void PixelRoutine::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
- {
- switch(dst.type)
- {
- case Shader::PARAMETER_TEMP:
- if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_INPUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_CONST: ASSERT(false); break;
- case Shader::PARAMETER_TEXTURE:
- if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
- if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
- if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
- if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
- break;
- case Shader::PARAMETER_COLOROUT:
- if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
- if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
- if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
- if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
- break;
- default:
- ASSERT(false);
- }
- }
+ if(state.targetFormat[index] == FORMAT_G8R8I)
+ {
+ packedCol = As<Int2>(Pack(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
+ }
+ else
+ {
+ packedCol = As<Int2>(Pack(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y))));
+ }
- Vector4s PixelRoutine::fetchRegisterS(Registers &r, const Src &src)
- {
- Vector4s *reg;
- int i = src.index;
+ UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
+ if((rgbaWriteMask & 0x3) != 0x3)
+ {
+ Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
+ UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
+ mergedMask &= rgbaMask;
+ }
- Vector4s c;
+ packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(xyzw) & ~mergedMask));
- if(src.type == Shader::PARAMETER_CONST)
- {
- c.x = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][0]));
- c.y = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][1]));
- c.z = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][2]));
- c.w = *Pointer<Short4>(r.data + OFFSET(DrawData,ps.cW[i][3]));
- }
+ *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 1));
+ buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+ *Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
+ }
+ break;
+ case FORMAT_X32B32G32R32F:
+ case FORMAT_A32B32G32R32F:
+ case FORMAT_A32B32G32R32I:
+ case FORMAT_A32B32G32R32UI:
+ buffer = cBuffer + 16 * x;
- switch(src.type)
- {
- case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
- case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
- case Shader::PARAMETER_CONST: reg = &c; break;
- case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
- case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
- case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
- default:
- ASSERT(false);
- }
+ {
+ value = *Pointer<Float4>(buffer, 16);
- const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
- const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
- const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
- const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Float4 masked = value;
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
+ }
- Vector4s mod;
+ oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
+ oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
+ *Pointer<Float4>(buffer, 16) = oC.x;
+ }
- switch(src.modifier)
- {
- case Shader::MODIFIER_NONE:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- break;
- case Shader::MODIFIER_BIAS:
- mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- break;
- case Shader::MODIFIER_BIAS_NEGATE:
- mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
- break;
- case Shader::MODIFIER_COMPLEMENT:
- mod.x = SubSat(Short4(0x1000), x);
- mod.y = SubSat(Short4(0x1000), y);
- mod.z = SubSat(Short4(0x1000), z);
- mod.w = SubSat(Short4(0x1000), w);
- break;
- case Shader::MODIFIER_NEGATE:
- mod.x = -x;
- mod.y = -y;
- mod.z = -z;
- mod.w = -w;
- break;
- case Shader::MODIFIER_X2:
- mod.x = AddSat(x, x);
- mod.y = AddSat(y, y);
- mod.z = AddSat(z, z);
- mod.w = AddSat(w, w);
- break;
- case Shader::MODIFIER_X2_NEGATE:
- mod.x = -AddSat(x, x);
- mod.y = -AddSat(y, y);
- mod.z = -AddSat(z, z);
- mod.w = -AddSat(w, w);
- break;
- case Shader::MODIFIER_SIGN:
- mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
- mod.x = AddSat(mod.x, mod.x);
- mod.y = AddSat(mod.y, mod.y);
- mod.z = AddSat(mod.z, mod.z);
- mod.w = AddSat(mod.w, mod.w);
- break;
- case Shader::MODIFIER_SIGN_NEGATE:
- mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
- mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
- mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
- mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
- mod.x = AddSat(mod.x, mod.x);
- mod.y = AddSat(mod.y, mod.y);
- mod.z = AddSat(mod.z, mod.z);
- mod.w = AddSat(mod.w, mod.w);
- break;
- case Shader::MODIFIER_DZ:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- // Projection performed by texture sampler
- break;
- case Shader::MODIFIER_DW:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- // Projection performed by texture sampler
- break;
- default:
- ASSERT(false);
- }
+ {
+ value = *Pointer<Float4>(buffer + 16, 16);
- if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
- {
- mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
- }
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Float4 masked = value;
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
+ }
- return mod;
- }
+ oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
+ oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
+ *Pointer<Float4>(buffer + 16, 16) = oC.y;
+ }
- Vector4f PixelRoutine::fetchRegisterF(Registers &r, const Src &src, int offset)
- {
- Vector4f reg;
- int i = src.index + offset;
+ buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
- switch(src.type)
- {
- case Shader::PARAMETER_TEMP:
- if(src.rel.type == Shader::PARAMETER_VOID)
{
- reg = r.rf[i];
+ value = *Pointer<Float4>(buffer, 16);
+
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Float4 masked = value;
+ oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+ oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
+ }
+
+ oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
+ oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
+ *Pointer<Float4>(buffer, 16) = oC.z;
}
- else
+
{
- Int a = relativeAddress(r, src);
+ value = *Pointer<Float4>(buffer + 16, 16);
+
+ if(rgbaWriteMask != 0x0000000F)
+ {
+ Float4 masked = value;
+ oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
+ masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
+ oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
+ }
- reg = r.rf[i + a];
+ oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
+ value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
+ oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
+ *Pointer<Float4>(buffer + 16, 16) = oC.w;
}
break;
- case Shader::PARAMETER_INPUT:
+ case FORMAT_A16B16G16R16I:
+ case FORMAT_A16B16G16R16UI:
+ if((rgbaWriteMask & 0x0000000F) != 0x0)
{
- if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
+ buffer = cBuffer + 8 * x;
+
+ UInt4 rgbaMask;
+ UShort8 value = *Pointer<UShort8>(buffer);
+ UShort8 packedCol = UShort8(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y)));
+ UInt4 mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ01X) + xMask * 16);
+ if((rgbaWriteMask & 0xF) != 0xF)
{
- reg = r.vf[i];
+ UInt2 tmpMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask][0]));
+ rgbaMask = UInt4(tmpMask, tmpMask);
+ mergedMask &= rgbaMask;
}
- else if(src.rel.type == Shader::PARAMETER_LOOP)
- {
- Int aL = r.aL[r.loopDepth];
+ *Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
- reg = r.vf[i + aL];
- }
- else
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
+
+ value = *Pointer<UShort8>(buffer);
+ packedCol = UShort8(UShort4(As<Int4>(oC.z)), UShort4(As<Int4>(oC.w)));
+ mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ23X) + xMask * 16);
+ if((rgbaWriteMask & 0xF) != 0xF)
{
- Int a = relativeAddress(r, src);
-
- reg = r.vf[i + a];
+ mergedMask &= rgbaMask;
}
+ *Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
}
break;
- case Shader::PARAMETER_CONST:
- reg = readConstant(r, src, offset);
- break;
- case Shader::PARAMETER_TEXTURE:
- reg = r.vf[2 + i];
- break;
- case Shader::PARAMETER_MISCTYPE:
- if(src.index == 0) reg = r.vPos;
- if(src.index == 1) reg = r.vFace;
- break;
- case Shader::PARAMETER_SAMPLER:
- if(src.rel.type == Shader::PARAMETER_VOID)
- {
- reg.x = As<Float4>(Int4(i));
- }
- else if(src.rel.type == Shader::PARAMETER_TEMP)
+ case FORMAT_A8B8G8R8I:
+ case FORMAT_A8B8G8R8UI:
+ if((rgbaWriteMask & 0x0000000F) != 0x0)
{
- reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
- }
- return reg;
- case Shader::PARAMETER_PREDICATE: return reg; // Dummy
- case Shader::PARAMETER_VOID: return reg; // Dummy
- case Shader::PARAMETER_FLOAT4LITERAL:
- reg.x = Float4(src.value[0]);
- reg.y = Float4(src.value[1]);
- reg.z = Float4(src.value[2]);
- reg.w = Float4(src.value[3]);
- break;
- case Shader::PARAMETER_CONSTINT: return reg; // Dummy
- case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
- case Shader::PARAMETER_LOOP: return reg; // Dummy
- case Shader::PARAMETER_COLOROUT:
- reg = r.oC[i];
- break;
- case Shader::PARAMETER_DEPTHOUT:
- reg.x = r.oDepth;
- break;
- default:
- ASSERT(false);
- }
+ UInt2 value, packedCol, mergedMask;
- const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
- const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
- const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
- const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
+ buffer = cBuffer + 4 * x;
+
+ if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
+ {
+ packedCol = As<UInt2>(Pack(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
+ }
+ else
+ {
+ packedCol = As<UInt2>(Pack(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y))));
+ }
+ value = *Pointer<UInt2>(buffer, 16);
+ mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
+ if(rgbaWriteMask != 0xF)
+ {
+ mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
+ }
+ *Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
- Vector4f mod;
+ buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
- switch(src.modifier)
- {
- case Shader::MODIFIER_NONE:
- mod.x = x;
- mod.y = y;
- mod.z = z;
- mod.w = w;
- break;
- case Shader::MODIFIER_NEGATE:
- mod.x = -x;
- mod.y = -y;
- mod.z = -z;
- mod.w = -w;
- break;
- case Shader::MODIFIER_ABS:
- mod.x = Abs(x);
- mod.y = Abs(y);
- mod.z = Abs(z);
- mod.w = Abs(w);
- break;
- case Shader::MODIFIER_ABS_NEGATE:
- mod.x = -Abs(x);
- mod.y = -Abs(y);
- mod.z = -Abs(z);
- mod.w = -Abs(w);
- break;
- case Shader::MODIFIER_NOT:
- mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
- mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
- mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
- mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
+ if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
+ {
+ packedCol = As<UInt2>(Pack(Short4(As<Int4>(oC.z)), Short4(As<Int4>(oC.w))));
+ }
+ else
+ {
+ packedCol = As<UInt2>(Pack(UShort4(As<Int4>(oC.z)), UShort4(As<Int4>(oC.w))));
+ }
+ value = *Pointer<UInt2>(buffer, 16);
+ mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
+ if(rgbaWriteMask != 0xF)
+ {
+ mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
+ }
+ *Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
+ }
break;
default:
ASSERT(false);
}
-
- return mod;
}
- Vector4f PixelRoutine::readConstant(Registers &r, const Src &src, int offset)
+ UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
{
- Vector4f c;
-
- int i = src.index + offset;
-
- if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
- {
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]));
-
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
+ return UShort4(cf * Float4(0xFFFF), saturate);
+ }
- if(shader->containsDefineInstruction()) // Constant may be known at compile time
- {
- for(size_t j = 0; j < shader->getLength(); j++)
- {
- const Shader::Instruction &instruction = *shader->getInstruction(j);
+ void PixelRoutine::sRGBtoLinear16_12_16(Vector4s &c)
+ {
+ c.x = As<UShort4>(c.x) >> 4;
+ c.y = As<UShort4>(c.y) >> 4;
+ c.z = As<UShort4>(c.z) >> 4;
- if(instruction.opcode == Shader::OPCODE_DEF)
- {
- if(instruction.dst.index == i)
- {
- c.x = Float4(instruction.src[0].value[0]);
- c.y = Float4(instruction.src[0].value[1]);
- c.z = Float4(instruction.src[0].value[2]);
- c.w = Float4(instruction.src[0].value[3]);
+ sRGBtoLinear12_16(c);
+ }
- break;
- }
- }
- }
- }
- }
- else if(src.rel.type == Shader::PARAMETER_LOOP)
- {
- Int loopCounter = r.aL[r.loopDepth];
+ void PixelRoutine::sRGBtoLinear12_16(Vector4s &c)
+ {
+ Pointer<Byte> LUT = constants + OFFSET(Constants,sRGBtoLinear12_16);
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + loopCounter * 16);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
- }
- else
- {
- Int a = relativeAddress(r, src);
-
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[i]) + a * 16);
-
- c.x = c.x.xxxx;
- c.y = c.y.yyyy;
- c.z = c.z.zzzz;
- c.w = c.w.wwww;
- }
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
- return c;
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
- Int PixelRoutine::relativeAddress(Registers &r, const Shader::Parameter &var)
+ void PixelRoutine::linearToSRGB16_12_16(Vector4s &c)
{
- ASSERT(var.rel.deterministic);
-
- if(var.rel.type == Shader::PARAMETER_TEMP)
- {
- return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_INPUT)
- {
- return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_OUTPUT)
- {
- return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
- }
- else if(var.rel.type == Shader::PARAMETER_CONST)
- {
- RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData,ps.c[var.rel.index]));
-
- return RoundInt(Extract(c, 0)) * var.rel.scale;
- }
- else ASSERT(false);
+ c.x = As<UShort4>(c.x) >> 4;
+ c.y = As<UShort4>(c.y) >> 4;
+ c.z = As<UShort4>(c.z) >> 4;
- return 0;
+ linearToSRGB12_16(c);
}
- Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction)
+ void PixelRoutine::linearToSRGB12_16(Vector4s &c)
{
- Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-
- if(!whileTest)
- {
- if(shader->containsBreakInstruction() && instruction->analysisBreak)
- {
- enable &= r.enableBreak;
- }
-
- if(shader->containsContinueInstruction() && instruction->analysisContinue)
- {
- enable &= r.enableContinue;
- }
+ Pointer<Byte> LUT = constants + OFFSET(Constants,linearToSRGB12_16);
- if(shader->containsLeaveInstruction() && instruction->analysisLeave)
- {
- enable &= r.enableLeave;
- }
- }
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
+ c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
- return enable;
- }
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
+ c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
- bool PixelRoutine::colorUsed()
- {
- return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
+ c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
- unsigned short PixelRoutine::shaderVersion() const
+ Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
{
- return shader ? shader->getVersion() : 0x0000;
- }
+ Float4 linear = x * x;
+ linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
- bool PixelRoutine::interpolateZ() const
- {
- return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+ return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
}
- bool PixelRoutine::interpolateW() const
+ bool PixelRoutine::colorUsed()
{
- return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
+ return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
}
}