1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
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
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
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.
14 
15 #include "PixelProgram.hpp"
16 #include "Primitive.hpp"
17 #include "Renderer.hpp"
18 #include "SamplerCore.hpp"
19 
20 namespace sw
21 {
22 	extern bool postBlendSRGB;
23 	extern bool booleanFaceRegister;
24 	extern bool halfIntegerCoordinates;     // Pixel centers are not at integer coordinates
25 	extern bool fullPixelPositionRegister;
26 
setBuiltins(Int & x,Int & y,Float4 (& z)[4],Float4 & w)27 	void PixelProgram::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)
28 	{
29 		if(shader->getVersion() >= 0x0300)
30 		{
31 			if(shader->vPosDeclared)
32 			{
33 				if(!halfIntegerCoordinates)
34 				{
35 					vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
36 					vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
37 				}
38 				else
39 				{
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);
42 				}
43 
44 				if(fullPixelPositionRegister)
45 				{
46 					vPos.z = z[0]; // FIXME: Centroid?
47 					vPos.w = w;    // FIXME: Centroid?
48 				}
49 			}
50 
51 			if(shader->vFaceDeclared)
52 			{
53 				Float4 area = *Pointer<Float>(primitive + OFFSET(Primitive, area));
54 				Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
55 
56 				vFace.x = face;
57 				vFace.y = face;
58 				vFace.z = face;
59 				vFace.w = face;
60 			}
61 		}
62 	}
63 
applyShader(Int cMask[4])64 	void PixelProgram::applyShader(Int cMask[4])
65 	{
66 		enableIndex = 0;
67 		stackIndex = 0;
68 
69 		if(shader->containsLeaveInstruction())
70 		{
71 			enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
72 		}
73 
74 		for(int i = 0; i < RENDERTARGETS; i++)
75 		{
76 			if(state.targetFormat[i] != FORMAT_NULL)
77 			{
78 				oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
79 			}
80 		}
81 
82 		// Create all call site return blocks up front
83 		for(size_t i = 0; i < shader->getLength(); i++)
84 		{
85 			const Shader::Instruction *instruction = shader->getInstruction(i);
86 			Shader::Opcode opcode = instruction->opcode;
87 
88 			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
89 			{
90 				const Dst &dst = instruction->dst;
91 
92 				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
93 				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
94 			}
95 		}
96 
97 		bool broadcastColor0 = true;
98 
99 		for(size_t i = 0; i < shader->getLength(); i++)
100 		{
101 			const Shader::Instruction *instruction = shader->getInstruction(i);
102 			Shader::Opcode opcode = instruction->opcode;
103 
104 			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
105 			{
106 				continue;
107 			}
108 
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];
115 
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;
121 
122 			Vector4f d;
123 			Vector4f s0;
124 			Vector4f s1;
125 			Vector4f s2;
126 			Vector4f s3;
127 			Vector4f s4;
128 
129 			if(opcode == Shader::OPCODE_TEXKILL)   // Takes destination as input
130 			{
131 				if(dst.type == Shader::PARAMETER_TEXTURE)
132 				{
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;
137 				}
138 				else
139 				{
140 					d = r[dst.index];
141 				}
142 			}
143 
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);
149 
150 			switch(opcode)
151 			{
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, project);          break;
285 			case Shader::OPCODE_TEXLDL:     TEXLDL(d, s0, src1, project);                  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, s3, project, bias); break;
289 			case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2, project, bias);      break;
290 			case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2);                   break;
291 			case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3);         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:        not(d, s0);                                    break;
324 			case Shader::OPCODE_OR:         or(d, s0, s1);                                 break;
325 			case Shader::OPCODE_XOR:        xor(d, s0, s1);                                break;
326 			case Shader::OPCODE_AND:        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;
330 			default:
331 				ASSERT(false);
332 			}
333 
334 			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
335 			{
336 				if(dst.integer)
337 				{
338 					switch(opcode)
339 					{
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);
345 						break;
346 					default:
347 						break;   // No truncation to integer required when arguments are integer
348 					}
349 				}
350 
351 				if(dst.saturate)
352 				{
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));
357 
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));
362 				}
363 
364 				if(instruction->isPredicated())
365 				{
366 					Vector4f pDst;   // FIXME: Rename
367 
368 					switch(dst.type)
369 					{
370 					case Shader::PARAMETER_TEMP:
371 						if(dst.rel.type == Shader::PARAMETER_VOID)
372 						{
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;
377 						}
378 						else
379 						{
380 							Int a = relativeAddress(dst);
381 
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;
386 						}
387 						break;
388 					case Shader::PARAMETER_COLOROUT:
389 						if(dst.rel.type == Shader::PARAMETER_VOID)
390 						{
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;
395 						}
396 						else
397 						{
398 							Int a = relativeAddress(dst) + dst.index;
399 
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;
404 						}
405 						break;
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;
411 						break;
412 					case Shader::PARAMETER_DEPTHOUT:
413 						pDst.x = oDepth;
414 						break;
415 					default:
416 						ASSERT(false);
417 					}
418 
419 					Int4 enable = enableMask(instruction);
420 
421 					Int4 xEnable = enable;
422 					Int4 yEnable = enable;
423 					Int4 zEnable = enable;
424 					Int4 wEnable = enable;
425 
426 					if(predicate)
427 					{
428 						unsigned char pSwizzle = instruction->predicateSwizzle;
429 
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];
434 
435 						if(!instruction->predicateNot)
436 						{
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);
441 						}
442 						else
443 						{
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);
448 						}
449 					}
450 
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);
455 
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));
460 				}
461 
462 				switch(dst.type)
463 				{
464 				case Shader::PARAMETER_TEMP:
465 					if(dst.rel.type == Shader::PARAMETER_VOID)
466 					{
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;
471 					}
472 					else
473 					{
474 						Int a = relativeAddress(dst);
475 
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;
480 					}
481 					break;
482 				case Shader::PARAMETER_COLOROUT:
483 					if(dst.rel.type == Shader::PARAMETER_VOID)
484 					{
485 						broadcastColor0 = (dst.index == 0) && broadcastColor0;
486 
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; }
491 					}
492 					else
493 					{
494 						broadcastColor0 = false;
495 						Int a = relativeAddress(dst) + dst.index;
496 
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; }
501 					}
502 					break;
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;
508 					break;
509 				case Shader::PARAMETER_DEPTHOUT:
510 					oDepth = d.x;
511 					break;
512 				default:
513 					ASSERT(false);
514 				}
515 			}
516 		}
517 
518 		if(currentLabel != -1)
519 		{
520 			Nucleus::setInsertBlock(returnBlock);
521 		}
522 
523 		if(broadcastColor0)
524 		{
525 			for(int i = 0; i < RENDERTARGETS; i++)
526 			{
527 				c[i] = oC[0];
528 			}
529 		}
530 		else
531 		{
532 			for(int i = 0; i < RENDERTARGETS; i++)
533 			{
534 				c[i] = oC[i];
535 			}
536 		}
537 	}
538 
alphaTest(Int cMask[4])539 	Bool PixelProgram::alphaTest(Int cMask[4])
540 	{
541 		clampColor(c);
542 
543 		if(!state.alphaTestActive())
544 		{
545 			return true;
546 		}
547 
548 		Int aMask;
549 
550 		if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
551 		{
552 			Short4 alpha = RoundShort4(c[0].w * Float4(0x1000));
553 
554 			PixelRoutine::alphaTest(aMask, alpha);
555 
556 			for(unsigned int q = 0; q < state.multiSample; q++)
557 			{
558 				cMask[q] &= aMask;
559 			}
560 		}
561 		else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
562 		{
563 			alphaToCoverage(cMask, c[0].w);
564 		}
565 		else ASSERT(false);
566 
567 		Int pass = cMask[0];
568 
569 		for(unsigned int q = 1; q < state.multiSample; q++)
570 		{
571 			pass = pass | cMask[q];
572 		}
573 
574 		return pass != 0x0;
575 	}
576 
rasterOperation(Float4 & fog,Pointer<Byte> cBuffer[4],Int & x,Int sMask[4],Int zMask[4],Int cMask[4])577 	void PixelProgram::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
578 	{
579 		for(int index = 0; index < RENDERTARGETS; index++)
580 		{
581 			if(!state.colorWriteActive(index))
582 			{
583 				continue;
584 			}
585 
586 			if(!postBlendSRGB && state.writeSRGB && !isSRGB(index))
587 			{
588 				c[index].x = linearToSRGB(c[index].x);
589 				c[index].y = linearToSRGB(c[index].y);
590 				c[index].z = linearToSRGB(c[index].z);
591 			}
592 
593 			if(index == 0)
594 			{
595 				fogBlend(c[index], fog);
596 			}
597 
598 			switch(state.targetFormat[index])
599 			{
600 			case FORMAT_R5G6B5:
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:
607 			case FORMAT_A8:
608 			case FORMAT_G16R16:
609 			case FORMAT_A16B16G16R16:
610 				for(unsigned int q = 0; q < state.multiSample; q++)
611 				{
612 					Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
613 					Vector4s color;
614 
615 					if(state.targetFormat[index] == FORMAT_R5G6B5)
616 					{
617 						color.x = UShort4(c[index].x * Float4(0xFBFF), false);
618 						color.y = UShort4(c[index].y * Float4(0xFDFF), false);
619 						color.z = UShort4(c[index].z * Float4(0xFBFF), false);
620 						color.w = UShort4(c[index].w * Float4(0xFFFF), false);
621 					}
622 					else
623 					{
624 						color.x = convertFixed16(c[index].x, false);
625 						color.y = convertFixed16(c[index].y, false);
626 						color.z = convertFixed16(c[index].z, false);
627 						color.w = convertFixed16(c[index].w, false);
628 					}
629 
630 					if(state.multiSampleMask & (1 << q))
631 					{
632 						alphaBlend(index, buffer, color, x);
633 						logicOperation(index, buffer, color, x);
634 						writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
635 					}
636 				}
637 				break;
638 			case FORMAT_R32F:
639 			case FORMAT_G32R32F:
640 			case FORMAT_X32B32G32R32F:
641 			case FORMAT_A32B32G32R32F:
642 			case FORMAT_R32I:
643 			case FORMAT_G32R32I:
644 			case FORMAT_A32B32G32R32I:
645 			case FORMAT_R32UI:
646 			case FORMAT_G32R32UI:
647 			case FORMAT_A32B32G32R32UI:
648 				for(unsigned int q = 0; q < state.multiSample; q++)
649 				{
650 					Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[index]));
651 					Vector4f color = c[index];
652 
653 					if(state.multiSampleMask & (1 << q))
654 					{
655 						alphaBlend(index, buffer, color, x);
656 						writeColor(index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
657 					}
658 				}
659 				break;
660 			default:
661 				ASSERT(false);
662 			}
663 		}
664 	}
665 
sampleTexture(Vector4f & c,const Src & sampler,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & dsx,Vector4f & dsy,bool project,SamplerMethod method)666 	void PixelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
667 	{
668 		Vector4f tmp;
669 
670 		if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
671 		{
672 			sampleTexture(tmp, sampler.index, u, v, w, q, dsx, dsy, project, method);
673 		}
674 		else
675 		{
676 			Int index = As<Int>(Float(fetchRegister(sampler).x.x));
677 
678 			for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
679 			{
680 				if(shader->usesSampler(i))
681 				{
682 					If(index == i)
683 					{
684 						sampleTexture(tmp, i, u, v, w, q, dsx, dsy, project, method);
685 						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
686 					}
687 				}
688 			}
689 		}
690 
691 		c.x = tmp[(sampler.swizzle >> 0) & 0x3];
692 		c.y = tmp[(sampler.swizzle >> 2) & 0x3];
693 		c.z = tmp[(sampler.swizzle >> 4) & 0x3];
694 		c.w = tmp[(sampler.swizzle >> 6) & 0x3];
695 	}
696 
sampleTexture(Vector4f & c,int stage,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & dsx,Vector4f & dsy,bool project,SamplerMethod method)697 	void PixelProgram::sampleTexture(Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, SamplerMethod method)
698 	{
699 		#if PERF_PROFILE
700 			Long texTime = Ticks();
701 		#endif
702 
703 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
704 
705 		if(!project)
706 		{
707 			sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, method);
708 		}
709 		else
710 		{
711 			Float4 rq = reciprocal(q);
712 
713 			Float4 u_q = u * rq;
714 			Float4 v_q = v * rq;
715 			Float4 w_q = w * rq;
716 
717 			sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, method);
718 		}
719 
720 		#if PERF_PROFILE
721 			cycles[PERF_TEX] += Ticks() - texTime;
722 		#endif
723 	}
724 
clampColor(Vector4f oC[RENDERTARGETS])725 	void PixelProgram::clampColor(Vector4f oC[RENDERTARGETS])
726 	{
727 		for(int index = 0; index < RENDERTARGETS; index++)
728 		{
729 			if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
730 			{
731 				continue;
732 			}
733 
734 			switch(state.targetFormat[index])
735 			{
736 			case FORMAT_NULL:
737 				break;
738 			case FORMAT_R5G6B5:
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:
745 			case FORMAT_A8:
746 			case FORMAT_G16R16:
747 			case FORMAT_A16B16G16R16:
748 				oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
749 				oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
750 				oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
751 				oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
752 				break;
753 			case FORMAT_R32F:
754 			case FORMAT_G32R32F:
755 			case FORMAT_X32B32G32R32F:
756 			case FORMAT_A32B32G32R32F:
757 			case FORMAT_R32I:
758 			case FORMAT_G32R32I:
759 			case FORMAT_A32B32G32R32I:
760 			case FORMAT_R32UI:
761 			case FORMAT_G32R32UI:
762 			case FORMAT_A32B32G32R32UI:
763 				break;
764 			default:
765 				ASSERT(false);
766 			}
767 		}
768 	}
769 
enableMask(const Shader::Instruction * instruction)770 	Int4 PixelProgram::enableMask(const Shader::Instruction *instruction)
771 	{
772 		Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
773 
774 		if(!whileTest)
775 		{
776 			if(shader->containsBreakInstruction() && instruction->analysisBreak)
777 			{
778 				enable &= enableBreak;
779 			}
780 
781 			if(shader->containsContinueInstruction() && instruction->analysisContinue)
782 			{
783 				enable &= enableContinue;
784 			}
785 
786 			if(shader->containsLeaveInstruction() && instruction->analysisLeave)
787 			{
788 				enable &= enableLeave;
789 			}
790 		}
791 
792 		return enable;
793 	}
794 
fetchRegister(const Src & src,unsigned int offset)795 	Vector4f PixelProgram::fetchRegister(const Src &src, unsigned int offset)
796 	{
797 		Vector4f reg;
798 		unsigned int i = src.index + offset;
799 
800 		switch(src.type)
801 		{
802 		case Shader::PARAMETER_TEMP:
803 			if(src.rel.type == Shader::PARAMETER_VOID)
804 			{
805 				reg = r[i];
806 			}
807 			else
808 			{
809 				Int a = relativeAddress(src, src.bufferIndex);
810 
811 				reg = r[i + a];
812 			}
813 			break;
814 		case Shader::PARAMETER_INPUT:
815 			{
816 				if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
817 				{
818 					reg = v[i];
819 				}
820 				else
821 				{
822 					Int a = relativeAddress(src, src.bufferIndex);
823 
824 					reg = v[i + a];
825 				}
826 			}
827 			break;
828 		case Shader::PARAMETER_CONST:
829 			reg = readConstant(src, offset);
830 			break;
831 		case Shader::PARAMETER_TEXTURE:
832 			reg = v[2 + i];
833 			break;
834 		case Shader::PARAMETER_MISCTYPE:
835 			if(src.index == 0) reg = vPos;
836 			if(src.index == 1) reg = vFace;
837 			break;
838 		case Shader::PARAMETER_SAMPLER:
839 			if(src.rel.type == Shader::PARAMETER_VOID)
840 			{
841 				reg.x = As<Float4>(Int4(i));
842 			}
843 			else if(src.rel.type == Shader::PARAMETER_TEMP)
844 			{
845 				reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
846 			}
847 			return reg;
848 		case Shader::PARAMETER_PREDICATE:   return reg; // Dummy
849 		case Shader::PARAMETER_VOID:        return reg; // Dummy
850 		case Shader::PARAMETER_FLOAT4LITERAL:
851 			reg.x = Float4(src.value[0]);
852 			reg.y = Float4(src.value[1]);
853 			reg.z = Float4(src.value[2]);
854 			reg.w = Float4(src.value[3]);
855 			break;
856 		case Shader::PARAMETER_CONSTINT:    return reg; // Dummy
857 		case Shader::PARAMETER_CONSTBOOL:   return reg; // Dummy
858 		case Shader::PARAMETER_LOOP:        return reg; // Dummy
859 		case Shader::PARAMETER_COLOROUT:
860 			if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
861 			{
862 				reg = oC[i];
863 			}
864 			else
865 			{
866 				Int a = relativeAddress(src, src.bufferIndex);
867 
868 				reg = oC[i + a];
869 			}
870 			break;
871 		case Shader::PARAMETER_DEPTHOUT:
872 			reg.x = oDepth;
873 			break;
874 		default:
875 			ASSERT(false);
876 		}
877 
878 		const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
879 		const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
880 		const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
881 		const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
882 
883 		Vector4f mod;
884 
885 		switch(src.modifier)
886 		{
887 		case Shader::MODIFIER_NONE:
888 			mod.x = x;
889 			mod.y = y;
890 			mod.z = z;
891 			mod.w = w;
892 			break;
893 		case Shader::MODIFIER_NEGATE:
894 			mod.x = -x;
895 			mod.y = -y;
896 			mod.z = -z;
897 			mod.w = -w;
898 			break;
899 		case Shader::MODIFIER_ABS:
900 			mod.x = Abs(x);
901 			mod.y = Abs(y);
902 			mod.z = Abs(z);
903 			mod.w = Abs(w);
904 			break;
905 		case Shader::MODIFIER_ABS_NEGATE:
906 			mod.x = -Abs(x);
907 			mod.y = -Abs(y);
908 			mod.z = -Abs(z);
909 			mod.w = -Abs(w);
910 			break;
911 		case Shader::MODIFIER_NOT:
912 			mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
913 			mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
914 			mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
915 			mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
916 			break;
917 		default:
918 			ASSERT(false);
919 		}
920 
921 		return mod;
922 	}
923 
uniformAddress(int bufferIndex,unsigned int index)924 	RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
925 	{
926 		if(bufferIndex == -1)
927 		{
928 			return data + OFFSET(DrawData, ps.c[index]);
929 		}
930 		else
931 		{
932 			return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
933 		}
934 	}
935 
uniformAddress(int bufferIndex,unsigned int index,Int & offset)936 	RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
937 	{
938 		return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
939 	}
940 
readConstant(const Src & src,unsigned int offset)941 	Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
942 	{
943 		Vector4f c;
944 		unsigned int i = src.index + offset;
945 
946 		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
947 		{
948 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
949 
950 			c.x = c.x.xxxx;
951 			c.y = c.y.yyyy;
952 			c.z = c.z.zzzz;
953 			c.w = c.w.wwww;
954 
955 			if(shader->containsDefineInstruction())   // Constant may be known at compile time
956 			{
957 				for(size_t j = 0; j < shader->getLength(); j++)
958 				{
959 					const Shader::Instruction &instruction = *shader->getInstruction(j);
960 
961 					if(instruction.opcode == Shader::OPCODE_DEF)
962 					{
963 						if(instruction.dst.index == i)
964 						{
965 							c.x = Float4(instruction.src[0].value[0]);
966 							c.y = Float4(instruction.src[0].value[1]);
967 							c.z = Float4(instruction.src[0].value[2]);
968 							c.w = Float4(instruction.src[0].value[3]);
969 
970 							break;
971 						}
972 					}
973 				}
974 			}
975 		}
976 		else if(src.rel.type == Shader::PARAMETER_LOOP)
977 		{
978 			Int loopCounter = aL[loopDepth];
979 
980 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
981 
982 			c.x = c.x.xxxx;
983 			c.y = c.y.yyyy;
984 			c.z = c.z.zzzz;
985 			c.w = c.w.wwww;
986 		}
987 		else
988 		{
989 			Int a = relativeAddress(src, src.bufferIndex);
990 
991 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
992 
993 			c.x = c.x.xxxx;
994 			c.y = c.y.yyyy;
995 			c.z = c.z.zzzz;
996 			c.w = c.w.wwww;
997 		}
998 
999 		return c;
1000 	}
1001 
relativeAddress(const Shader::Parameter & var,int bufferIndex)1002 	Int PixelProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
1003 	{
1004 		ASSERT(var.rel.deterministic);
1005 
1006 		if(var.rel.type == Shader::PARAMETER_TEMP)
1007 		{
1008 			return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
1009 		}
1010 		else if(var.rel.type == Shader::PARAMETER_INPUT)
1011 		{
1012 			return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
1013 		}
1014 		else if(var.rel.type == Shader::PARAMETER_OUTPUT)
1015 		{
1016 			return As<Int>(Extract(oC[var.rel.index].x, 0)) * var.rel.scale;
1017 		}
1018 		else if(var.rel.type == Shader::PARAMETER_CONST)
1019 		{
1020 			return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
1021 		}
1022 		else if(var.rel.type == Shader::PARAMETER_LOOP)
1023 		{
1024 			return aL[loopDepth];
1025 		}
1026 		else ASSERT(false);
1027 
1028 		return 0;
1029 	}
1030 
linearToSRGB(const Float4 & x)1031 	Float4 PixelProgram::linearToSRGB(const Float4 &x)   // Approximates x^(1.0/2.2)
1032 	{
1033 		Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
1034 		Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
1035 
1036 		return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
1037 	}
1038 
M3X2(Vector4f & dst,Vector4f & src0,const Src & src1)1039 	void PixelProgram::M3X2(Vector4f &dst, Vector4f &src0, const Src &src1)
1040 	{
1041 		Vector4f row0 = fetchRegister(src1, 0);
1042 		Vector4f row1 = fetchRegister(src1, 1);
1043 
1044 		dst.x = dot3(src0, row0);
1045 		dst.y = dot3(src0, row1);
1046 	}
1047 
M3X3(Vector4f & dst,Vector4f & src0,const Src & src1)1048 	void PixelProgram::M3X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1049 	{
1050 		Vector4f row0 = fetchRegister(src1, 0);
1051 		Vector4f row1 = fetchRegister(src1, 1);
1052 		Vector4f row2 = fetchRegister(src1, 2);
1053 
1054 		dst.x = dot3(src0, row0);
1055 		dst.y = dot3(src0, row1);
1056 		dst.z = dot3(src0, row2);
1057 	}
1058 
M3X4(Vector4f & dst,Vector4f & src0,const Src & src1)1059 	void PixelProgram::M3X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1060 	{
1061 		Vector4f row0 = fetchRegister(src1, 0);
1062 		Vector4f row1 = fetchRegister(src1, 1);
1063 		Vector4f row2 = fetchRegister(src1, 2);
1064 		Vector4f row3 = fetchRegister(src1, 3);
1065 
1066 		dst.x = dot3(src0, row0);
1067 		dst.y = dot3(src0, row1);
1068 		dst.z = dot3(src0, row2);
1069 		dst.w = dot3(src0, row3);
1070 	}
1071 
M4X3(Vector4f & dst,Vector4f & src0,const Src & src1)1072 	void PixelProgram::M4X3(Vector4f &dst, Vector4f &src0, const Src &src1)
1073 	{
1074 		Vector4f row0 = fetchRegister(src1, 0);
1075 		Vector4f row1 = fetchRegister(src1, 1);
1076 		Vector4f row2 = fetchRegister(src1, 2);
1077 
1078 		dst.x = dot4(src0, row0);
1079 		dst.y = dot4(src0, row1);
1080 		dst.z = dot4(src0, row2);
1081 	}
1082 
M4X4(Vector4f & dst,Vector4f & src0,const Src & src1)1083 	void PixelProgram::M4X4(Vector4f &dst, Vector4f &src0, const Src &src1)
1084 	{
1085 		Vector4f row0 = fetchRegister(src1, 0);
1086 		Vector4f row1 = fetchRegister(src1, 1);
1087 		Vector4f row2 = fetchRegister(src1, 2);
1088 		Vector4f row3 = fetchRegister(src1, 3);
1089 
1090 		dst.x = dot4(src0, row0);
1091 		dst.y = dot4(src0, row1);
1092 		dst.z = dot4(src0, row2);
1093 		dst.w = dot4(src0, row3);
1094 	}
1095 
TEXLD(Vector4f & dst,Vector4f & src0,const Src & src1,bool project,bool bias)1096 	void PixelProgram::TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
1097 	{
1098 		sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias ? Bias : Implicit);
1099 	}
1100 
TEXOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3,bool project,bool bias)1101 	void PixelProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
1102 	{
1103 		UNIMPLEMENTED();
1104 	}
1105 
TEXLDL(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset,bool project,bool bias)1106 	void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, bool project, bool bias)
1107 	{
1108 		UNIMPLEMENTED();
1109 	}
1110 
TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2)1111 	void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
1112 	{
1113 		UNIMPLEMENTED();
1114 	}
1115 
TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & offset)1116 	void PixelProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
1117 	{
1118 		UNIMPLEMENTED();
1119 	}
1120 
TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3)1121 	void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
1122 	{
1123 		sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, false, Grad);
1124 	}
1125 
TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3,Vector4f & offset)1126 	void PixelProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
1127 	{
1128 		UNIMPLEMENTED();
1129 	}
1130 
TEXLDD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3,bool project)1131 	void PixelProgram::TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project)
1132 	{
1133 		sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, Grad);
1134 	}
1135 
TEXLDL(Vector4f & dst,Vector4f & src0,const Src & src1,bool project)1136 	void PixelProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project)
1137 	{
1138 		sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, Lod);
1139 	}
1140 
TEXSIZE(Vector4f & dst,Float4 & lod,const Src & src1)1141 	void PixelProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1142 	{
1143 		Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
1144 		for(int i = 0; i < 4; ++i)
1145 		{
1146 			Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap);
1147 			dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
1148 			dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
1149 			dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
1150 		}
1151 	}
1152 
TEXKILL(Int cMask[4],Vector4f & src,unsigned char mask)1153 	void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
1154 	{
1155 		Int kill = -1;
1156 
1157 		if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
1158 		if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
1159 		if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
1160 		if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
1161 
1162 		// FIXME: Dynamic branching affects TEXKILL?
1163 		//	if(shader->containsDynamicBranching())
1164 		//	{
1165 		//		kill = ~SignMask(enableMask());
1166 		//	}
1167 
1168 		for(unsigned int q = 0; q < state.multiSample; q++)
1169 		{
1170 			cMask[q] &= kill;
1171 		}
1172 
1173 		// FIXME: Branch to end of shader if all killed?
1174 	}
1175 
DISCARD(Int cMask[4],const Shader::Instruction * instruction)1176 	void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction)
1177 	{
1178 		Int kill = 0;
1179 
1180 		if(shader->containsDynamicBranching())
1181 		{
1182 			kill = ~SignMask(enableMask(instruction));
1183 		}
1184 
1185 		for(unsigned int q = 0; q < state.multiSample; q++)
1186 		{
1187 			cMask[q] &= kill;
1188 		}
1189 
1190 		// FIXME: Branch to end of shader if all killed?
1191 	}
1192 
DFDX(Vector4f & dst,Vector4f & src)1193 	void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
1194 	{
1195 		dst.x = src.x.yyww - src.x.xxzz;
1196 		dst.y = src.y.yyww - src.y.xxzz;
1197 		dst.z = src.z.yyww - src.z.xxzz;
1198 		dst.w = src.w.yyww - src.w.xxzz;
1199 	}
1200 
DFDY(Vector4f & dst,Vector4f & src)1201 	void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
1202 	{
1203 		dst.x = src.x.zwzw - src.x.xyxy;
1204 		dst.y = src.y.zwzw - src.y.xyxy;
1205 		dst.z = src.z.zwzw - src.z.xyxy;
1206 		dst.w = src.w.zwzw - src.w.xyxy;
1207 	}
1208 
FWIDTH(Vector4f & dst,Vector4f & src)1209 	void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
1210 	{
1211 		// abs(dFdx(src)) + abs(dFdy(src));
1212 		dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
1213 		dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
1214 		dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
1215 		dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
1216 	}
1217 
BREAK()1218 	void PixelProgram::BREAK()
1219 	{
1220 		llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
1221 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1222 
1223 		if(breakDepth == 0)
1224 		{
1225 			enableIndex = enableIndex - breakDepth;
1226 			Nucleus::createBr(endBlock);
1227 		}
1228 		else
1229 		{
1230 			enableBreak = enableBreak & ~enableStack[enableIndex];
1231 			Bool allBreak = SignMask(enableBreak) == 0x0;
1232 
1233 			enableIndex = enableIndex - breakDepth;
1234 			branch(allBreak, endBlock, deadBlock);
1235 		}
1236 
1237 		Nucleus::setInsertBlock(deadBlock);
1238 		enableIndex = enableIndex + breakDepth;
1239 	}
1240 
BREAKC(Vector4f & src0,Vector4f & src1,Control control)1241 	void PixelProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1242 	{
1243 		Int4 condition;
1244 
1245 		switch(control)
1246 		{
1247 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1248 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1249 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1250 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1251 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1252 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1253 		default:
1254 			ASSERT(false);
1255 		}
1256 
1257 		BREAK(condition);
1258 	}
1259 
BREAKP(const Src & predicateRegister)1260 	void PixelProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
1261 	{
1262 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1263 
1264 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1265 		{
1266 			condition = ~condition;
1267 		}
1268 
1269 		BREAK(condition);
1270 	}
1271 
BREAK(Int4 & condition)1272 	void PixelProgram::BREAK(Int4 &condition)
1273 	{
1274 		condition &= enableStack[enableIndex];
1275 
1276 		llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
1277 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
1278 
1279 		enableBreak = enableBreak & ~condition;
1280 		Bool allBreak = SignMask(enableBreak) == 0x0;
1281 
1282 		enableIndex = enableIndex - breakDepth;
1283 		branch(allBreak, endBlock, continueBlock);
1284 
1285 		Nucleus::setInsertBlock(continueBlock);
1286 		enableIndex = enableIndex + breakDepth;
1287 	}
1288 
CONTINUE()1289 	void PixelProgram::CONTINUE()
1290 	{
1291 		enableContinue = enableContinue & ~enableStack[enableIndex];
1292 	}
1293 
TEST()1294 	void PixelProgram::TEST()
1295 	{
1296 		whileTest = true;
1297 	}
1298 
CALL(int labelIndex,int callSiteIndex)1299 	void PixelProgram::CALL(int labelIndex, int callSiteIndex)
1300 	{
1301 		if(!labelBlock[labelIndex])
1302 		{
1303 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1304 		}
1305 
1306 		if(callRetBlock[labelIndex].size() > 1)
1307 		{
1308 			callStack[stackIndex++] = UInt(callSiteIndex);
1309 		}
1310 
1311 		Int4 restoreLeave = enableLeave;
1312 
1313 		Nucleus::createBr(labelBlock[labelIndex]);
1314 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1315 
1316 		enableLeave = restoreLeave;
1317 	}
1318 
CALLNZ(int labelIndex,int callSiteIndex,const Src & src)1319 	void PixelProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1320 	{
1321 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1322 		{
1323 			CALLNZb(labelIndex, callSiteIndex, src);
1324 		}
1325 		else if(src.type == Shader::PARAMETER_PREDICATE)
1326 		{
1327 			CALLNZp(labelIndex, callSiteIndex, src);
1328 		}
1329 		else ASSERT(false);
1330 	}
1331 
CALLNZb(int labelIndex,int callSiteIndex,const Src & boolRegister)1332 	void PixelProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1333 	{
1334 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
1335 
1336 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1337 		{
1338 			condition = !condition;
1339 		}
1340 
1341 		if(!labelBlock[labelIndex])
1342 		{
1343 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1344 		}
1345 
1346 		if(callRetBlock[labelIndex].size() > 1)
1347 		{
1348 			callStack[stackIndex++] = UInt(callSiteIndex);
1349 		}
1350 
1351 		Int4 restoreLeave = enableLeave;
1352 
1353 		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1354 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1355 
1356 		enableLeave = restoreLeave;
1357 	}
1358 
CALLNZp(int labelIndex,int callSiteIndex,const Src & predicateRegister)1359 	void PixelProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1360 	{
1361 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1362 
1363 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1364 		{
1365 			condition = ~condition;
1366 		}
1367 
1368 		condition &= enableStack[enableIndex];
1369 
1370 		if(!labelBlock[labelIndex])
1371 		{
1372 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1373 		}
1374 
1375 		if(callRetBlock[labelIndex].size() > 1)
1376 		{
1377 			callStack[stackIndex++] = UInt(callSiteIndex);
1378 		}
1379 
1380 		enableIndex++;
1381 		enableStack[enableIndex] = condition;
1382 		Int4 restoreLeave = enableLeave;
1383 
1384 		Bool notAllFalse = SignMask(condition) != 0;
1385 		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1386 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1387 
1388 		enableIndex--;
1389 		enableLeave = restoreLeave;
1390 	}
1391 
ELSE()1392 	void PixelProgram::ELSE()
1393 	{
1394 		ifDepth--;
1395 
1396 		llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1397 		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1398 
1399 		if(isConditionalIf[ifDepth])
1400 		{
1401 			Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1402 			Bool notAllFalse = SignMask(condition) != 0;
1403 
1404 			branch(notAllFalse, falseBlock, endBlock);
1405 
1406 			enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1407 		}
1408 		else
1409 		{
1410 			Nucleus::createBr(endBlock);
1411 			Nucleus::setInsertBlock(falseBlock);
1412 		}
1413 
1414 		ifFalseBlock[ifDepth] = endBlock;
1415 
1416 		ifDepth++;
1417 	}
1418 
ENDIF()1419 	void PixelProgram::ENDIF()
1420 	{
1421 		ifDepth--;
1422 
1423 		llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
1424 
1425 		Nucleus::createBr(endBlock);
1426 		Nucleus::setInsertBlock(endBlock);
1427 
1428 		if(isConditionalIf[ifDepth])
1429 		{
1430 			breakDepth--;
1431 			enableIndex--;
1432 		}
1433 	}
1434 
ENDLOOP()1435 	void PixelProgram::ENDLOOP()
1436 	{
1437 		loopRepDepth--;
1438 
1439 		aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
1440 
1441 		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1442 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1443 
1444 		Nucleus::createBr(testBlock);
1445 		Nucleus::setInsertBlock(endBlock);
1446 
1447 		loopDepth--;
1448 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1449 	}
1450 
ENDREP()1451 	void PixelProgram::ENDREP()
1452 	{
1453 		loopRepDepth--;
1454 
1455 		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1456 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1457 
1458 		Nucleus::createBr(testBlock);
1459 		Nucleus::setInsertBlock(endBlock);
1460 
1461 		loopDepth--;
1462 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1463 	}
1464 
ENDWHILE()1465 	void PixelProgram::ENDWHILE()
1466 	{
1467 		loopRepDepth--;
1468 
1469 		llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1470 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1471 
1472 		Nucleus::createBr(testBlock);
1473 		Nucleus::setInsertBlock(endBlock);
1474 
1475 		enableIndex--;
1476 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1477 		whileTest = false;
1478 	}
1479 
ENDSWITCH()1480 	void PixelProgram::ENDSWITCH()
1481 	{
1482 		loopRepDepth--;
1483 
1484 		llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1485 
1486 		Nucleus::createBr(loopRepEndBlock[loopRepDepth]);
1487 		Nucleus::setInsertBlock(endBlock);
1488 
1489 		enableIndex--;
1490 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1491 	}
1492 
IF(const Src & src)1493 	void PixelProgram::IF(const Src &src)
1494 	{
1495 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1496 		{
1497 			IFb(src);
1498 		}
1499 		else if(src.type == Shader::PARAMETER_PREDICATE)
1500 		{
1501 			IFp(src);
1502 		}
1503 		else
1504 		{
1505 			Int4 condition = As<Int4>(fetchRegister(src).x);
1506 			IF(condition);
1507 		}
1508 	}
1509 
IFb(const Src & boolRegister)1510 	void PixelProgram::IFb(const Src &boolRegister)
1511 	{
1512 		ASSERT(ifDepth < 24 + 4);
1513 
1514 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0));   // FIXME
1515 
1516 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1517 		{
1518 			condition = !condition;
1519 		}
1520 
1521 		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1522 		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1523 
1524 		branch(condition, trueBlock, falseBlock);
1525 
1526 		isConditionalIf[ifDepth] = false;
1527 		ifFalseBlock[ifDepth] = falseBlock;
1528 
1529 		ifDepth++;
1530 	}
1531 
IFp(const Src & predicateRegister)1532 	void PixelProgram::IFp(const Src &predicateRegister)
1533 	{
1534 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1535 
1536 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1537 		{
1538 			condition = ~condition;
1539 		}
1540 
1541 		IF(condition);
1542 	}
1543 
IFC(Vector4f & src0,Vector4f & src1,Control control)1544 	void PixelProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1545 	{
1546 		Int4 condition;
1547 
1548 		switch(control)
1549 		{
1550 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1551 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1552 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1553 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1554 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1555 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1556 		default:
1557 			ASSERT(false);
1558 		}
1559 
1560 		IF(condition);
1561 	}
1562 
IF(Int4 & condition)1563 	void PixelProgram::IF(Int4 &condition)
1564 	{
1565 		condition &= enableStack[enableIndex];
1566 
1567 		enableIndex++;
1568 		enableStack[enableIndex] = condition;
1569 
1570 		llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
1571 		llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
1572 
1573 		Bool notAllFalse = SignMask(condition) != 0;
1574 
1575 		branch(notAllFalse, trueBlock, falseBlock);
1576 
1577 		isConditionalIf[ifDepth] = true;
1578 		ifFalseBlock[ifDepth] = falseBlock;
1579 
1580 		ifDepth++;
1581 		breakDepth++;
1582 	}
1583 
LABEL(int labelIndex)1584 	void PixelProgram::LABEL(int labelIndex)
1585 	{
1586 		if(!labelBlock[labelIndex])
1587 		{
1588 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1589 		}
1590 
1591 		Nucleus::setInsertBlock(labelBlock[labelIndex]);
1592 		currentLabel = labelIndex;
1593 	}
1594 
LOOP(const Src & integerRegister)1595 	void PixelProgram::LOOP(const Src &integerRegister)
1596 	{
1597 		loopDepth++;
1598 
1599 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1600 		aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
1601 		increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
1602 
1603 		//	If(increment[loopDepth] == 0)
1604 		//	{
1605 		//		increment[loopDepth] = 1;
1606 		//	}
1607 
1608 		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1609 		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1610 		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1611 
1612 		loopRepTestBlock[loopRepDepth] = testBlock;
1613 		loopRepEndBlock[loopRepDepth] = endBlock;
1614 
1615 		// FIXME: jump(testBlock)
1616 		Nucleus::createBr(testBlock);
1617 		Nucleus::setInsertBlock(testBlock);
1618 
1619 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1620 		Nucleus::setInsertBlock(loopBlock);
1621 
1622 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1623 
1624 		loopRepDepth++;
1625 		breakDepth = 0;
1626 	}
1627 
REP(const Src & integerRegister)1628 	void PixelProgram::REP(const Src &integerRegister)
1629 	{
1630 		loopDepth++;
1631 
1632 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
1633 		aL[loopDepth] = aL[loopDepth - 1];
1634 
1635 		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1636 		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1637 		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1638 
1639 		loopRepTestBlock[loopRepDepth] = testBlock;
1640 		loopRepEndBlock[loopRepDepth] = endBlock;
1641 
1642 		// FIXME: jump(testBlock)
1643 		Nucleus::createBr(testBlock);
1644 		Nucleus::setInsertBlock(testBlock);
1645 
1646 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1647 		Nucleus::setInsertBlock(loopBlock);
1648 
1649 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1650 
1651 		loopRepDepth++;
1652 		breakDepth = 0;
1653 	}
1654 
WHILE(const Src & temporaryRegister)1655 	void PixelProgram::WHILE(const Src &temporaryRegister)
1656 	{
1657 		enableIndex++;
1658 
1659 		llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
1660 		llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
1661 		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1662 
1663 		loopRepTestBlock[loopRepDepth] = testBlock;
1664 		loopRepEndBlock[loopRepDepth] = endBlock;
1665 
1666 		Int4 restoreBreak = enableBreak;
1667 		Int4 restoreContinue = enableContinue;
1668 
1669 		// FIXME: jump(testBlock)
1670 		Nucleus::createBr(testBlock);
1671 		Nucleus::setInsertBlock(testBlock);
1672 		enableContinue = restoreContinue;
1673 
1674 		const Vector4f &src = fetchRegister(temporaryRegister);
1675 		Int4 condition = As<Int4>(src.x);
1676 		condition &= enableStack[enableIndex - 1];
1677 		if(shader->containsLeaveInstruction()) condition &= enableLeave;
1678 		enableStack[enableIndex] = condition;
1679 
1680 		Bool notAllFalse = SignMask(condition) != 0;
1681 		branch(notAllFalse, loopBlock, endBlock);
1682 
1683 		Nucleus::setInsertBlock(endBlock);
1684 		enableBreak = restoreBreak;
1685 
1686 		Nucleus::setInsertBlock(loopBlock);
1687 
1688 		loopRepDepth++;
1689 		breakDepth = 0;
1690 	}
1691 
SWITCH()1692 	void PixelProgram::SWITCH()
1693 	{
1694 		enableIndex++;
1695 		enableStack[enableIndex] = Int4(0xFFFFFFFF);
1696 
1697 		llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
1698 
1699 		loopRepTestBlock[loopRepDepth] = nullptr;
1700 		loopRepEndBlock[loopRepDepth] = endBlock;
1701 
1702 		loopRepDepth++;
1703 		breakDepth = 0;
1704 	}
1705 
RET()1706 	void PixelProgram::RET()
1707 	{
1708 		if(currentLabel == -1)
1709 		{
1710 			returnBlock = Nucleus::createBasicBlock();
1711 			Nucleus::createBr(returnBlock);
1712 		}
1713 		else
1714 		{
1715 			llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1716 
1717 			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
1718 			{
1719 				// FIXME: Encapsulate
1720 				UInt index = callStack[--stackIndex];
1721 
1722 				llvm::Value *value = index.loadValue();
1723 				llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1724 
1725 				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1726 				{
1727 					Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
1728 				}
1729 			}
1730 			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
1731 			{
1732 				Nucleus::createBr(callRetBlock[currentLabel][0]);
1733 			}
1734 			else   // Function isn't called
1735 			{
1736 				Nucleus::createBr(unreachableBlock);
1737 			}
1738 
1739 			Nucleus::setInsertBlock(unreachableBlock);
1740 			Nucleus::createUnreachable();
1741 		}
1742 	}
1743 
LEAVE()1744 	void PixelProgram::LEAVE()
1745 	{
1746 		enableLeave = enableLeave & ~enableStack[enableIndex];
1747 
1748 		// FIXME: Return from function if all instances left
1749 		// FIXME: Use enableLeave in other control-flow constructs
1750 	}
1751 }
1752