-// SwiftShader Software Renderer
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
-// Copyright(c) 2005-2012 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 "VertexRoutine.hpp"
extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1]
- VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) : state(state), shader(shader)
+ VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader)
+ : v(shader && shader->dynamicallyIndexedInput),
+ o(shader && shader->dynamicallyIndexedOutput),
+ state(state)
{
- routine = 0;
}
VertexRoutine::~VertexRoutine()
void VertexRoutine::generate()
{
- Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte> > function;
- {
- Pointer<Byte> vertex(function.arg(0));
- Pointer<Byte> batch(function.arg(1));
- Pointer<Byte> task(function.arg(2));
- Pointer<Byte> data(function.arg(3));
+ const bool textureSampling = state.textureSampling;
- const bool texldl = state.shaderContainsTexldl;
+ Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
+ Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
+ Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
- Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
- Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
- Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
+ UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount));
+ UInt primitiveNumber = *Pointer<UInt>(task + OFFSET(VertexTask, primitiveStart));
+ UInt indexInPrimitive = 0;
- UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount));
+ constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
- Registers r(shader);
- r.data = data;
- r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
- if(shader && shader->instanceIdDeclared)
- {
- r.instanceID = *Pointer<Int>(data + OFFSET(DrawData, instanceID));
- }
+ Do
+ {
+ UInt index = *Pointer<UInt>(batch);
+ UInt tagIndex = index & 0x0000003C;
+ UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
- Do
+ If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
{
- UInt index = *Pointer<UInt>(batch);
- UInt tagIndex = index & 0x0000003C;
- UInt indexQ = !texldl ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
+ *Pointer<UInt>(tagCache + tagIndex) = indexQ;
- If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
- {
- *Pointer<UInt>(tagCache + tagIndex) = indexQ;
+ readInput(indexQ);
+ pipeline(indexQ);
+ postTransform();
+ computeClipFlags();
- readInput(r, indexQ);
- pipeline(r);
- postTransform(r);
- computeClipFlags(r);
+ Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
+ writeCache(cacheLine0);
+ }
- Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
- writeCache(cacheLine0, r);
- }
+ UInt cacheIndex = index & 0x0000003F;
+ Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
+ writeVertex(vertex, cacheLine);
- UInt cacheIndex = index & 0x0000003F;
- Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
- writeVertex(vertex, cacheLine);
+ if(state.transformFeedbackEnabled != 0)
+ {
+ transformFeedback(vertex, primitiveNumber, indexInPrimitive);
- vertex += sizeof(Vertex);
- batch += sizeof(unsigned int);
- vertexCount--;
+ indexInPrimitive++;
+ If(indexInPrimitive == 3)
+ {
+ primitiveNumber++;
+ indexInPrimitive = 0;
+ }
}
- Until(vertexCount == 0)
- Return();
+ vertex += sizeof(Vertex);
+ batch += sizeof(unsigned int);
+ vertexCount--;
}
+ Until(vertexCount == 0)
- routine = function(L"VertexRoutine_%0.8X", state.shaderID);
+ Return();
}
- Routine *VertexRoutine::getRoutine()
+ void VertexRoutine::readInput(UInt &index)
{
- return routine;
- }
-
- void VertexRoutine::readInput(Registers &r, UInt &index)
- {
- for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
+ for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
- Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
- UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
+ Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i);
+ UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
- r.v[i] = readStream(r, input, stride, state.input[i], index);
+ v[i] = readStream(input, stride, state.input[i], index);
}
}
- void VertexRoutine::computeClipFlags(Registers &r)
+ void VertexRoutine::computeClipFlags()
{
int pos = state.positionRegister;
- // Backtransform
- if(state.preTransformed)
- {
- Float4 rhw = Float4(1.0f) / r.o[pos].w;
+ Int4 maxX = CmpLT(o[pos].w, o[pos].x);
+ Int4 maxY = CmpLT(o[pos].w, o[pos].y);
+ Int4 maxZ = CmpLT(o[pos].w, o[pos].z);
+ Int4 minX = CmpNLE(-o[pos].w, o[pos].x);
+ Int4 minY = CmpNLE(-o[pos].w, o[pos].y);
+ Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z);
- Float4 W = *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f);
- Float4 H = *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f);
- Float4 L = *Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f);
- Float4 T = *Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f);
+ clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4);
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4);
- r.o[pos].x = (r.o[pos].x - L) / W * rhw;
- r.o[pos].y = (r.o[pos].y - T) / H * rhw;
- r.o[pos].z = r.o[pos].z * rhw;
- r.o[pos].w = rhw;
- }
+ Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
+ Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
+ Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
- if(state.superSampling)
- {
- r.o[pos].x = r.o[pos].x + *Pointer<Float4>(r.data + OFFSET(DrawData,XXXX)) * r.o[pos].w;
- r.o[pos].y = r.o[pos].y + *Pointer<Float4>(r.data + OFFSET(DrawData,YYYY)) * r.o[pos].w;
- }
-
- Float4 clipX = r.o[pos].x;
- Float4 clipY = r.o[pos].y;
-
- if(state.multiSampling) // Clip at pixel edges instead of pixel centers
- {
- clipX += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
- clipY += *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
- }
-
- Int4 maxX = CmpLT(r.o[pos].w, clipX);
- Int4 maxY = CmpLT(r.o[pos].w, clipY);
- Int4 maxZ = CmpLT(r.o[pos].w, r.o[pos].z);
-
- Int4 minX = CmpNLE(-r.o[pos].w, clipX);
- Int4 minY = CmpNLE(-r.o[pos].w, clipY);
- Int4 minZ = CmpNLE(Float4(0.0f), r.o[pos].z);
-
- Int flags;
-
- flags = SignMask(maxX);
- r.clipFlags = *Pointer<Int>(r.constants + OFFSET(Constants,maxX) + flags * 4); // FIXME: Array indexing
- flags = SignMask(maxY);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxY) + flags * 4);
- flags = SignMask(maxZ);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,maxZ) + flags * 4);
- flags = SignMask(minX);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minX) + flags * 4);
- flags = SignMask(minY);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minY) + flags * 4);
- flags = SignMask(minZ);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,minZ) + flags * 4);
-
- Int4 finiteX = CmpLE(Abs(r.o[pos].x), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
- Int4 finiteY = CmpLE(Abs(r.o[pos].y), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
- Int4 finiteZ = CmpLE(Abs(r.o[pos].z), *Pointer<Float4>(r.constants + OFFSET(Constants,maxPos)));
-
- flags = SignMask(finiteX & finiteY & finiteZ);
- r.clipFlags |= *Pointer<Int>(r.constants + OFFSET(Constants,fini) + flags * 4);
+ Int4 finiteXYZ = finiteX & finiteY & finiteZ;
+ clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4);
if(state.preTransformed)
{
- r.clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane
+ clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane
}
}
- Vector4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
+ Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
{
- const bool texldl = state.shaderContainsTexldl;
+ const bool textureSampling = state.textureSampling;
Vector4f v;
Pointer<Byte> source0 = buffer + index * stride;
- Pointer<Byte> source1 = source0 + (!texldl ? stride : 0);
- Pointer<Byte> source2 = source1 + (!texldl ? stride : 0);
- Pointer<Byte> source3 = source2 + (!texldl ? stride : 0);
+ Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0);
+ Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0);
+ Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0);
+
+ bool isNativeFloatAttrib = (stream.attribType == VertexShader::ATTRIBTYPE_FLOAT) || stream.normalized;
switch(stream.type)
{
{
// Null stream, all default components
}
- else if(stream.count == 1)
- {
- v.x.x = *Pointer<Float>(source0);
- v.x.y = *Pointer<Float>(source1);
- v.x.z = *Pointer<Float>(source2);
- v.x.w = *Pointer<Float>(source3);
- }
else
{
- v.x = *Pointer<Float4>(source0);
- v.y = *Pointer<Float4>(source1);
- v.z = *Pointer<Float4>(source2);
- v.w = *Pointer<Float4>(source3);
+ if(stream.count == 1)
+ {
+ v.x.x = *Pointer<Float>(source0);
+ v.x.y = *Pointer<Float>(source1);
+ v.x.z = *Pointer<Float>(source2);
+ v.x.w = *Pointer<Float>(source3);
+ }
+ else
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
- transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+
+ switch(stream.attribType)
+ {
+ case VertexShader::ATTRIBTYPE_INT:
+ if(stream.count >= 1) v.x = As<Float4>(Int4(v.x));
+ if(stream.count >= 2) v.x = As<Float4>(Int4(v.y));
+ if(stream.count >= 3) v.x = As<Float4>(Int4(v.z));
+ if(stream.count >= 4) v.x = As<Float4>(Int4(v.w));
+ break;
+ case VertexShader::ATTRIBTYPE_UINT:
+ if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x));
+ if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y));
+ if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z));
+ if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w));
+ break;
+ default:
+ break;
+ }
}
}
break;
case STREAMTYPE_BYTE:
+ if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float
{
v.x = Float4(*Pointer<Byte4>(source0));
v.y = Float4(*Pointer<Byte4>(source1));
if(stream.normalized)
{
- if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
}
}
+ else // Stream: UByte, Shader attrib: Int / UInt
+ {
+ v.x = As<Float4>(Int4(*Pointer<Byte4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<Byte4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<Byte4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<Byte4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
break;
case STREAMTYPE_SBYTE:
+ if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float
{
v.x = Float4(*Pointer<SByte4>(source0));
v.y = Float4(*Pointer<SByte4>(source1));
if(stream.normalized)
{
- if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
- if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
- if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
- if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
}
}
+ else // Stream: SByte, Shader attrib: Int / UInt
+ {
+ v.x = As<Float4>(Int4(*Pointer<SByte4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<SByte4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<SByte4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<SByte4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
break;
case STREAMTYPE_COLOR:
{
- v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
- v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleByte));
+ v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
+ v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
transpose4x4(v.x, v.y, v.z, v.w);
}
break;
case STREAMTYPE_SHORT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
{
v.x = Float4(*Pointer<Short4>(source0));
v.y = Float4(*Pointer<Short4>(source1));
v.z = Float4(*Pointer<Short4>(source2));
v.w = Float4(*Pointer<Short4>(source3));
-
+
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
- if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
- if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
- if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
- if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleShort));
- }
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
+ }
+ }
+ else // Stream: Short, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = As<Float4>(Int4(*Pointer<Short4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<Short4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<Short4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<Short4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
}
break;
case STREAMTYPE_USHORT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
{
v.x = Float4(*Pointer<UShort4>(source0));
v.y = Float4(*Pointer<UShort4>(source1));
v.z = Float4(*Pointer<UShort4>(source2));
v.w = Float4(*Pointer<UShort4>(source3));
-
+
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
if(stream.normalized)
{
- if(stream.count >= 1) v.x *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
- if(stream.count >= 2) v.y *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
- if(stream.count >= 3) v.z *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
- if(stream.count >= 4) v.w *= *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
}
}
+ else // Stream: UShort, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = As<Float4>(Int4(*Pointer<UShort4>(source0)));
+ v.y = As<Float4>(Int4(*Pointer<UShort4>(source1)));
+ v.z = As<Float4>(Int4(*Pointer<UShort4>(source2)));
+ v.w = As<Float4>(Int4(*Pointer<UShort4>(source3)));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_INT:
+ if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<Int4>(source0));
+ v.y = Float4(*Pointer<Int4>(source1));
+ v.z = Float4(*Pointer<Int4>(source2));
+ v.w = Float4(*Pointer<Int4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
+ }
+ }
+ else // Stream: Int, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
+ break;
+ case STREAMTYPE_UINT:
+ if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float
+ {
+ v.x = Float4(*Pointer<UInt4>(source0));
+ v.y = Float4(*Pointer<UInt4>(source1));
+ v.z = Float4(*Pointer<UInt4>(source2));
+ v.w = Float4(*Pointer<UInt4>(source3));
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+
+ if(stream.normalized)
+ {
+ if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
+ }
+ }
+ else // Stream: UInt, Shader attrib: Int/UInt, no type conversion
+ {
+ v.x = *Pointer<Float4>(source0);
+ v.y = *Pointer<Float4>(source1);
+ v.z = *Pointer<Float4>(source2);
+ v.w = *Pointer<Float4>(source3);
+
+ transpose4xN(v.x, v.y, v.z, v.w, stream.count);
+ }
break;
case STREAMTYPE_UDEC3:
{
// FIXME: Vectorize
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source0);
v.x.x = Float(x & 0x000003FF);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source1);
v.y.x = Float(x & 0x000003FF);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source2);
v.z.x = Float(x & 0x000003FF);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source3);
v.w.x = Float(x & 0x000003FF);
// FIXME: Vectorize
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source0);
v.x.x = Float((x << 22) & 0xFFC00000);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source1);
v.y.x = Float((x << 22) & 0xFFC00000);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source2);
v.z.x = Float((x << 22) & 0xFFC00000);
{
Int x, y, z;
-
+
x = y = z = *Pointer<Int>(source3);
v.w.x = Float((x << 22) & 0xFFC00000);
break;
case STREAMTYPE_FIXED:
{
- v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
- v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
- v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
- v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(r.constants + OFFSET(Constants,unscaleFixed));
+ v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
+ v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed));
transpose4xN(v.x, v.y, v.z, v.w, stream.count);
}
UShort x2 = *Pointer<UShort>(source2 + 0);
UShort x3 = *Pointer<UShort>(source3 + 0);
- v.x.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x0) * 4);
- v.x.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x1) * 4);
- v.x.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x2) * 4);
- v.x.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(x3) * 4);
+ v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4);
+ v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4);
+ v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4);
+ v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4);
}
if(stream.count >= 2)
UShort y2 = *Pointer<UShort>(source2 + 2);
UShort y3 = *Pointer<UShort>(source3 + 2);
- v.y.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y0) * 4);
- v.y.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y1) * 4);
- v.y.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y2) * 4);
- v.y.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(y3) * 4);
+ v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4);
+ v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4);
+ v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4);
+ v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4);
}
if(stream.count >= 3)
UShort z2 = *Pointer<UShort>(source2 + 4);
UShort z3 = *Pointer<UShort>(source3 + 4);
- v.z.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z0) * 4);
- v.z.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z1) * 4);
- v.z.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z2) * 4);
- v.z.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(z3) * 4);
+ v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4);
+ v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4);
+ v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4);
+ v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4);
}
if(stream.count >= 4)
UShort w2 = *Pointer<UShort>(source2 + 6);
UShort w3 = *Pointer<UShort>(source3 + 6);
- v.w.x = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w0) * 4);
- v.w.y = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w1) * 4);
- v.w.z = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w2) * 4);
- v.w.w = *Pointer<Float>(r.constants + OFFSET(Constants,half2float) + Int(w3) * 4);
+ v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4);
+ v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4);
+ v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4);
+ v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4);
}
}
break;
v.x.w = *Pointer<Float>(source3);
}
break;
+ case STREAMTYPE_2_10_10_10_INT:
+ {
+ Int4 src;
+ src = Insert(src, *Pointer<Int>(source0), 0);
+ src = Insert(src, *Pointer<Int>(source1), 1);
+ src = Insert(src, *Pointer<Int>(source2), 2);
+ src = Insert(src, *Pointer<Int>(source3), 3);
+
+ v.x = Float4((src << 22) >> 22);
+ v.y = Float4((src << 12) >> 22);
+ v.z = Float4((src << 02) >> 22);
+ v.w = Float4(src >> 30);
+
+ if(stream.normalized)
+ {
+ v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f));
+ v.w = Max(v.w, Float4(-1.0f));
+ }
+ }
+ break;
+ case STREAMTYPE_2_10_10_10_UINT:
+ {
+ Int4 src;
+ src = Insert(src, *Pointer<Int>(source0), 0);
+ src = Insert(src, *Pointer<Int>(source1), 1);
+ src = Insert(src, *Pointer<Int>(source2), 2);
+ src = Insert(src, *Pointer<Int>(source3), 3);
+
+ v.x = Float4(src & Int4(0x3FF));
+ v.y = Float4((src >> 10) & Int4(0x3FF));
+ v.z = Float4((src >> 20) & Int4(0x3FF));
+ v.w = Float4((src >> 30) & Int4(0x3));
+
+ if(stream.normalized)
+ {
+ v.x *= Float4(1.0f / 0x3FF);
+ v.y *= Float4(1.0f / 0x3FF);
+ v.z *= Float4(1.0f / 0x3FF);
+ v.w *= Float4(1.0f / 0x3);
+ }
+ }
+ break;
default:
ASSERT(false);
}
if(stream.count < 1) v.x = Float4(0.0f);
if(stream.count < 2) v.y = Float4(0.0f);
if(stream.count < 3) v.z = Float4(0.0f);
- if(stream.count < 4) v.w = Float4(1.0f);
+ if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0));
return v;
}
- void VertexRoutine::postTransform(Registers &r)
+ void VertexRoutine::postTransform()
{
int pos = state.positionRegister;
- if(halfIntegerCoordinates)
+ // Backtransform
+ if(state.preTransformed)
{
- r.o[pos].x = r.o[pos].x - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelX)) * r.o[pos].w;
- r.o[pos].y = r.o[pos].y - *Pointer<Float4>(r.data + OFFSET(DrawData,halfPixelY)) * r.o[pos].w;
+ Float4 rhw = Float4(1.0f) / o[pos].w;
+
+ Float4 W = *Pointer<Float4>(data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f);
+ Float4 H = *Pointer<Float4>(data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f);
+ Float4 L = *Pointer<Float4>(data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f);
+ Float4 T = *Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f);
+
+ o[pos].x = (o[pos].x - L) / W * rhw;
+ o[pos].y = (o[pos].y - T) / H * rhw;
+ o[pos].z = o[pos].z * rhw;
+ o[pos].w = rhw;
}
- if(symmetricNormalizedDepth)
+ if(!halfIntegerCoordinates && !state.preTransformed)
+ {
+ o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelX)) * o[pos].w;
+ o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelY)) * o[pos].w;
+ }
+
+ if(state.superSampling)
{
- r.o[pos].z = (r.o[pos].z + r.o[pos].w) * Float4(0.5f);
+ o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,XXXX)) * o[pos].w;
+ o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,YYYY)) * o[pos].w;
}
}
- void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r)
+ void VertexRoutine::writeCache(Pointer<Byte> &cacheLine)
{
Vector4f v;
- for(int i = 0; i < 12; i++)
+ for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
{
if(state.output[i].write)
{
- v.x = r.o[i].x;
- v.y = r.o[i].y;
- v.z = r.o[i].z;
- v.w = r.o[i].w;
+ v.x = o[i].x;
+ v.y = o[i].y;
+ v.z = o[i].z;
+ v.w = o[i].w;
if(state.output[i].xClamp)
{
}
else
{
- if(state.output[i].write == 0x02)
+ if(state.output[i].write == 0x03)
{
transpose2x4(v.x, v.y, v.z, v.w);
}
}
}
- *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (r.clipFlags >> 0) & 0x0000000FF; // FIXME: unsigned char Vertex::clipFlags
- *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (r.clipFlags >> 8) & 0x0000000FF;
- *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (r.clipFlags >> 16) & 0x0000000FF;
- *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (r.clipFlags >> 24) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF;
+ *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF;
+ // Viewport transform
int pos = state.positionRegister;
- v.x = r.o[pos].x;
- v.y = r.o[pos].y;
- v.z = r.o[pos].z;
- v.w = r.o[pos].w;
+ v.x = o[pos].x;
+ v.y = o[pos].y;
+ v.z = o[pos].z;
+ v.w = o[pos].w;
+
+ if(symmetricNormalizedDepth)
+ {
+ v.z = (v.z + v.w) * Float4(0.5f); // [-1, 1] -> [0, 1]
+ }
Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f))));
Float4 rhw = Float4(1.0f) / w;
- v.x = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Wx16))));
- v.y = As<Float4>(RoundInt(*Pointer<Float4>(r.data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(r.data + OFFSET(DrawData,Hx16))));
+ v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16))));
+ v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16))));
v.z = v.z * rhw;
v.w = rhw;
*Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w;
}
- void VertexRoutine::writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cache)
+ void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache)
{
- for(int i = 0; i < 12; i++)
+ for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
{
if(state.output[i].write)
{
- *Pointer<Float4>(vertex + OFFSET(Vertex,v[i])) = *Pointer<Float4>(cache + OFFSET(Vertex,v[i]));
+ *Pointer<Int4>(vertex + OFFSET(Vertex,v[i]), 16) = *Pointer<Int4>(cache + OFFSET(Vertex,v[i]), 16);
}
}
+ *Pointer<Int4>(vertex + OFFSET(Vertex,X)) = *Pointer<Int4>(cache + OFFSET(Vertex,X));
*Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags));
- *Pointer<Float4>(vertex + OFFSET(Vertex,X)) = *Pointer<Float4>(cache + OFFSET(Vertex,X));
+ }
+
+ void VertexRoutine::transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive)
+ {
+ If(indexInPrimitive < state.verticesPerPrimitive)
+ {
+ UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive;
+
+ for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; i++)
+ {
+ if(state.transformFeedbackEnabled & (1ULL << i))
+ {
+ UInt reg = *Pointer<UInt>(data + OFFSET(DrawData, vs.reg[i]));
+ UInt row = *Pointer<UInt>(data + OFFSET(DrawData, vs.row[i]));
+ UInt col = *Pointer<UInt>(data + OFFSET(DrawData, vs.col[i]));
+ UInt str = *Pointer<UInt>(data + OFFSET(DrawData, vs.str[i]));
+
+ Pointer<Byte> t = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.t[i])) + (tOffset * str * sizeof(float));
+ Pointer<Byte> v = vertex + OFFSET(Vertex, v) + reg * sizeof(float);
+
+ For(UInt r = 0, r < row, r++)
+ {
+ UInt rOffsetX = r * col * sizeof(float);
+ UInt rOffset4 = r * sizeof(float4);
+
+ For(UInt c = 0, c < col, c++)
+ {
+ UInt cOffset = c * sizeof(float);
+ *Pointer<Float>(t + rOffsetX + cOffset) = *Pointer<Float>(v + rOffset4 + cOffset);
+ }
+ }
+ }
+ }
+ }
}
}