-// 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 "VertexProgram.hpp"
#include "SamplerCore.hpp"
#include "Debug.hpp"
-extern bool localShaderConstants;
-
namespace sw
{
- VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) : VertexRoutine(state, shader)
+ VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
+ : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries)
{
ifDepth = 0;
loopRepDepth = 0;
{
labelBlock[i] = 0;
}
+
+ loopDepth = -1;
+ enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+
+ if(shader && shader->containsBreakInstruction())
+ {
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ if(shader && shader->containsContinueInstruction())
+ {
+ enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ if(shader->isInstanceIdDeclared())
+ {
+ instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
+ }
}
VertexProgram::~VertexProgram()
}
}
- void VertexProgram::pipeline(Registers &r)
+ void VertexProgram::pipeline(UInt& index)
{
for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
- sampler[i] = new SamplerCore(r.constants, state.samplerState[i]);
+ sampler[i] = new SamplerCore(constants, state.samplerState[i]);
}
if(!state.preTransformed)
{
- program(r);
+ program(index);
}
else
{
- passThrough(r);
+ passThrough();
}
}
- void VertexProgram::program(Registers &r)
+ void VertexProgram::program(UInt& index)
{
// shader->print("VertexShader-%0.8X.txt", state.shaderID);
unsigned short version = shader->getVersion();
- r.enableIndex = 0;
- r.stackIndex = 0;
+ enableIndex = 0;
+ stackIndex = 0;
if(shader->containsLeaveInstruction())
{
- r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ if(shader->isVertexIdDeclared())
+ {
+ if(state.textureSampling)
+ {
+ vertexID = Int4(index);
+ }
+ else
+ {
+ vertexID = Insert(vertexID, As<Int>(index), 0);
+ vertexID = Insert(vertexID, As<Int>(index + 1), 1);
+ vertexID = Insert(vertexID, As<Int>(index + 2), 2);
+ vertexID = Insert(vertexID, As<Int>(index + 3), 3);
+ }
}
// Create all call site return blocks up front
callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
}
}
-
+
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
Src src0 = instruction->src[0];
Src src1 = instruction->src[1];
Src src2 = instruction->src[2];
+ Src src3 = instruction->src[3];
+ Src src4 = instruction->src[4];
bool predicate = instruction->predicate;
- int size = shader->size(opcode);
- Usage usage = instruction->usage;
- unsigned char usageIndex = instruction->usageIndex;
Control control = instruction->control;
bool integer = dst.type == Shader::PARAMETER_ADDR;
bool pp = dst.partialPrecision;
Vector4f s0;
Vector4f s1;
Vector4f s2;
+ Vector4f s3;
+ Vector4f s4;
- if(src0.type != Shader::PARAMETER_VOID) s0 = reg(r, src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2);
+ if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
+ if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
+ if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
+ if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
+ if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
switch(opcode)
{
- case Shader::OPCODE_VS_1_0: break;
- case Shader::OPCODE_VS_1_1: break;
- case Shader::OPCODE_VS_2_0: break;
- case Shader::OPCODE_VS_2_x: break;
- case Shader::OPCODE_VS_2_sw: break;
- case Shader::OPCODE_VS_3_0: break;
- case Shader::OPCODE_VS_3_sw: break;
- case Shader::OPCODE_DCL: break;
- case Shader::OPCODE_DEF: break;
- case Shader::OPCODE_DEFI: break;
- case Shader::OPCODE_DEFB: break;
- case Shader::OPCODE_NOP: break;
- case Shader::OPCODE_ABS: abs(d, s0); break;
- case Shader::OPCODE_ADD: add(d, s0, s1); 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_DP1: dp1(d, s0, s1); break;
- case Shader::OPCODE_DP2: dp2(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_ATT: att(d, s0, s1); break;
- case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
- case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
- case Shader::OPCODE_EXPP: expp(d, s0, version); break;
- case Shader::OPCODE_EXP: exp(d, s0, pp); break;
- case Shader::OPCODE_FRC: frc(d, s0); break;
+ case Shader::OPCODE_VS_1_0: break;
+ case Shader::OPCODE_VS_1_1: break;
+ case Shader::OPCODE_VS_2_0: break;
+ case Shader::OPCODE_VS_2_x: break;
+ case Shader::OPCODE_VS_2_sw: break;
+ case Shader::OPCODE_VS_3_0: break;
+ case Shader::OPCODE_VS_3_sw: break;
+ case Shader::OPCODE_DCL: break;
+ case Shader::OPCODE_DEF: break;
+ case Shader::OPCODE_DEFI: break;
+ case Shader::OPCODE_DEFB: break;
+ case Shader::OPCODE_NOP: break;
+ case Shader::OPCODE_ABS: abs(d, s0); break;
+ case Shader::OPCODE_IABS: iabs(d, s0); break;
+ case Shader::OPCODE_ADD: add(d, s0, s1); break;
+ case Shader::OPCODE_IADD: iadd(d, s0, s1); 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_DP1: dp1(d, s0, s1); break;
+ case Shader::OPCODE_DP2: dp2(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_DET2: det2(d, s0, s1); break;
+ case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
+ case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
+ case Shader::OPCODE_ATT: att(d, s0, s1); break;
+ case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
+ case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
+ case Shader::OPCODE_EXPP: expp(d, s0, version); break;
+ case Shader::OPCODE_EXP: exp(d, s0, pp); 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_LIT: lit(d, s0); break;
- case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
- case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
- case Shader::OPCODE_LOGP: logp(d, s0, version); break;
- case Shader::OPCODE_LOG: log(d, s0, pp); 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_M3X2: M3X2(r, d, s0, src1); break;
- case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
- case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
- case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
- case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
- case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
- case Shader::OPCODE_MAX: max(d, s0, s1); break;
- case Shader::OPCODE_MIN: min(d, s0, s1); break;
- case Shader::OPCODE_MOV: mov(d, s0, integer); break;
- case Shader::OPCODE_MOVA: mov(d, s0); break;
- case Shader::OPCODE_F2B: f2b(d, s0); break;
- case Shader::OPCODE_B2F: b2f(d, s0); break;
- case Shader::OPCODE_MUL: mul(d, s0, s1); 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_POWX: powx(d, s0, s1, pp); break;
- case Shader::OPCODE_POW: pow(d, s0, s1, 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_SGE: step(d, s1, s0); break;
- case Shader::OPCODE_SGN: sgn(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); break;
- case Shader::OPCODE_ACOS: acos(d, s0); break;
- case Shader::OPCODE_ASIN: asin(d, s0); break;
- case Shader::OPCODE_ATAN: atan(d, s0); break;
- case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
- case Shader::OPCODE_SLT: slt(d, s0, s1); break;
- case Shader::OPCODE_SUB: sub(d, s0, s1); 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_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_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_TEXLDL: TEXLDL(r, d, s0, src1); break;
- case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
- case Shader::OPCODE_END: break;
+ case Shader::OPCODE_LIT: lit(d, s0); break;
+ case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
+ case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
+ case Shader::OPCODE_LOGP: logp(d, s0, version); break;
+ case Shader::OPCODE_LOG: log(d, s0, pp); 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_FLOATBITSTOINT:
+ case Shader::OPCODE_FLOATBITSTOUINT:
+ case Shader::OPCODE_INTBITSTOFLOAT:
+ case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
+ case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
+ case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
+ case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
+ case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
+ case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
+ case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
+ case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
+ case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
+ case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
+ case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
+ case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
+ case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
+ case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
+ case Shader::OPCODE_MAX: max(d, s0, s1); break;
+ case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
+ case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
+ case Shader::OPCODE_MIN: min(d, s0, s1); break;
+ case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
+ case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
+ case Shader::OPCODE_MOV: mov(d, s0, integer); break;
+ case Shader::OPCODE_MOVA: mov(d, s0, true); break;
+ case Shader::OPCODE_NEG: neg(d, s0); break;
+ case Shader::OPCODE_INEG: ineg(d, s0); break;
+ case Shader::OPCODE_F2B: f2b(d, s0); break;
+ case Shader::OPCODE_B2F: b2f(d, s0); break;
+ case Shader::OPCODE_F2I: f2i(d, s0); break;
+ case Shader::OPCODE_I2F: i2f(d, s0); break;
+ case Shader::OPCODE_F2U: f2u(d, s0); break;
+ case Shader::OPCODE_U2F: u2f(d, s0); break;
+ case Shader::OPCODE_I2B: i2b(d, s0); break;
+ case Shader::OPCODE_B2I: b2i(d, s0); break;
+ case Shader::OPCODE_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_IMUL: imul(d, s0, s1); 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_POWX: powx(d, s0, s1, pp); break;
+ case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
+ case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
+ case Shader::OPCODE_DIV: div(d, s0, s1); break;
+ case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
+ case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
+ case Shader::OPCODE_MOD: mod(d, s0, s1); break;
+ case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
+ case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
+ case Shader::OPCODE_SHL: shl(d, s0, s1); break;
+ case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
+ case Shader::OPCODE_USHR: ushr(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_SGE: step(d, s1, s0); break;
+ case Shader::OPCODE_SGN: sgn(d, s0); break;
+ case Shader::OPCODE_ISGN: isgn(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); break;
+ case Shader::OPCODE_ACOS: acos(d, s0); break;
+ case Shader::OPCODE_ASIN: asin(d, s0); break;
+ case Shader::OPCODE_ATAN: atan(d, s0); break;
+ case Shader::OPCODE_ATAN2: atan2(d, s0, s1); 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_SLT: slt(d, s0, s1); break;
+ case Shader::OPCODE_SUB: sub(d, s0, s1); break;
+ case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
+ case Shader::OPCODE_BREAK: BREAK(); break;
+ case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
+ case Shader::OPCODE_BREAKP: BREAKP(src0); break;
+ case Shader::OPCODE_CONTINUE: CONTINUE(); break;
+ case Shader::OPCODE_TEST: TEST(); break;
+ case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
+ case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
+ case Shader::OPCODE_ELSE: ELSE(); break;
+ case Shader::OPCODE_ENDIF: ENDIF(); break;
+ case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
+ case Shader::OPCODE_ENDREP: ENDREP(); break;
+ case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
+ case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
+ case Shader::OPCODE_IF: IF(src0); break;
+ case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
+ case Shader::OPCODE_LABEL: LABEL(dst.index); break;
+ case Shader::OPCODE_LOOP: LOOP(src1); break;
+ case Shader::OPCODE_REP: REP(src0); break;
+ case Shader::OPCODE_WHILE: WHILE(src0); break;
+ case Shader::OPCODE_SWITCH: SWITCH(); break;
+ case Shader::OPCODE_RET: RET(); break;
+ case Shader::OPCODE_LEAVE: LEAVE(); break;
+ case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
+ case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
+ case Shader::OPCODE_UCMP: ucmp(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_ALL: all(d.x, s0); break;
+ case Shader::OPCODE_ANY: any(d.x, s0); break;
+ case Shader::OPCODE_NOT: bitwise_not(d, s0); break;
+ case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break;
+ case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break;
+ case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
+ case Shader::OPCODE_EQ: equal(d, s0, s1); break;
+ case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
+ case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
+ case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
+ case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
+ case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
+ case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
+ case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
+ case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
+ case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
switch(dst.type)
{
- case Shader::PARAMETER_VOID: break;
+ case Shader::PARAMETER_VOID: break;
case Shader::PARAMETER_TEMP:
if(dst.rel.type == Shader::PARAMETER_VOID)
{
- if(dst.x) pDst.x = r.r[dst.index].x;
- if(dst.y) pDst.y = r.r[dst.index].y;
- if(dst.z) pDst.z = r.r[dst.index].z;
- if(dst.w) pDst.w = r.r[dst.index].w;
+ if(dst.x) pDst.x = r[dst.index].x;
+ if(dst.y) pDst.y = r[dst.index].y;
+ if(dst.z) pDst.z = r[dst.index].z;
+ if(dst.w) pDst.w = r[dst.index].w;
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
- if(dst.x) pDst.x = r.r[dst.index + a].x;
- if(dst.y) pDst.y = r.r[dst.index + a].y;
- if(dst.z) pDst.z = r.r[dst.index + a].z;
- if(dst.w) pDst.w = r.r[dst.index + a].w;
+ if(dst.x) pDst.x = r[dst.index + a].x;
+ if(dst.y) pDst.y = r[dst.index + a].y;
+ if(dst.z) pDst.z = r[dst.index + a].z;
+ if(dst.w) pDst.w = r[dst.index + a].w;
}
break;
- case Shader::PARAMETER_ADDR: pDst = r.a0; break;
+ case Shader::PARAMETER_ADDR: pDst = a0; break;
case Shader::PARAMETER_RASTOUT:
switch(dst.index)
{
case 0:
- if(dst.x) pDst.x = r.o[Pos].x;
- if(dst.y) pDst.y = r.o[Pos].y;
- if(dst.z) pDst.z = r.o[Pos].z;
- if(dst.w) pDst.w = r.o[Pos].w;
+ if(dst.x) pDst.x = o[Pos].x;
+ if(dst.y) pDst.y = o[Pos].y;
+ if(dst.z) pDst.z = o[Pos].z;
+ if(dst.w) pDst.w = o[Pos].w;
break;
case 1:
- pDst.x = r.o[Fog].x;
+ pDst.x = o[Fog].x;
break;
case 2:
- pDst.x = r.o[Pts].y;
+ pDst.x = o[Pts].y;
break;
default:
ASSERT(false);
}
break;
case Shader::PARAMETER_ATTROUT:
- if(dst.x) pDst.x = r.o[D0 + dst.index].x;
- if(dst.y) pDst.y = r.o[D0 + dst.index].y;
- if(dst.z) pDst.z = r.o[D0 + dst.index].z;
- if(dst.w) pDst.w = r.o[D0 + dst.index].w;
+ if(dst.x) pDst.x = o[C0 + dst.index].x;
+ if(dst.y) pDst.y = o[C0 + dst.index].y;
+ if(dst.z) pDst.z = o[C0 + dst.index].z;
+ if(dst.w) pDst.w = o[C0 + dst.index].w;
break;
case Shader::PARAMETER_TEXCRDOUT:
// case Shader::PARAMETER_OUTPUT:
if(version < 0x0300)
{
- if(dst.x) pDst.x = r.o[T0 + dst.index].x;
- if(dst.y) pDst.y = r.o[T0 + dst.index].y;
- if(dst.z) pDst.z = r.o[T0 + dst.index].z;
- if(dst.w) pDst.w = r.o[T0 + dst.index].w;
+ if(dst.x) pDst.x = o[T0 + dst.index].x;
+ if(dst.y) pDst.y = o[T0 + dst.index].y;
+ if(dst.z) pDst.z = o[T0 + dst.index].z;
+ if(dst.w) pDst.w = o[T0 + dst.index].w;
}
else
{
if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
{
- if(dst.x) pDst.x = r.o[dst.index].x;
- if(dst.y) pDst.y = r.o[dst.index].y;
- if(dst.z) pDst.z = r.o[dst.index].z;
- if(dst.w) pDst.w = r.o[dst.index].w;
- }
- else if(dst.rel.type == Shader::PARAMETER_LOOP)
- {
- Int aL = r.aL[r.loopDepth];
-
- if(dst.x) pDst.x = r.o[dst.index + aL].x;
- if(dst.y) pDst.y = r.o[dst.index + aL].y;
- if(dst.z) pDst.z = r.o[dst.index + aL].z;
- if(dst.w) pDst.w = r.o[dst.index + aL].w;
+ if(dst.x) pDst.x = o[dst.index].x;
+ if(dst.y) pDst.y = o[dst.index].y;
+ if(dst.z) pDst.z = o[dst.index].z;
+ if(dst.w) pDst.w = o[dst.index].w;
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
- if(dst.x) pDst.x = r.o[dst.index + a].x;
- if(dst.y) pDst.y = r.o[dst.index + a].y;
- if(dst.z) pDst.z = r.o[dst.index + a].z;
- if(dst.w) pDst.w = r.o[dst.index + a].w;
+ if(dst.x) pDst.x = o[dst.index + a].x;
+ if(dst.y) pDst.y = o[dst.index + a].y;
+ if(dst.z) pDst.z = o[dst.index + a].z;
+ if(dst.w) pDst.w = o[dst.index + a].w;
}
}
break;
- case Shader::PARAMETER_LABEL: break;
- case Shader::PARAMETER_PREDICATE: pDst = r.p0; break;
- case Shader::PARAMETER_INPUT: break;
+ case Shader::PARAMETER_LABEL: break;
+ case Shader::PARAMETER_PREDICATE: pDst = p0; break;
+ case Shader::PARAMETER_INPUT: break;
default:
ASSERT(false);
}
- Int4 enable = enableMask(r, instruction);
+ Int4 enable = enableMask(instruction);
Int4 xEnable = enable;
Int4 yEnable = enable;
{
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];
+ Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
+ Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
+ Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
+ Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
if(!instruction->predicateNot)
{
case Shader::PARAMETER_TEMP:
if(dst.rel.type == Shader::PARAMETER_VOID)
{
- if(dst.x) r.r[dst.index].x = d.x;
- if(dst.y) r.r[dst.index].y = d.y;
- if(dst.z) r.r[dst.index].z = d.z;
- if(dst.w) r.r[dst.index].w = d.w;
+ if(dst.x) r[dst.index].x = d.x;
+ if(dst.y) r[dst.index].y = d.y;
+ if(dst.z) r[dst.index].z = d.z;
+ if(dst.w) r[dst.index].w = d.w;
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
- if(dst.x) r.r[dst.index + a].x = d.x;
- if(dst.y) r.r[dst.index + a].y = d.y;
- if(dst.z) r.r[dst.index + a].z = d.z;
- if(dst.w) r.r[dst.index + a].w = d.w;
+ if(dst.x) r[dst.index + a].x = d.x;
+ if(dst.y) r[dst.index + a].y = d.y;
+ if(dst.z) r[dst.index + a].z = d.z;
+ if(dst.w) r[dst.index + a].w = d.w;
}
break;
case Shader::PARAMETER_ADDR:
- if(dst.x) r.a0.x = d.x;
- if(dst.y) r.a0.y = d.y;
- if(dst.z) r.a0.z = d.z;
- if(dst.w) r.a0.w = d.w;
+ if(dst.x) a0.x = d.x;
+ if(dst.y) a0.y = d.y;
+ if(dst.z) a0.z = d.z;
+ if(dst.w) a0.w = d.w;
break;
case Shader::PARAMETER_RASTOUT:
switch(dst.index)
{
case 0:
- if(dst.x) r.o[Pos].x = d.x;
- if(dst.y) r.o[Pos].y = d.y;
- if(dst.z) r.o[Pos].z = d.z;
- if(dst.w) r.o[Pos].w = d.w;
+ if(dst.x) o[Pos].x = d.x;
+ if(dst.y) o[Pos].y = d.y;
+ if(dst.z) o[Pos].z = d.z;
+ if(dst.w) o[Pos].w = d.w;
break;
case 1:
- r.o[Fog].x = d.x;
+ o[Fog].x = d.x;
break;
- case 2:
- r.o[Pts].y = d.x;
+ case 2:
+ o[Pts].y = d.x;
break;
default: ASSERT(false);
}
break;
- case Shader::PARAMETER_ATTROUT:
- if(dst.x) r.o[D0 + dst.index].x = d.x;
- if(dst.y) r.o[D0 + dst.index].y = d.y;
- if(dst.z) r.o[D0 + dst.index].z = d.z;
- if(dst.w) r.o[D0 + dst.index].w = d.w;
+ case Shader::PARAMETER_ATTROUT:
+ if(dst.x) o[C0 + dst.index].x = d.x;
+ if(dst.y) o[C0 + dst.index].y = d.y;
+ if(dst.z) o[C0 + dst.index].z = d.z;
+ if(dst.w) o[C0 + dst.index].w = d.w;
break;
case Shader::PARAMETER_TEXCRDOUT:
// case Shader::PARAMETER_OUTPUT:
if(version < 0x0300)
{
- if(dst.x) r.o[T0 + dst.index].x = d.x;
- if(dst.y) r.o[T0 + dst.index].y = d.y;
- if(dst.z) r.o[T0 + dst.index].z = d.z;
- if(dst.w) r.o[T0 + dst.index].w = d.w;
+ if(dst.x) o[T0 + dst.index].x = d.x;
+ if(dst.y) o[T0 + dst.index].y = d.y;
+ if(dst.z) o[T0 + dst.index].z = d.z;
+ if(dst.w) o[T0 + dst.index].w = d.w;
}
else
{
if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative
{
- if(dst.x) r.o[dst.index].x = d.x;
- if(dst.y) r.o[dst.index].y = d.y;
- if(dst.z) r.o[dst.index].z = d.z;
- if(dst.w) r.o[dst.index].w = d.w;
- }
- else if(dst.rel.type == Shader::PARAMETER_LOOP)
- {
- Int aL = r.aL[r.loopDepth];
-
- if(dst.x) r.o[dst.index + aL].x = d.x;
- if(dst.y) r.o[dst.index + aL].y = d.y;
- if(dst.z) r.o[dst.index + aL].z = d.z;
- if(dst.w) r.o[dst.index + aL].w = d.w;
+ if(dst.x) o[dst.index].x = d.x;
+ if(dst.y) o[dst.index].y = d.y;
+ if(dst.z) o[dst.index].z = d.z;
+ if(dst.w) o[dst.index].w = d.w;
}
else
{
- Int a = relativeAddress(r, dst);
+ Int a = relativeAddress(dst);
- if(dst.x) r.o[dst.index + a].x = d.x;
- if(dst.y) r.o[dst.index + a].y = d.y;
- if(dst.z) r.o[dst.index + a].z = d.z;
- if(dst.w) r.o[dst.index + a].w = d.w;
+ if(dst.x) o[dst.index + a].x = d.x;
+ if(dst.y) o[dst.index + a].y = d.y;
+ if(dst.z) o[dst.index + a].z = d.z;
+ if(dst.w) o[dst.index + a].w = d.w;
}
}
break;
- case Shader::PARAMETER_LABEL: break;
- case Shader::PARAMETER_PREDICATE: r.p0 = d; break;
- case Shader::PARAMETER_INPUT: break;
+ case Shader::PARAMETER_LABEL: break;
+ case Shader::PARAMETER_PREDICATE: p0 = d; break;
+ case Shader::PARAMETER_INPUT: break;
default:
ASSERT(false);
}
}
}
- void VertexProgram::passThrough(Registers &r)
+ void VertexProgram::passThrough()
{
if(shader)
{
- for(int i = 0; i < 12; i++)
+ for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
{
- unsigned char usage = shader->output[i][0].usage;
- unsigned char index = shader->output[i][0].index;
+ unsigned char usage = shader->getOutput(i, 0).usage;
switch(usage)
{
case 0xFF:
continue;
case Shader::USAGE_PSIZE:
- r.o[i].y = r.v[i].x;
+ o[i].y = v[i].x;
break;
case Shader::USAGE_TEXCOORD:
- r.o[i].x = r.v[i].x;
- r.o[i].y = r.v[i].y;
- r.o[i].z = r.v[i].z;
- r.o[i].w = r.v[i].w;
+ o[i].x = v[i].x;
+ o[i].y = v[i].y;
+ o[i].z = v[i].z;
+ o[i].w = v[i].w;
break;
case Shader::USAGE_POSITION:
- r.o[i].x = r.v[i].x;
- r.o[i].y = r.v[i].y;
- r.o[i].z = r.v[i].z;
- r.o[i].w = r.v[i].w;
+ o[i].x = v[i].x;
+ o[i].y = v[i].y;
+ o[i].z = v[i].z;
+ o[i].w = v[i].w;
break;
case Shader::USAGE_COLOR:
- r.o[i].x = r.v[i].x;
- r.o[i].y = r.v[i].y;
- r.o[i].z = r.v[i].z;
- r.o[i].w = r.v[i].w;
+ o[i].x = v[i].x;
+ o[i].y = v[i].y;
+ o[i].z = v[i].z;
+ o[i].w = v[i].w;
break;
case Shader::USAGE_FOG:
- r.o[i].x = r.v[i].x;
+ o[i].x = v[i].x;
break;
default:
ASSERT(false);
}
else
{
- r.o[Pos].x = r.v[PositionT].x;
- r.o[Pos].y = r.v[PositionT].y;
- r.o[Pos].z = r.v[PositionT].z;
- r.o[Pos].w = r.v[PositionT].w;
+ o[Pos].x = v[PositionT].x;
+ o[Pos].y = v[PositionT].y;
+ o[Pos].z = v[PositionT].z;
+ o[Pos].w = v[PositionT].w;
for(int i = 0; i < 2; i++)
{
- r.o[D0 + i].x = r.v[Color0 + i].x;
- r.o[D0 + i].y = r.v[Color0 + i].y;
- r.o[D0 + i].z = r.v[Color0 + i].z;
- r.o[D0 + i].w = r.v[Color0 + i].w;
+ o[C0 + i].x = v[Color0 + i].x;
+ o[C0 + i].y = v[Color0 + i].y;
+ o[C0 + i].z = v[Color0 + i].z;
+ o[C0 + i].w = v[Color0 + i].w;
}
for(int i = 0; i < 8; i++)
{
- r.o[T0 + i].x = r.v[TexCoord0 + i].x;
- r.o[T0 + i].y = r.v[TexCoord0 + i].y;
- r.o[T0 + i].z = r.v[TexCoord0 + i].z;
- r.o[T0 + i].w = r.v[TexCoord0 + i].w;
+ o[T0 + i].x = v[TexCoord0 + i].x;
+ o[T0 + i].y = v[TexCoord0 + i].y;
+ o[T0 + i].z = v[TexCoord0 + i].z;
+ o[T0 + i].w = v[TexCoord0 + i].w;
}
- r.o[Pts].y = r.v[PointSize].x;
+ o[Pts].y = v[PointSize].x;
}
}
- Vector4f VertexProgram::reg(Registers &r, const Src &src, int offset)
+ Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
{
- int i = src.index + offset;
-
Vector4f reg;
+ unsigned int i = src.index + offset;
switch(src.type)
{
case Shader::PARAMETER_TEMP:
if(src.rel.type == Shader::PARAMETER_VOID)
{
- reg = r.r[i];
+ reg = r[i];
}
else
{
- reg = r.r[i + relativeAddress(r, src)];
+ reg = r[i + relativeAddress(src, src.bufferIndex)];
}
break;
case Shader::PARAMETER_CONST:
- reg = readConstant(r, src, offset);
+ reg = readConstant(src, offset);
break;
case Shader::PARAMETER_INPUT:
- if(src.rel.type == Shader::PARAMETER_VOID)
+ if(src.rel.type == Shader::PARAMETER_VOID)
{
- reg = r.v[i];
+ reg = v[i];
}
else
{
- reg = r.v[i + relativeAddress(r, src)];
+ reg = v[i + relativeAddress(src, src.bufferIndex)];
}
- break;
- case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
+ break;
+ case Shader::PARAMETER_VOID: return r[0]; // 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_ADDR: reg = r.a0; break;
- case Shader::PARAMETER_CONSTBOOL: return r.r[0]; // Dummy
- case Shader::PARAMETER_CONSTINT: return r.r[0]; // Dummy
- case Shader::PARAMETER_LOOP: return r.r[0]; // Dummy
- case Shader::PARAMETER_PREDICATE: return r.r[0]; // Dummy
+ case Shader::PARAMETER_ADDR: reg = a0; break;
+ case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy
+ case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy
+ case Shader::PARAMETER_LOOP: return r[0]; // Dummy
+ case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy
case Shader::PARAMETER_SAMPLER:
if(src.rel.type == Shader::PARAMETER_VOID)
{
}
else if(src.rel.type == Shader::PARAMETER_TEMP)
{
- reg.x = As<Float4>(Int4(i) + RoundInt(r.r[src.rel.index].x));
+ reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
}
return reg;
case Shader::PARAMETER_OUTPUT:
- if(src.rel.type == Shader::PARAMETER_VOID)
+ if(src.rel.type == Shader::PARAMETER_VOID)
{
- reg = r.o[i];
+ reg = o[i];
}
else
{
- reg = r.o[i + relativeAddress(r, src)];
+ reg = o[i + relativeAddress(src, src.bufferIndex)];
}
break;
+ case Shader::PARAMETER_MISCTYPE:
+ if(src.index == Shader::InstanceIDIndex)
+ {
+ reg.x = As<Float>(instanceID);
+ }
+ else if(src.index == Shader::VertexIDIndex)
+ {
+ reg.x = As<Float4>(vertexID);
+ }
+ else ASSERT(false);
+ return reg;
default:
ASSERT(false);
}
return mod;
}
- Vector4f VertexProgram::readConstant(Registers &r, const Src &src, int offset)
+ RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
{
- Vector4f c;
+ if(bufferIndex == -1)
+ {
+ return data + OFFSET(DrawData, vs.c[index]);
+ }
+ else
+ {
+ return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
+ }
+ }
- int i = src.index + offset;
+ RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
+ {
+ return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
+ }
+
+ Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
+ {
+ Vector4f c;
+ unsigned 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,vs.c[i]));
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
c.z = c.z.zzzz;
c.w = c.w.wwww;
- if(localShaderConstants) // Constant may be known at compile time
+ if(shader->containsDefineInstruction()) // Constant may be known at compile time
{
for(size_t j = 0; j < shader->getLength(); j++)
{
}
else if(src.rel.type == Shader::PARAMETER_LOOP)
{
- Int loopCounter = r.aL[r.loopDepth];
+ Int loopCounter = aL[loopDepth];
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
{
if(src.rel.deterministic)
{
- Int a = relativeAddress(r, src);
-
- c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
+ Int a = relativeAddress(src, src.bufferIndex);
+
+ c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
switch(src.rel.type)
{
- case Shader::PARAMETER_ADDR: a = r.a0[component]; break;
- case Shader::PARAMETER_TEMP: a = r.r[src.rel.index][component]; break;
- case Shader::PARAMETER_INPUT: a = r.v[src.rel.index][component]; break;
- case Shader::PARAMETER_OUTPUT: a = r.o[src.rel.index][component]; break;
- case Shader::PARAMETER_CONST: a = *Pointer<Float>(r.data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
+ case Shader::PARAMETER_ADDR: a = a0[component]; break;
+ case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
+ case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
+ case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
+ case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
+ case Shader::PARAMETER_MISCTYPE:
+ if(src.rel.index == Shader::InstanceIDIndex)
+ {
+ a = As<Float4>(Int4(instanceID)); break;
+ }
+ else if(src.rel.index == Shader::VertexIDIndex)
+ {
+ a = As<Float4>(vertexID); break;
+ }
+ else ASSERT(false);
+ break;
default: ASSERT(false);
}
- Int4 index = Int4(i) + RoundInt(a) * Int4(src.rel.scale);
+ Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
+
+ index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
- index = Min(As<UInt4>(index), UInt4(256)); // Clamp to constant register range, c[256] = {0, 0, 0, 0}
-
Int index0 = Extract(index, 0);
Int index1 = Extract(index, 1);
Int index2 = Extract(index, 2);
Int index3 = Extract(index, 3);
- c.x = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
- c.y = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
- c.z = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
- c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
+ c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
+ c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
+ c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
+ c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
transpose4x4(c.x, c.y, c.z, c.w);
}
return c;
}
- Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
+ Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
{
ASSERT(var.rel.deterministic);
if(var.rel.type == Shader::PARAMETER_TEMP)
{
- return RoundInt(Extract(r.r[var.rel.index].x, 0)) * var.rel.scale;
+ return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
}
else if(var.rel.type == Shader::PARAMETER_INPUT)
{
- return RoundInt(Extract(r.v[var.rel.index].x, 0)) * var.rel.scale;
+ return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
}
else if(var.rel.type == Shader::PARAMETER_OUTPUT)
{
- return RoundInt(Extract(r.o[var.rel.index].x, 0)) * var.rel.scale;
+ return As<Int>(Extract(o[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,vs.c[var.rel.index]));
-
- return RoundInt(Extract(c, 0)) * var.rel.scale;
+ return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
+ }
+ else if(var.rel.type == Shader::PARAMETER_LOOP)
+ {
+ return aL[loopDepth];
}
else ASSERT(false);
return 0;
}
- Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
+ Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
{
- Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
-
+ Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
+
if(!whileTest)
{
if(shader->containsBreakInstruction() && instruction->analysisBreak)
{
- enable &= r.enableBreak;
+ enable &= enableBreak;
}
if(shader->containsContinueInstruction() && instruction->analysisContinue)
{
- enable &= r.enableContinue;
+ enable &= enableContinue;
}
if(shader->containsLeaveInstruction() && instruction->analysisLeave)
{
- enable &= r.enableLeave;
+ enable &= enableLeave;
}
}
return enable;
}
- void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = reg(r, src1, 0);
- Vector4f row1 = reg(r, src1, 1);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
}
- void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = reg(r, src1, 0);
- Vector4f row1 = reg(r, src1, 1);
- Vector4f row2 = reg(r, src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.z = dot3(src0, row2);
}
- void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = reg(r, src1, 0);
- Vector4f row1 = reg(r, src1, 1);
- Vector4f row2 = reg(r, src1, 2);
- Vector4f row3 = reg(r, src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.w = dot3(src0, row3);
}
- void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = reg(r, src1, 0);
- Vector4f row1 = reg(r, src1, 1);
- Vector4f row2 = reg(r, src1, 2);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.z = dot4(src0, row2);
}
- void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
+ void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = reg(r, src1, 0);
- Vector4f row1 = reg(r, src1, 1);
- Vector4f row2 = reg(r, src1, 2);
- Vector4f row3 = reg(r, src1, 3);
+ Vector4f row0 = fetchRegister(src1, 0);
+ Vector4f row1 = fetchRegister(src1, 1);
+ Vector4f row2 = fetchRegister(src1, 2);
+ Vector4f row3 = fetchRegister(src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.w = dot4(src0, row3);
}
- void VertexProgram::BREAK(Registers &r)
+ void VertexProgram::BREAK()
{
- llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+ BasicBlock *deadBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
if(breakDepth == 0)
{
- r.enableIndex = r.enableIndex - breakDepth;
+ enableIndex = enableIndex - breakDepth;
Nucleus::createBr(endBlock);
}
else
{
- r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
+ enableBreak = enableBreak & ~enableStack[enableIndex];
+ Bool allBreak = SignMask(enableBreak) == 0x0;
- r.enableIndex = r.enableIndex - breakDepth;
+ enableIndex = enableIndex - breakDepth;
branch(allBreak, endBlock, deadBlock);
}
Nucleus::setInsertBlock(deadBlock);
- r.enableIndex = r.enableIndex + breakDepth;
+ enableIndex = enableIndex + breakDepth;
}
- void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
ASSERT(false);
}
- BREAK(r, condition);
+ BREAK(condition);
}
- void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
+ void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
{
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+ Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
- BREAK(r, condition);
+ BREAK(condition);
}
- void VertexProgram::BREAK(Registers &r, Int4 &condition)
+ void VertexProgram::BREAK(Int4 &condition)
{
- condition &= r.enableStack[r.enableIndex];
+ condition &= enableStack[enableIndex];
- llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+ BasicBlock *continueBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
- r.enableBreak = r.enableBreak & ~condition;
- Bool allBreak = SignMask(r.enableBreak) == 0x0;
+ enableBreak = enableBreak & ~condition;
+ Bool allBreak = SignMask(enableBreak) == 0x0;
- r.enableIndex = r.enableIndex - breakDepth;
+ enableIndex = enableIndex - breakDepth;
branch(allBreak, endBlock, continueBlock);
Nucleus::setInsertBlock(continueBlock);
- r.enableIndex = r.enableIndex + breakDepth;
+ enableIndex = enableIndex + breakDepth;
}
- void VertexProgram::CONTINUE(Registers &r)
+ void VertexProgram::CONTINUE()
{
- r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
+ enableContinue = enableContinue & ~enableStack[enableIndex];
}
void VertexProgram::TEST()
whileTest = true;
}
- void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
+ void VertexProgram::CALL(int labelIndex, int callSiteIndex)
{
if(!labelBlock[labelIndex])
{
if(callRetBlock[labelIndex].size() > 1)
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ callStack[stackIndex++] = UInt(callSiteIndex);
}
- Int4 restoreLeave = r.enableLeave;
+ Int4 restoreLeave = enableLeave;
Nucleus::createBr(labelBlock[labelIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
- r.enableLeave = restoreLeave;
+ enableLeave = restoreLeave;
}
- void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
+ void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
- CALLNZb(r, labelIndex, callSiteIndex, src);
+ CALLNZb(labelIndex, callSiteIndex, src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
- CALLNZp(r, labelIndex, callSiteIndex, src);
+ CALLNZp(labelIndex, callSiteIndex, src);
}
else ASSERT(false);
}
- void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
+ void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
{
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
-
+ Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
+
if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
- condition = !condition;
+ condition = !condition;
}
if(!labelBlock[labelIndex])
if(callRetBlock[labelIndex].size() > 1)
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ callStack[stackIndex++] = UInt(callSiteIndex);
}
- Int4 restoreLeave = r.enableLeave;
+ Int4 restoreLeave = enableLeave;
branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
- r.enableLeave = restoreLeave;
+ enableLeave = restoreLeave;
}
- void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
+ void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
{
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+ Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
- condition &= r.enableStack[r.enableIndex];
+ condition &= enableStack[enableIndex];
if(!labelBlock[labelIndex])
{
if(callRetBlock[labelIndex].size() > 1)
{
- r.callStack[r.stackIndex++] = UInt(callSiteIndex);
+ callStack[stackIndex++] = UInt(callSiteIndex);
}
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
- Int4 restoreLeave = r.enableLeave;
+ enableIndex++;
+ enableStack[enableIndex] = condition;
+ Int4 restoreLeave = enableLeave;
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
- r.enableIndex--;
- r.enableLeave = restoreLeave;
+ enableIndex--;
+ enableLeave = restoreLeave;
}
- void VertexProgram::ELSE(Registers &r)
+ void VertexProgram::ELSE()
{
ifDepth--;
- llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
if(isConditionalIf[ifDepth])
{
- Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+ Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, falseBlock, endBlock);
- r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
+ enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
}
else
{
ifDepth++;
}
- void VertexProgram::ENDIF(Registers &r)
+ void VertexProgram::ENDIF()
{
ifDepth--;
- llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+ BasicBlock *endBlock = ifFalseBlock[ifDepth];
Nucleus::createBr(endBlock);
Nucleus::setInsertBlock(endBlock);
if(isConditionalIf[ifDepth])
{
breakDepth--;
- r.enableIndex--;
+ enableIndex--;
}
}
- void VertexProgram::ENDLOOP(Registers &r)
+ void VertexProgram::ENDLOOP()
{
loopRepDepth--;
- r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
+ aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+ BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ loopDepth--;
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- void VertexProgram::ENDREP(Registers &r)
+ void VertexProgram::ENDREP()
{
loopRepDepth--;
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+ BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
- r.loopDepth--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ loopDepth--;
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- void VertexProgram::ENDWHILE(Registers &r)
+ void VertexProgram::ENDWHILE()
{
loopRepDepth--;
- llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+ BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
- r.enableIndex--;
- r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ enableIndex--;
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
whileTest = false;
}
- void VertexProgram::IF(Registers &r, const Src &src)
+ void VertexProgram::ENDSWITCH()
+ {
+ loopRepDepth--;
+
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
+
+ Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
+ Nucleus::setInsertBlock(endBlock);
+
+ enableIndex--;
+ enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ void VertexProgram::IF(const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
- IFb(r, src);
+ IFb(src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
- IFp(r, src);
+ IFp(src);
}
else
{
- Int4 condition = As<Int4>(reg(r, src).x);
- IF(r, condition);
+ Int4 condition = As<Int4>(fetchRegister(src).x);
+ IF(condition);
}
}
- void VertexProgram::IFb(Registers &r, const Src &boolRegister)
+ void VertexProgram::IFb(const Src &boolRegister)
{
ASSERT(ifDepth < 24 + 4);
- Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
+ Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
condition = !condition;
}
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+ BasicBlock *trueBlock = Nucleus::createBasicBlock();
+ BasicBlock *falseBlock = Nucleus::createBasicBlock();
branch(condition, trueBlock, falseBlock);
ifDepth++;
}
- void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
+ void VertexProgram::IFp(const Src &predicateRegister)
{
- Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
+ Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
- IF(r, condition);
+ IF(condition);
}
- void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
+ void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
ASSERT(false);
}
- IF(r, condition);
+ IF(condition);
}
- void VertexProgram::IF(Registers &r, Int4 &condition)
+ void VertexProgram::IF(Int4 &condition)
{
- condition &= r.enableStack[r.enableIndex];
+ condition &= enableStack[enableIndex];
- r.enableIndex++;
- r.enableStack[r.enableIndex] = condition;
+ enableIndex++;
+ enableStack[enableIndex] = condition;
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+ BasicBlock *trueBlock = Nucleus::createBasicBlock();
+ BasicBlock *falseBlock = Nucleus::createBasicBlock();
Bool notAllFalse = SignMask(condition) != 0;
currentLabel = labelIndex;
}
- void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
+ void VertexProgram::LOOP(const Src &integerRegister)
{
- r.loopDepth++;
+ loopDepth++;
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
- r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
+ iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+ aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
+ increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
// FIXME: Compiles to two instructions?
- If(r.increment[r.loopDepth] == 0)
+ If(increment[loopDepth] == 0)
{
- r.increment[r.loopDepth] = 1;
+ increment[loopDepth] = 1;
}
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ BasicBlock *testBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
loopRepTestBlock[loopRepDepth] = testBlock;
loopRepEndBlock[loopRepDepth] = endBlock;
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+ branch(iteration[loopDepth] > 0, loopBlock, endBlock);
Nucleus::setInsertBlock(loopBlock);
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
-
+ iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
+
loopRepDepth++;
breakDepth = 0;
}
- void VertexProgram::REP(Registers &r, const Src &integerRegister)
+ void VertexProgram::REP(const Src &integerRegister)
{
- r.loopDepth++;
+ loopDepth++;
- r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
- r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
+ iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
+ aL[loopDepth] = aL[loopDepth - 1];
- llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ BasicBlock *testBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
loopRepTestBlock[loopRepDepth] = testBlock;
loopRepEndBlock[loopRepDepth] = endBlock;
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
- branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
+ branch(iteration[loopDepth] > 0, loopBlock, endBlock);
Nucleus::setInsertBlock(loopBlock);
- r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
+ iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
loopRepDepth++;
breakDepth = 0;
}
- void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
+ void VertexProgram::WHILE(const Src &temporaryRegister)
{
- r.enableIndex++;
+ enableIndex++;
+
+ BasicBlock *loopBlock = Nucleus::createBasicBlock();
+ BasicBlock *testBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
- 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;
+ Int4 restoreBreak = enableBreak;
+ Int4 restoreContinue = enableContinue;
// FIXME: jump(testBlock)
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
- r.enableContinue = restoreContinue;
+ enableContinue = restoreContinue;
- const Vector4f &src = reg(r, temporaryRegister);
+ const Vector4f &src = fetchRegister(temporaryRegister);
Int4 condition = As<Int4>(src.x);
- condition &= r.enableStack[r.enableIndex - 1];
- r.enableStack[r.enableIndex] = condition;
+ condition &= enableStack[enableIndex - 1];
+ if(shader->containsLeaveInstruction()) condition &= enableLeave;
+ enableStack[enableIndex] = condition;
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, loopBlock, endBlock);
-
+
Nucleus::setInsertBlock(endBlock);
- r.enableBreak = restoreBreak;
-
+ enableBreak = restoreBreak;
+
Nucleus::setInsertBlock(loopBlock);
loopRepDepth++;
breakDepth = 0;
}
- void VertexProgram::RET(Registers &r)
+ void VertexProgram::SWITCH()
+ {
+ enableIndex++;
+ enableStack[enableIndex] = Int4(0xFFFFFFFF);
+
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
+
+ loopRepTestBlock[loopRepDepth] = nullptr;
+ loopRepEndBlock[loopRepDepth] = endBlock;
+
+ loopRepDepth++;
+ breakDepth = 0;
+ }
+
+ void VertexProgram::RET()
{
if(currentLabel == -1)
{
}
else
{
- llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
+ BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
{
// FIXME: Encapsulate
- UInt index = r.callStack[--r.stackIndex];
-
- llvm::Value *value = index.loadValue();
- llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+ UInt index = callStack[--stackIndex];
+
+ Value *value = index.loadValue();
+ SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
{
- Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
+ Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
}
}
else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
}
}
- void VertexProgram::LEAVE(Registers &r)
+ void VertexProgram::LEAVE()
{
- r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
+ enableLeave = enableLeave & ~enableStack[enableIndex];
// FIXME: Return from function if all instances left
// FIXME: Use enableLeave in other control-flow constructs
}
- void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
+ sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
+ }
- 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 VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
+ {
+ src0.w = Float(0.0f);
+ sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
}
- void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
+ void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
- Float4 lod = Float4(0.0f);
- Vector4f tmp;
- sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
+ src0.w = Float(0.0f);
+ sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
+ }
+
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+ {
+ sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
+ }
+
+ void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
+ {
+ sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
+ }
- 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 VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
+ {
+ sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
+ }
+
+ void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+ {
+ sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
+ }
+
+ void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
+ {
+ sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
}
- void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+ void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture);
+ sampler[src1.index]->textureSize(texture, dst, lod);
+ }
+
+ void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
+ {
+ Vector4f tmp;
+
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
- sampler[s.index]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture);
+ sampler[s.index]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
}
else
{
- Int index = As<Int>(Float(reg(r, s).x.x));
+ Int index = As<Int>(Float(fetchRegister(s).x.x));
- for(int i = 0; i < 16; i++)
+ for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
if(shader->usesSampler(i))
{
If(index == i)
{
- Pointer<Byte> texture = r.data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
- sampler[i]->sampleTexture(texture, c, u, v, w, q, r.a0, r.a0, false, false, true);
+ Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture);
+ sampler[i]->sampleTexture(texture, tmp, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
+
+ c.x = tmp[(s.swizzle >> 0) & 0x3];
+ c.y = tmp[(s.swizzle >> 2) & 0x3];
+ c.z = tmp[(s.swizzle >> 4) & 0x3];
+ c.w = tmp[(s.swizzle >> 6) & 0x3];
}
}