1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 #include "PixelProgram.hpp"
16 #include "Primitive.hpp"
17 #include "Renderer.hpp"
18 #include "SamplerCore.hpp"
22 extern bool postBlendSRGB;
23 extern bool booleanFaceRegister;
24 extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
25 extern bool fullPixelPositionRegister;
27 void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
29 if(shader->getVersion() >= 0x0300)
31 if(shader->isVPosDeclared())
33 if(!halfIntegerCoordinates)
35 vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
36 vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
40 vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
41 vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
44 if(fullPixelPositionRegister)
46 vPos.z = z[0]; // FIXME: Centroid?
47 vPos.w = w; // FIXME: Centroid?
51 if(shader->isVFaceDeclared())
53 Float4 area = *Pointer<Float>(primitive + OFFSET(Primitive, area));
54 Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
64 void PixelProgram::applyShader(Int cMask[4])
69 if(shader->containsLeaveInstruction())
71 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
74 for(int i = 0; i < RENDERTARGETS; i++)
76 if(state.targetFormat[i] != FORMAT_NULL)
78 oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
82 // Create all call site return blocks up front
83 for(size_t i = 0; i < shader->getLength(); i++)
85 const Shader::Instruction *instruction = shader->getInstruction(i);
86 Shader::Opcode opcode = instruction->opcode;
88 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
90 const Dst &dst = instruction->dst;
92 ASSERT(callRetBlock[dst.label].size() == dst.callSite);
93 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
97 bool broadcastColor0 = true;
99 for(size_t i = 0; i < shader->getLength(); i++)
101 const Shader::Instruction *instruction = shader->getInstruction(i);
102 Shader::Opcode opcode = instruction->opcode;
104 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
109 const Dst &dst = instruction->dst;
110 const Src &src0 = instruction->src[0];
111 const Src &src1 = instruction->src[1];
112 const Src &src2 = instruction->src[2];
113 const Src &src3 = instruction->src[3];
114 const Src &src4 = instruction->src[4];
116 bool predicate = instruction->predicate;
117 Control control = instruction->control;
118 bool pp = dst.partialPrecision;
119 bool project = instruction->project;
120 bool bias = instruction->bias;
129 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
131 if(dst.type == Shader::PARAMETER_TEXTURE)
133 d.x = v[2 + dst.index].x;
134 d.y = v[2 + dst.index].y;
135 d.z = v[2 + dst.index].z;
136 d.w = v[2 + dst.index].w;
144 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
145 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
146 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
147 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
148 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
152 case Shader::OPCODE_PS_2_0: break;
153 case Shader::OPCODE_PS_2_x: break;
154 case Shader::OPCODE_PS_3_0: break;
155 case Shader::OPCODE_DEF: break;
156 case Shader::OPCODE_DCL: break;
157 case Shader::OPCODE_NOP: break;
158 case Shader::OPCODE_MOV: mov(d, s0); break;
159 case Shader::OPCODE_NEG: neg(d, s0); break;
160 case Shader::OPCODE_INEG: ineg(d, s0); break;
161 case Shader::OPCODE_F2B: f2b(d, s0); break;
162 case Shader::OPCODE_B2F: b2f(d, s0); break;
163 case Shader::OPCODE_F2I: f2i(d, s0); break;
164 case Shader::OPCODE_I2F: i2f(d, s0); break;
165 case Shader::OPCODE_F2U: f2u(d, s0); break;
166 case Shader::OPCODE_U2F: u2f(d, s0); break;
167 case Shader::OPCODE_I2B: i2b(d, s0); break;
168 case Shader::OPCODE_B2I: b2i(d, s0); break;
169 case Shader::OPCODE_ADD: add(d, s0, s1); break;
170 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
171 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
172 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
173 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
174 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
175 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
176 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
177 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
178 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
179 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
180 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
181 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
182 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
183 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
184 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
185 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
186 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
187 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
188 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
189 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
190 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
191 case Shader::OPCODE_FRC: frc(d, s0); break;
192 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
193 case Shader::OPCODE_FLOOR: floor(d, s0); break;
194 case Shader::OPCODE_ROUND: round(d, s0); break;
195 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
196 case Shader::OPCODE_CEIL: ceil(d, s0); break;
197 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
198 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
199 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
200 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
201 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
202 case Shader::OPCODE_LOG: log(d, s0, pp); break;
203 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
204 case Shader::OPCODE_DIV: div(d, s0, s1); break;
205 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
206 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
207 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
208 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
209 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
210 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
211 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
212 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
213 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
214 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
215 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
216 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
217 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
218 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
219 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
220 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
221 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
222 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
223 case Shader::OPCODE_MIN: min(d, s0, s1); break;
224 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
225 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
226 case Shader::OPCODE_MAX: max(d, s0, s1); break;
227 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
228 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
229 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
230 case Shader::OPCODE_STEP: step(d, s0, s1); break;
231 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
232 case Shader::OPCODE_FLOATBITSTOINT:
233 case Shader::OPCODE_FLOATBITSTOUINT:
234 case Shader::OPCODE_INTBITSTOFLOAT:
235 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
236 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
237 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
238 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
239 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
240 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
241 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
242 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
243 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
244 case Shader::OPCODE_SGN: sgn(d, s0); break;
245 case Shader::OPCODE_ISGN: isgn(d, s0); break;
246 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
247 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
248 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
249 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
250 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
251 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
252 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
253 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
254 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
255 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
256 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
257 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
258 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
259 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
260 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
261 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
262 case Shader::OPCODE_ABS: abs(d, s0); break;
263 case Shader::OPCODE_IABS: iabs(d, s0); break;
264 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
265 case Shader::OPCODE_COS: cos(d, s0, pp); break;
266 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
267 case Shader::OPCODE_TAN: tan(d, s0, pp); break;
268 case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
269 case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
270 case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
271 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
272 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
273 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
274 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
275 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
276 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
277 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
278 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
279 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
280 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
281 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
282 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
283 case Shader::OPCODE_TEX: TEXLD(d, s0, src1, project, bias); break;
284 case Shader::OPCODE_TEXLDD: TEXLDD(d, s0, src1, s2, s3); break;
285 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
286 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
287 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
288 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, bias); break;
289 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, bias); break;
290 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1); break;
291 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2); break;
292 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
293 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
294 case Shader::OPCODE_DISCARD: DISCARD(cMask, instruction); break;
295 case Shader::OPCODE_DFDX: DFDX(d, s0); break;
296 case Shader::OPCODE_DFDY: DFDY(d, s0); break;
297 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break;
298 case Shader::OPCODE_BREAK: BREAK(); break;
299 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
300 case Shader::OPCODE_BREAKP: BREAKP(src0); break;
301 case Shader::OPCODE_CONTINUE: CONTINUE(); break;
302 case Shader::OPCODE_TEST: TEST(); break;
303 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
304 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
305 case Shader::OPCODE_ELSE: ELSE(); break;
306 case Shader::OPCODE_ENDIF: ENDIF(); break;
307 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
308 case Shader::OPCODE_ENDREP: ENDREP(); break;
309 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
310 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break;
311 case Shader::OPCODE_IF: IF(src0); break;
312 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
313 case Shader::OPCODE_LABEL: LABEL(dst.index); break;
314 case Shader::OPCODE_LOOP: LOOP(src1); break;
315 case Shader::OPCODE_REP: REP(src0); break;
316 case Shader::OPCODE_WHILE: WHILE(src0); break;
317 case Shader::OPCODE_SWITCH: SWITCH(); break;
318 case Shader::OPCODE_RET: RET(); break;
319 case Shader::OPCODE_LEAVE: LEAVE(); break;
320 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
321 case Shader::OPCODE_ALL: all(d.x, s0); break;
322 case Shader::OPCODE_ANY: any(d.x, s0); break;
323 case Shader::OPCODE_NOT: bitwise_not(d, s0); break;
324 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break;
325 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break;
326 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
327 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
328 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
329 case Shader::OPCODE_END: break;
334 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
340 case Shader::OPCODE_DIV:
341 if(dst.x) d.x = Trunc(d.x);
342 if(dst.y) d.y = Trunc(d.y);
343 if(dst.z) d.z = Trunc(d.z);
344 if(dst.w) d.w = Trunc(d.w);
347 break; // No truncation to integer required when arguments are integer
353 if(dst.x) d.x = Max(d.x, Float4(0.0f));
354 if(dst.y) d.y = Max(d.y, Float4(0.0f));
355 if(dst.z) d.z = Max(d.z, Float4(0.0f));
356 if(dst.w) d.w = Max(d.w, Float4(0.0f));
358 if(dst.x) d.x = Min(d.x, Float4(1.0f));
359 if(dst.y) d.y = Min(d.y, Float4(1.0f));
360 if(dst.z) d.z = Min(d.z, Float4(1.0f));
361 if(dst.w) d.w = Min(d.w, Float4(1.0f));
364 if(instruction->isPredicated())
366 Vector4f pDst; // FIXME: Rename
370 case Shader::PARAMETER_TEMP:
371 if(dst.rel.type == Shader::PARAMETER_VOID)
373 if(dst.x) pDst.x = r[dst.index].x;
374 if(dst.y) pDst.y = r[dst.index].y;
375 if(dst.z) pDst.z = r[dst.index].z;
376 if(dst.w) pDst.w = r[dst.index].w;
380 Int a = relativeAddress(dst);
382 if(dst.x) pDst.x = r[dst.index + a].x;
383 if(dst.y) pDst.y = r[dst.index + a].y;
384 if(dst.z) pDst.z = r[dst.index + a].z;
385 if(dst.w) pDst.w = r[dst.index + a].w;
388 case Shader::PARAMETER_COLOROUT:
389 if(dst.rel.type == Shader::PARAMETER_VOID)
391 if(dst.x) pDst.x = oC[dst.index].x;
392 if(dst.y) pDst.y = oC[dst.index].y;
393 if(dst.z) pDst.z = oC[dst.index].z;
394 if(dst.w) pDst.w = oC[dst.index].w;
398 Int a = relativeAddress(dst) + dst.index;
400 if(dst.x) pDst.x = oC[a].x;
401 if(dst.y) pDst.y = oC[a].y;
402 if(dst.z) pDst.z = oC[a].z;
403 if(dst.w) pDst.w = oC[a].w;
406 case Shader::PARAMETER_PREDICATE:
407 if(dst.x) pDst.x = p0.x;
408 if(dst.y) pDst.y = p0.y;
409 if(dst.z) pDst.z = p0.z;
410 if(dst.w) pDst.w = p0.w;
412 case Shader::PARAMETER_DEPTHOUT:
419 Int4 enable = enableMask(instruction);
421 Int4 xEnable = enable;
422 Int4 yEnable = enable;
423 Int4 zEnable = enable;
424 Int4 wEnable = enable;
428 unsigned char pSwizzle = instruction->predicateSwizzle;
430 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
431 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
432 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
433 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
435 if(!instruction->predicateNot)
437 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
438 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
439 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
440 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
444 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
445 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
446 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
447 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
451 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
452 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
453 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
454 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
456 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
457 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
458 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
459 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
464 case Shader::PARAMETER_TEMP:
465 if(dst.rel.type == Shader::PARAMETER_VOID)
467 if(dst.x) r[dst.index].x = d.x;
468 if(dst.y) r[dst.index].y = d.y;
469 if(dst.z) r[dst.index].z = d.z;
470 if(dst.w) r[dst.index].w = d.w;
474 Int a = relativeAddress(dst);
476 if(dst.x) r[dst.index + a].x = d.x;
477 if(dst.y) r[dst.index + a].y = d.y;
478 if(dst.z) r[dst.index + a].z = d.z;
479 if(dst.w) r[dst.index + a].w = d.w;
482 case Shader::PARAMETER_COLOROUT:
483 if(dst.rel.type == Shader::PARAMETER_VOID)
485 broadcastColor0 = (dst.index == 0) && broadcastColor0;
487 if(dst.x) { oC[dst.index].x = d.x; }
488 if(dst.y) { oC[dst.index].y = d.y; }
489 if(dst.z) { oC[dst.index].z = d.z; }
490 if(dst.w) { oC[dst.index].w = d.w; }
494 broadcastColor0 = false;
495 Int a = relativeAddress(dst) + dst.index;
497 if(dst.x) { oC[a].x = d.x; }
498 if(dst.y) { oC[a].y = d.y; }
499 if(dst.z) { oC[a].z = d.z; }
500 if(dst.w) { oC[a].w = d.w; }
503 case Shader::PARAMETER_PREDICATE:
504 if(dst.x) p0.x = d.x;
505 if(dst.y) p0.y = d.y;
506 if(dst.z) p0.z = d.z;
507 if(dst.w) p0.w = d.w;
509 case Shader::PARAMETER_DEPTHOUT:
518 if(currentLabel != -1)
520 Nucleus::setInsertBlock(returnBlock);
525 for(int i = 0; i < RENDERTARGETS; i++)
532 for(int i = 0; i < RENDERTARGETS; i++)
539 Bool PixelProgram::alphaTest(Int cMask[4])
543 if(!state.alphaTestActive())
550 if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
552 Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
554 PixelRoutine::alphaTest(aMask, alpha);
556 for(unsigned int q = 0; q < state.multiSample; q++)
561 else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
563 alphaToCoverage(cMask, c[0].w);
569 for(unsigned int q = 1; q < state.multiSample; q++)
571 pass = pass | cMask[q];
577 void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
579 for(int index = 0; index < RENDERTARGETS; index++)
581 if(!state.colorWriteActive(index))
586 if(!postBlendSRGB && state.writeSRGB && !isSRGB(index))
588 c[index].x = linearToSRGB(c[index].x);
589 c[index].y = linearToSRGB(c[index].y);
590 c[index].z = linearToSRGB(c[index].z);
595 fogBlend(c[index], fog);
598 switch(state.targetFormat[index])
601 case FORMAT_X8R8G8B8:
602 case FORMAT_X8B8G8R8:
603 case FORMAT_A8R8G8B8:
604 case FORMAT_A8B8G8R8:
605 case FORMAT_SRGB8_X8:
606 case FORMAT_SRGB8_A8:
611 case FORMAT_A16B16G16R16:
612 for(unsigned int q = 0; q < state.multiSample; q++)
614 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
617 if(state.targetFormat[index] == FORMAT_R5G6B5)
619 color.x = UShort4(c[index].x * Float4(0xFBFF), false);
620 color.y = UShort4(c[index].y * Float4(0xFDFF), false);
621 color.z = UShort4(c[index].z * Float4(0xFBFF), false);
622 color.w = UShort4(c[index].w * Float4(0xFFFF), false);
626 color.x = convertFixed16(c[index].x, false);
627 color.y = convertFixed16(c[index].y, false);
628 color.z = convertFixed16(c[index].z, false);
629 color.w = convertFixed16(c[index].w, false);
632 if(state.multiSampleMask & (1 << q))
634 alphaBlend(index, buffer, color, x);
635 logicOperation(index, buffer, color, x);
636 writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
642 case FORMAT_X32B32G32R32F:
643 case FORMAT_A32B32G32R32F:
646 case FORMAT_A32B32G32R32I:
648 case FORMAT_G32R32UI:
649 case FORMAT_A32B32G32R32UI:
652 case FORMAT_A16B16G16R16I:
654 case FORMAT_G16R16UI:
655 case FORMAT_A16B16G16R16UI:
658 case FORMAT_A8B8G8R8I:
661 case FORMAT_A8B8G8R8UI:
662 for(unsigned int q = 0; q < state.multiSample; q++)
664 Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
665 Vector4f color = c[index];
667 if(state.multiSampleMask & (1 << q))
669 alphaBlend(index, buffer, color, x);
670 writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
680 void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
684 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
686 sampleTexture(tmp, sampler.index, uvwq, dsx, dsy, offset, function);
690 Int index = As<Int>(Float(fetchRegister(sampler).x.x));
692 for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
694 if(shader->usesSampler(i))
698 sampleTexture(tmp, i, uvwq, dsx, dsy, offset, function);
699 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture
705 c.x = tmp[(sampler.swizzle >> 0) & 0x3];
706 c.y = tmp[(sampler.swizzle >> 2) & 0x3];
707 c.z = tmp[(sampler.swizzle >> 4) & 0x3];
708 c.w = tmp[(sampler.swizzle >> 6) & 0x3];
711 void PixelProgram::sampleTexture(Vector4f &c, int samplerIndex, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
714 Long texTime = Ticks();
717 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + samplerIndex * sizeof(Texture);
718 sampler[samplerIndex]->sampleTexture(texture, c, uvwq.x, uvwq.y, uvwq.z, uvwq.w, dsx, dsy, offset, function);
721 cycles[PERF_TEX] += Ticks() - texTime;
725 void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
727 for(int index = 0; index < RENDERTARGETS; index++)
729 if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
734 switch(state.targetFormat[index])
739 case FORMAT_A8R8G8B8:
740 case FORMAT_A8B8G8R8:
741 case FORMAT_X8R8G8B8:
742 case FORMAT_X8B8G8R8:
743 case FORMAT_SRGB8_X8:
744 case FORMAT_SRGB8_A8:
749 case FORMAT_A16B16G16R16:
750 oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
751 oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
752 oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
753 oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
757 case FORMAT_X32B32G32R32F:
758 case FORMAT_A32B32G32R32F:
761 case FORMAT_A32B32G32R32I:
763 case FORMAT_G32R32UI:
764 case FORMAT_A32B32G32R32UI:
767 case FORMAT_A16B16G16R16I:
769 case FORMAT_G16R16UI:
770 case FORMAT_A16B16G16R16UI:
773 case FORMAT_A8B8G8R8I:
776 case FORMAT_A8B8G8R8UI:
784 Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
786 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
790 if(shader->containsBreakInstruction() && instruction->analysisBreak)
792 enable &= enableBreak;
795 if(shader->containsContinueInstruction() && instruction->analysisContinue)
797 enable &= enableContinue;
800 if(shader->containsLeaveInstruction() && instruction->analysisLeave)
802 enable &= enableLeave;
809 Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
812 unsigned int i = src.index + offset;
816 case Shader::PARAMETER_TEMP:
817 if(src.rel.type == Shader::PARAMETER_VOID)
823 Int a = relativeAddress(src, src.bufferIndex);
828 case Shader::PARAMETER_INPUT:
830 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
836 Int a = relativeAddress(src, src.bufferIndex);
842 case Shader::PARAMETER_CONST:
843 reg = readConstant(src, offset);
845 case Shader::PARAMETER_TEXTURE:
848 case Shader::PARAMETER_MISCTYPE:
849 if(src.index == Shader::VPosIndex) reg = vPos;
850 if(src.index == Shader::VFaceIndex) reg = vFace;
852 case Shader::PARAMETER_SAMPLER:
853 if(src.rel.type == Shader::PARAMETER_VOID)
855 reg.x = As<Float4>(Int4(i));
857 else if(src.rel.type == Shader::PARAMETER_TEMP)
859 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
862 case Shader::PARAMETER_PREDICATE: return reg; // Dummy
863 case Shader::PARAMETER_VOID: return reg; // Dummy
864 case Shader::PARAMETER_FLOAT4LITERAL:
865 reg.x = Float4(src.value[0]);
866 reg.y = Float4(src.value[1]);
867 reg.z = Float4(src.value[2]);
868 reg.w = Float4(src.value[3]);
870 case Shader::PARAMETER_CONSTINT: return reg; // Dummy
871 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
872 case Shader::PARAMETER_LOOP: return reg; // Dummy
873 case Shader::PARAMETER_COLOROUT:
874 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
880 Int a = relativeAddress(src, src.bufferIndex);
885 case Shader::PARAMETER_DEPTHOUT:
892 const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
893 const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
894 const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
895 const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
901 case Shader::MODIFIER_NONE:
907 case Shader::MODIFIER_NEGATE:
913 case Shader::MODIFIER_ABS:
919 case Shader::MODIFIER_ABS_NEGATE:
925 case Shader::MODIFIER_NOT:
926 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
927 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
928 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
929 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
938 RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
940 if(bufferIndex == -1)
942 return data + OFFSET(DrawData, ps.c[index]);
946 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
950 RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
952 return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
955 Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
958 unsigned int i = src.index + offset;
960 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
962 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
969 if(shader->containsDefineInstruction()) // Constant may be known at compile time
971 for(size_t j = 0; j < shader->getLength(); j++)
973 const Shader::Instruction &instruction = *shader->getInstruction(j);
975 if(instruction.opcode == Shader::OPCODE_DEF)
977 if(instruction.dst.index == i)
979 c.x = Float4(instruction.src[0].value[0]);
980 c.y = Float4(instruction.src[0].value[1]);
981 c.z = Float4(instruction.src[0].value[2]);
982 c.w = Float4(instruction.src[0].value[3]);
990 else if(src.rel.type == Shader::PARAMETER_LOOP)
992 Int loopCounter = aL[loopDepth];
994 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
1003 Int a = relativeAddress(src, src.bufferIndex);
1005 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
1016 Int PixelProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
1018 ASSERT(var.rel.deterministic);
1020 if(var.rel.type == Shader::PARAMETER_TEMP)
1022 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
1024 else if(var.rel.type == Shader::PARAMETER_INPUT)
1026 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
1028 else if(var.rel.type == Shader::PARAMETER_OUTPUT)
1030 return As<Int>(Extract(oC[var.rel.index].x, 0)) * var.rel.scale;
1032 else if(var.rel.type == Shader::PARAMETER_CONST)
1034 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
1036 else if(var.rel.type == Shader::PARAMETER_LOOP)
1038 return aL[loopDepth];
1045 Float4 PixelProgram::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
1047 Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
1048 Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
1050 return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
1053 void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
1055 Vector4f row0 = fetchRegister(src1, 0);
1056 Vector4f row1 = fetchRegister(src1, 1);
1058 dst.x = dot3(src0, row0);
1059 dst.y = dot3(src0, row1);
1062 void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1064 Vector4f row0 = fetchRegister(src1, 0);
1065 Vector4f row1 = fetchRegister(src1, 1);
1066 Vector4f row2 = fetchRegister(src1, 2);
1068 dst.x = dot3(src0, row0);
1069 dst.y = dot3(src0, row1);
1070 dst.z = dot3(src0, row2);
1073 void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1075 Vector4f row0 = fetchRegister(src1, 0);
1076 Vector4f row1 = fetchRegister(src1, 1);
1077 Vector4f row2 = fetchRegister(src1, 2);
1078 Vector4f row3 = fetchRegister(src1, 3);
1080 dst.x = dot3(src0, row0);
1081 dst.y = dot3(src0, row1);
1082 dst.z = dot3(src0, row2);
1083 dst.w = dot3(src0, row3);
1086 void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1088 Vector4f row0 = fetchRegister(src1, 0);
1089 Vector4f row1 = fetchRegister(src1, 1);
1090 Vector4f row2 = fetchRegister(src1, 2);
1092 dst.x = dot4(src0, row0);
1093 dst.y = dot4(src0, row1);
1094 dst.z = dot4(src0, row2);
1097 void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1099 Vector4f row0 = fetchRegister(src1, 0);
1100 Vector4f row1 = fetchRegister(src1, 1);
1101 Vector4f row2 = fetchRegister(src1, 2);
1102 Vector4f row3 = fetchRegister(src1, 3);
1104 dst.x = dot4(src0, row0);
1105 dst.y = dot4(src0, row1);
1106 dst.z = dot4(src0, row2);
1107 dst.w = dot4(src0, row3);
1110 void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
1115 Float4 rw = reciprocal(src0.w);
1116 proj.x = src0.x * rw;
1117 proj.y = src0.y * rw;
1118 proj.z = src0.z * rw;
1120 sampleTexture(dst, src1, proj, src0, src0, src0, Implicit);
1124 sampleTexture(dst, src1, src0, src0, src0, src0, bias ? Bias : Implicit);
1128 void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool bias)
1130 sampleTexture(dst, src1, src0, src0, src0, src2, {bias ? Bias : Implicit, Offset});
1133 void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool bias)
1135 sampleTexture(dst, src1, src0, src0, src0, offset, {Lod, Offset});
1138 void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1)
1140 sampleTexture(dst, src1, src0, src0, src0, src0, Fetch);
1143 void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1145 sampleTexture(dst, src1, src0, src0, src0, offset, {Fetch, Offset});
1148 void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1150 sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
1153 void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1155 sampleTexture(dst, src1, src0, src2, src3, offset, {Grad, Offset});
1158 void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3)
1160 sampleTexture(dst, src1, src0, src2, src3, src0, Grad);
1163 void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
1165 sampleTexture(dst, src1, src0, src0, src0, src0, Lod);
1168 void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1170 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture);
1171 sampler[src1.index]->textureSize(texture, dst, lod);
1174 void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
1178 if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
1179 if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
1180 if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
1181 if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
1183 // FIXME: Dynamic branching affects TEXKILL?
1184 // if(shader->containsDynamicBranching())
1186 // kill = ~SignMask(enableMask());
1189 for(unsigned int q = 0; q < state.multiSample; q++)
1194 // FIXME: Branch to end of shader if all killed?
1197 void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
1201 if(shader->containsDynamicBranching())
1203 kill = ~SignMask(enableMask(instruction));
1206 for(unsigned int q = 0; q < state.multiSample; q++)
1211 // FIXME: Branch to end of shader if all killed?
1214 void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
1216 dst.x = src.x.yyww - src.x.xxzz;
1217 dst.y = src.y.yyww - src.y.xxzz;
1218 dst.z = src.z.yyww - src.z.xxzz;
1219 dst.w = src.w.yyww - src.w.xxzz;
1222 void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
1224 dst.x = src.x.zwzw - src.x.xyxy;
1225 dst.y = src.y.zwzw - src.y.xyxy;
1226 dst.z = src.z.zwzw - src.z.xyxy;
1227 dst.w = src.w.zwzw - src.w.xyxy;
1230 void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
1232 // abs(dFdx(src)) + abs(dFdy(src));
1233 dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
1234 dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
1235 dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
1236 dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
1239 void PixelProgram::BREAK()
1241 BasicBlock *deadBlock = Nucleus::createBasicBlock();
1242 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1246 enableIndex = enableIndex - breakDepth;
1247 Nucleus::createBr(endBlock);
1251 enableBreak = enableBreak & ~enableStack[enableIndex];
1252 Bool allBreak = SignMask(enableBreak) == 0x0;
1254 enableIndex = enableIndex - breakDepth;
1255 branch(allBreak, endBlock, deadBlock);
1258 Nucleus::setInsertBlock(deadBlock);
1259 enableIndex = enableIndex + breakDepth;
1262 void PixelProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1268 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1269 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1270 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1271 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1272 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1273 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1281 void PixelProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
1283 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1285 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1287 condition = ~condition;
1293 void PixelProgram::BREAK(Int4 &condition)
1295 condition &= enableStack[enableIndex];
1297 BasicBlock *continueBlock = Nucleus::createBasicBlock();
1298 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1300 enableBreak = enableBreak & ~condition;
1301 Bool allBreak = SignMask(enableBreak) == 0x0;
1303 enableIndex = enableIndex - breakDepth;
1304 branch(allBreak, endBlock, continueBlock);
1306 Nucleus::setInsertBlock(continueBlock);
1307 enableIndex = enableIndex + breakDepth;
1310 void PixelProgram::CONTINUE()
1312 enableContinue = enableContinue & ~enableStack[enableIndex];
1315 void PixelProgram::TEST()
1320 void PixelProgram::CALL(int labelIndex, int callSiteIndex)
1322 if(!labelBlock[labelIndex])
1324 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1327 if(callRetBlock[labelIndex].size() > 1)
1329 callStack[stackIndex++] = UInt(callSiteIndex);
1332 Int4 restoreLeave = enableLeave;
1334 Nucleus::createBr(labelBlock[labelIndex]);
1335 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1337 enableLeave = restoreLeave;
1340 void PixelProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1342 if(src.type == Shader::PARAMETER_CONSTBOOL)
1344 CALLNZb(labelIndex, callSiteIndex, src);
1346 else if(src.type == Shader::PARAMETER_PREDICATE)
1348 CALLNZp(labelIndex, callSiteIndex, src);
1353 void PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1355 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
1357 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1359 condition = !condition;
1362 if(!labelBlock[labelIndex])
1364 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1367 if(callRetBlock[labelIndex].size() > 1)
1369 callStack[stackIndex++] = UInt(callSiteIndex);
1372 Int4 restoreLeave = enableLeave;
1374 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1375 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1377 enableLeave = restoreLeave;
1380 void PixelProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1382 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1384 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1386 condition = ~condition;
1389 condition &= enableStack[enableIndex];
1391 if(!labelBlock[labelIndex])
1393 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1396 if(callRetBlock[labelIndex].size() > 1)
1398 callStack[stackIndex++] = UInt(callSiteIndex);
1402 enableStack[enableIndex] = condition;
1403 Int4 restoreLeave = enableLeave;
1405 Bool notAllFalse = SignMask(condition) != 0;
1406 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1407 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1410 enableLeave = restoreLeave;
1413 void PixelProgram::ELSE()
1417 BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1418 BasicBlock *endBlock = Nucleus::createBasicBlock();
1420 if(isConditionalIf[ifDepth])
1422 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1423 Bool notAllFalse = SignMask(condition) != 0;
1425 branch(notAllFalse, falseBlock, endBlock);
1427 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1431 Nucleus::createBr(endBlock);
1432 Nucleus::setInsertBlock(falseBlock);
1435 ifFalseBlock[ifDepth] = endBlock;
1440 void PixelProgram::ENDIF()
1444 BasicBlock *endBlock = ifFalseBlock[ifDepth];
1446 Nucleus::createBr(endBlock);
1447 Nucleus::setInsertBlock(endBlock);
1449 if(isConditionalIf[ifDepth])
1456 void PixelProgram::ENDLOOP()
1460 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: +=
1462 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1463 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1465 Nucleus::createBr(testBlock);
1466 Nucleus::setInsertBlock(endBlock);
1469 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1472 void PixelProgram::ENDREP()
1476 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1477 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1479 Nucleus::createBr(testBlock);
1480 Nucleus::setInsertBlock(endBlock);
1483 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1486 void PixelProgram::ENDWHILE()
1490 BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1491 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1493 Nucleus::createBr(testBlock);
1494 Nucleus::setInsertBlock(endBlock);
1497 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1501 void PixelProgram::ENDSWITCH()
1505 BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1507 Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
1508 Nucleus::setInsertBlock(endBlock);
1511 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1514 void PixelProgram::IF(const Src &src)
1516 if(src.type == Shader::PARAMETER_CONSTBOOL)
1520 else if(src.type == Shader::PARAMETER_PREDICATE)
1526 Int4 condition = As<Int4>(fetchRegister(src).x);
1531 void PixelProgram::IFb(const Src &boolRegister)
1533 ASSERT(ifDepth < 24 + 4);
1535 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
1537 if(boolRegister.modifier == Shader::MODIFIER_NOT)
1539 condition = !condition;
1542 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1543 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1545 branch(condition, trueBlock, falseBlock);
1547 isConditionalIf[ifDepth] = false;
1548 ifFalseBlock[ifDepth] = falseBlock;
1553 void PixelProgram::IFp(const Src &predicateRegister)
1555 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1557 if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1559 condition = ~condition;
1565 void PixelProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1571 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1572 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
1573 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1574 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
1575 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1576 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
1584 void PixelProgram::IF(Int4 &condition)
1586 condition &= enableStack[enableIndex];
1589 enableStack[enableIndex] = condition;
1591 BasicBlock *trueBlock = Nucleus::createBasicBlock();
1592 BasicBlock *falseBlock = Nucleus::createBasicBlock();
1594 Bool notAllFalse = SignMask(condition) != 0;
1596 branch(notAllFalse, trueBlock, falseBlock);
1598 isConditionalIf[ifDepth] = true;
1599 ifFalseBlock[ifDepth] = falseBlock;
1605 void PixelProgram::LABEL(int labelIndex)
1607 if(!labelBlock[labelIndex])
1609 labelBlock[labelIndex] = Nucleus::createBasicBlock();
1612 Nucleus::setInsertBlock(labelBlock[labelIndex]);
1613 currentLabel = labelIndex;
1616 void PixelProgram::LOOP(const Src &integerRegister)
1620 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1621 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
1622 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
1624 // If(increment[loopDepth] == 0)
1626 // increment[loopDepth] = 1;
1629 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1630 BasicBlock *testBlock = Nucleus::createBasicBlock();
1631 BasicBlock *endBlock = Nucleus::createBasicBlock();
1633 loopRepTestBlock[loopRepDepth] = testBlock;
1634 loopRepEndBlock[loopRepDepth] = endBlock;
1636 // FIXME: jump(testBlock)
1637 Nucleus::createBr(testBlock);
1638 Nucleus::setInsertBlock(testBlock);
1640 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1641 Nucleus::setInsertBlock(loopBlock);
1643 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1649 void PixelProgram::REP(const Src &integerRegister)
1653 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1654 aL[loopDepth] = aL[loopDepth - 1];
1656 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1657 BasicBlock *testBlock = Nucleus::createBasicBlock();
1658 BasicBlock *endBlock = Nucleus::createBasicBlock();
1660 loopRepTestBlock[loopRepDepth] = testBlock;
1661 loopRepEndBlock[loopRepDepth] = endBlock;
1663 // FIXME: jump(testBlock)
1664 Nucleus::createBr(testBlock);
1665 Nucleus::setInsertBlock(testBlock);
1667 branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1668 Nucleus::setInsertBlock(loopBlock);
1670 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: --
1676 void PixelProgram::WHILE(const Src &temporaryRegister)
1680 BasicBlock *loopBlock = Nucleus::createBasicBlock();
1681 BasicBlock *testBlock = Nucleus::createBasicBlock();
1682 BasicBlock *endBlock = Nucleus::createBasicBlock();
1684 loopRepTestBlock[loopRepDepth] = testBlock;
1685 loopRepEndBlock[loopRepDepth] = endBlock;
1687 Int4 restoreBreak = enableBreak;
1688 Int4 restoreContinue = enableContinue;
1690 // FIXME: jump(testBlock)
1691 Nucleus::createBr(testBlock);
1692 Nucleus::setInsertBlock(testBlock);
1693 enableContinue = restoreContinue;
1695 const Vector4f &src = fetchRegister(temporaryRegister);
1696 Int4 condition = As<Int4>(src.x);
1697 condition &= enableStack[enableIndex - 1];
1698 if(shader->containsLeaveInstruction()) condition &= enableLeave;
1699 enableStack[enableIndex] = condition;
1701 Bool notAllFalse = SignMask(condition) != 0;
1702 branch(notAllFalse, loopBlock, endBlock);
1704 Nucleus::setInsertBlock(endBlock);
1705 enableBreak = restoreBreak;
1707 Nucleus::setInsertBlock(loopBlock);
1713 void PixelProgram::SWITCH()
1716 enableStack[enableIndex] = Int4(0xFFFFFFFF);
1718 BasicBlock *endBlock = Nucleus::createBasicBlock();
1720 loopRepTestBlock[loopRepDepth] = nullptr;
1721 loopRepEndBlock[loopRepDepth] = endBlock;
1727 void PixelProgram::RET()
1729 if(currentLabel == -1)
1731 returnBlock = Nucleus::createBasicBlock();
1732 Nucleus::createBr(returnBlock);
1736 BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1738 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
1740 // FIXME: Encapsulate
1741 UInt index = callStack[--stackIndex];
1743 Value *value = index.loadValue();
1744 SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1746 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1748 Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
1751 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
1753 Nucleus::createBr(callRetBlock[currentLabel][0]);
1755 else // Function isn't called
1757 Nucleus::createBr(unreachableBlock);
1760 Nucleus::setInsertBlock(unreachableBlock);
1761 Nucleus::createUnreachable();
1765 void PixelProgram::LEAVE()
1767 enableLeave = enableLeave & ~enableStack[enableIndex];
1769 // FIXME: Return from function if all instances left
1770 // FIXME: Use enableLeave in other control-flow constructs