-// 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"
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
- if(shader->instanceIdDeclared)
+ if(shader->isInstanceIdDeclared())
{
instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
}
}
}
- void VertexProgram::pipeline()
+ void VertexProgram::pipeline(UInt& index)
{
for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
if(!state.preTransformed)
{
- program();
+ program(index);
}
else
{
}
}
- void VertexProgram::program()
+ void VertexProgram::program(UInt& index)
{
// shader->print("VertexShader-%0.8X.txt", state.shaderID);
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
for(size_t i = 0; i < shader->getLength(); i++)
{
Vector4f s3;
Vector4f s4;
- if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
- if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
- if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
- if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
- if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
+ 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_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_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_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_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_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, s0, s1); break;
- case Shader::OPCODE_XOR: xor(d, s0, s1); break;
- case Shader::OPCODE_AND: and(d, s0, s1); 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, s3); 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, s2); break;
- case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); 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;
}
break;
case Shader::PARAMETER_ATTROUT:
- if(dst.x) pDst.x = o[D0 + dst.index].x;
- if(dst.y) pDst.y = o[D0 + dst.index].y;
- if(dst.z) pDst.z = o[D0 + dst.index].z;
- if(dst.w) pDst.w = 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:
}
break;
case Shader::PARAMETER_ATTROUT:
- if(dst.x) o[D0 + dst.index].x = d.x;
- if(dst.y) o[D0 + dst.index].y = d.y;
- if(dst.z) o[D0 + dst.index].z = d.z;
- if(dst.w) o[D0 + dst.index].w = d.w;
+ 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(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 usage = shader->getOutput(i, 0).usage;
switch(usage)
{
for(int i = 0; i < 2; i++)
{
- o[D0 + i].x = v[Color0 + i].x;
- o[D0 + i].y = v[Color0 + i].y;
- o[D0 + i].z = v[Color0 + i].z;
- o[D0 + i].w = 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++)
}
}
- Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
+ Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
{
Vector4f reg;
unsigned int i = src.index + 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 = v[i];
}
{
reg = v[i + relativeAddress(src, src.bufferIndex)];
}
- break;
+ break;
case Shader::PARAMETER_VOID: return r[0]; // Dummy
case Shader::PARAMETER_FLOAT4LITERAL:
reg.x = Float4(src.value[0]);
}
return reg;
case Shader::PARAMETER_OUTPUT:
- if(src.rel.type == Shader::PARAMETER_VOID)
+ if(src.rel.type == Shader::PARAMETER_VOID)
{
reg = o[i];
}
}
break;
case Shader::PARAMETER_MISCTYPE:
- reg.x = As<Float>(Int(instanceID));
+ 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);
if(src.rel.deterministic)
{
Int a = relativeAddress(src, src.bufferIndex);
-
- c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
- c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c[i]) + a * 16);
+ 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 = 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_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);
}
}
else if(var.rel.type == Shader::PARAMETER_CONST)
{
- RValue<Int4> c = *Pointer<Int4>(uniformAddress(bufferIndex, var.rel.index));
-
- return 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)
{
void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(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(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(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);
void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(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);
void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(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);
void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
- Vector4f row0 = fetchRegisterF(src1, 0);
- Vector4f row1 = fetchRegisterF(src1, 1);
- Vector4f row2 = fetchRegisterF(src1, 2);
- Vector4f row3 = fetchRegisterF(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);
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)
{
{
condition &= enableStack[enableIndex];
- llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
+ BasicBlock *continueBlock = Nucleus::createBasicBlock();
+ BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
enableBreak = enableBreak & ~condition;
Bool allBreak = SignMask(enableBreak) == 0x0;
{
ifDepth--;
- llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
- llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
+ BasicBlock *falseBlock = ifFalseBlock[ifDepth];
+ BasicBlock *endBlock = Nucleus::createBasicBlock();
if(isConditionalIf[ifDepth])
{
{
ifDepth--;
- llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
+ BasicBlock *endBlock = ifFalseBlock[ifDepth];
Nucleus::createBr(endBlock);
Nucleus::setInsertBlock(endBlock);
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);
{
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);
{
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);
whileTest = false;
}
+ 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)
}
else
{
- Int4 condition = As<Int4>(fetchRegisterF(src).x);
+ Int4 condition = As<Int4>(fetchRegister(src).x);
IF(condition);
}
}
condition = !condition;
}
- llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
- llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
+ BasicBlock *trueBlock = Nucleus::createBasicBlock();
+ BasicBlock *falseBlock = Nucleus::createBasicBlock();
branch(condition, trueBlock, falseBlock);
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;
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;
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;
{
enableIndex++;
- 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::setInsertBlock(testBlock);
enableContinue = restoreContinue;
- const Vector4f &src = fetchRegisterF(temporaryRegister);
+ const Vector4f &src = fetchRegister(temporaryRegister);
Int4 condition = As<Int4>(src.x);
condition &= enableStack[enableIndex - 1];
+ if(shader->containsLeaveInstruction()) condition &= enableLeave;
enableStack[enableIndex] = condition;
Bool notAllFalse = SignMask(condition) != 0;
breakDepth = 0;
}
+ 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 = callStack[--stackIndex];
- llvm::Value *value = index.loadValue();
- llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
+ 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::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
-
- 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];
+ sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
}
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
- Float4 lod = Float4(0.0f);
- Vector4f tmp;
- sampleTexture(tmp, src1, src0.x, src0.y, src0.z, 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];
+ src0.w = Float(0.0f);
+ sampleTexture(dst, src1, src0, a0, a0, src0, Lod);
}
- void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
+ void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
- UNIMPLEMENTED();
+ src0.w = Float(0.0f);
+ sampleTexture(dst, src1, src0, a0, a0, src2, {Lod, Offset});
}
- void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
+ void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0, a0, a0, offset, {Lod, Offset});
}
- void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
+ void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
}
- void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
+ void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
}
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
- UNIMPLEMENTED();
+ sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
}
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
- Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
- for(int i = 0; i < 4; ++i)
- {
- Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
- dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
- dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
- dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
- }
+ 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, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
+ 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 = data + OFFSET(DrawData,mipmap[16]) + s.index * sizeof(Texture);
- sampler[s.index]->sampleTexture(texture, c, u, v, w, q, a0, 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(fetchRegisterF(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 = data + OFFSET(DrawData,mipmap[16]) + i * sizeof(Texture);
- sampler[i]->sampleTexture(texture, c, u, v, w, q, a0, 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];
}
}