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 "VertexProgram.hpp" 16 17 #include "Renderer.hpp" 18 #include "VertexShader.hpp" 19 #include "Vertex.hpp" 20 #include "Half.hpp" 21 #include "SamplerCore.hpp" 22 #include "Debug.hpp" 23 24 namespace sw 25 { VertexProgram(const VertexProcessor::State & state,const VertexShader * shader)26 VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader) 27 : VertexRoutine(state, shader), shader(shader), r(shader->dynamicallyIndexedTemporaries) 28 { 29 ifDepth = 0; 30 loopRepDepth = 0; 31 breakDepth = 0; 32 currentLabel = -1; 33 whileTest = false; 34 35 for(int i = 0; i < 2048; i++) 36 { 37 labelBlock[i] = 0; 38 } 39 40 loopDepth = -1; 41 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 42 43 if(shader && shader->containsBreakInstruction()) 44 { 45 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 46 } 47 48 if(shader && shader->containsContinueInstruction()) 49 { 50 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 51 } 52 53 if(shader->instanceIdDeclared) 54 { 55 instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID)); 56 } 57 } 58 ~VertexProgram()59 VertexProgram::~VertexProgram() 60 { 61 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) 62 { 63 delete sampler[i]; 64 } 65 } 66 pipeline()67 void VertexProgram::pipeline() 68 { 69 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) 70 { 71 sampler[i] = new SamplerCore(constants, state.samplerState[i]); 72 } 73 74 if(!state.preTransformed) 75 { 76 program(); 77 } 78 else 79 { 80 passThrough(); 81 } 82 } 83 program()84 void VertexProgram::program() 85 { 86 // shader->print("VertexShader-%0.8X.txt", state.shaderID); 87 88 unsigned short version = shader->getVersion(); 89 90 enableIndex = 0; 91 stackIndex = 0; 92 93 if(shader->containsLeaveInstruction()) 94 { 95 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 96 } 97 98 // Create all call site return blocks up front 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_CALL || opcode == Shader::OPCODE_CALLNZ) 105 { 106 const Dst &dst = instruction->dst; 107 108 ASSERT(callRetBlock[dst.label].size() == dst.callSite); 109 callRetBlock[dst.label].push_back(Nucleus::createBasicBlock()); 110 } 111 } 112 113 for(size_t i = 0; i < shader->getLength(); i++) 114 { 115 const Shader::Instruction *instruction = shader->getInstruction(i); 116 Shader::Opcode opcode = instruction->opcode; 117 118 if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB) 119 { 120 continue; 121 } 122 123 Dst dst = instruction->dst; 124 Src src0 = instruction->src[0]; 125 Src src1 = instruction->src[1]; 126 Src src2 = instruction->src[2]; 127 Src src3 = instruction->src[3]; 128 Src src4 = instruction->src[4]; 129 130 bool predicate = instruction->predicate; 131 Control control = instruction->control; 132 bool integer = dst.type == Shader::PARAMETER_ADDR; 133 bool pp = dst.partialPrecision; 134 135 Vector4f d; 136 Vector4f s0; 137 Vector4f s1; 138 Vector4f s2; 139 Vector4f s3; 140 Vector4f s4; 141 142 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); 143 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); 144 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); 145 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); 146 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); 147 148 switch(opcode) 149 { 150 case Shader::OPCODE_VS_1_0: break; 151 case Shader::OPCODE_VS_1_1: break; 152 case Shader::OPCODE_VS_2_0: break; 153 case Shader::OPCODE_VS_2_x: break; 154 case Shader::OPCODE_VS_2_sw: break; 155 case Shader::OPCODE_VS_3_0: break; 156 case Shader::OPCODE_VS_3_sw: break; 157 case Shader::OPCODE_DCL: break; 158 case Shader::OPCODE_DEF: break; 159 case Shader::OPCODE_DEFI: break; 160 case Shader::OPCODE_DEFB: break; 161 case Shader::OPCODE_NOP: break; 162 case Shader::OPCODE_ABS: abs(d, s0); break; 163 case Shader::OPCODE_IABS: iabs(d, s0); break; 164 case Shader::OPCODE_ADD: add(d, s0, s1); break; 165 case Shader::OPCODE_IADD: iadd(d, s0, s1); break; 166 case Shader::OPCODE_CRS: crs(d, s0, s1); break; 167 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break; 168 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break; 169 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break; 170 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break; 171 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break; 172 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break; 173 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break; 174 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break; 175 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break; 176 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break; 177 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break; 178 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break; 179 case Shader::OPCODE_DP1: dp1(d, s0, s1); break; 180 case Shader::OPCODE_DP2: dp2(d, s0, s1); break; 181 case Shader::OPCODE_DP3: dp3(d, s0, s1); break; 182 case Shader::OPCODE_DP4: dp4(d, s0, s1); break; 183 case Shader::OPCODE_DET2: det2(d, s0, s1); break; 184 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break; 185 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break; 186 case Shader::OPCODE_ATT: att(d, s0, s1); break; 187 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; 188 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; 189 case Shader::OPCODE_EXPP: expp(d, s0, version); break; 190 case Shader::OPCODE_EXP: exp(d, s0, pp); 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_LIT: lit(d, s0); break; 198 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; 199 case Shader::OPCODE_LOG2: log2(d, s0, pp); break; 200 case Shader::OPCODE_LOGP: logp(d, s0, version); break; 201 case Shader::OPCODE_LOG: log(d, s0, pp); break; 202 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break; 203 case Shader::OPCODE_STEP: step(d, s0, s1); break; 204 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break; 205 case Shader::OPCODE_FLOATBITSTOINT: 206 case Shader::OPCODE_FLOATBITSTOUINT: 207 case Shader::OPCODE_INTBITSTOFLOAT: 208 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break; 209 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break; 210 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break; 211 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break; 212 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break; 213 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break; 214 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break; 215 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break; 216 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break; 217 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; 218 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break; 219 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break; 220 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; 221 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break; 222 case Shader::OPCODE_MAX: max(d, s0, s1); break; 223 case Shader::OPCODE_IMAX: imax(d, s0, s1); break; 224 case Shader::OPCODE_UMAX: umax(d, s0, s1); break; 225 case Shader::OPCODE_MIN: min(d, s0, s1); break; 226 case Shader::OPCODE_IMIN: imin(d, s0, s1); break; 227 case Shader::OPCODE_UMIN: umin(d, s0, s1); break; 228 case Shader::OPCODE_MOV: mov(d, s0, integer); break; 229 case Shader::OPCODE_MOVA: mov(d, s0, true); break; 230 case Shader::OPCODE_NEG: neg(d, s0); break; 231 case Shader::OPCODE_INEG: ineg(d, s0); break; 232 case Shader::OPCODE_F2B: f2b(d, s0); break; 233 case Shader::OPCODE_B2F: b2f(d, s0); break; 234 case Shader::OPCODE_F2I: f2i(d, s0); break; 235 case Shader::OPCODE_I2F: i2f(d, s0); break; 236 case Shader::OPCODE_F2U: f2u(d, s0); break; 237 case Shader::OPCODE_U2F: u2f(d, s0); break; 238 case Shader::OPCODE_I2B: i2b(d, s0); break; 239 case Shader::OPCODE_B2I: b2i(d, s0); break; 240 case Shader::OPCODE_MUL: mul(d, s0, s1); break; 241 case Shader::OPCODE_IMUL: imul(d, s0, s1); break; 242 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break; 243 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break; 244 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break; 245 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break; 246 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; 247 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; 248 case Shader::OPCODE_DIV: div(d, s0, s1); break; 249 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break; 250 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break; 251 case Shader::OPCODE_MOD: mod(d, s0, s1); break; 252 case Shader::OPCODE_IMOD: imod(d, s0, s1); break; 253 case Shader::OPCODE_UMOD: umod(d, s0, s1); break; 254 case Shader::OPCODE_SHL: shl(d, s0, s1); break; 255 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break; 256 case Shader::OPCODE_USHR: ushr(d, s0, s1); break; 257 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break; 258 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break; 259 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break; 260 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break; 261 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break; 262 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break; 263 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break; 264 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break; 265 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break; 266 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break; 267 case Shader::OPCODE_SGE: step(d, s1, s0); break; 268 case Shader::OPCODE_SGN: sgn(d, s0); break; 269 case Shader::OPCODE_ISGN: isgn(d, s0); break; 270 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break; 271 case Shader::OPCODE_COS: cos(d, s0, pp); break; 272 case Shader::OPCODE_SIN: sin(d, s0, pp); break; 273 case Shader::OPCODE_TAN: tan(d, s0); break; 274 case Shader::OPCODE_ACOS: acos(d, s0); break; 275 case Shader::OPCODE_ASIN: asin(d, s0); break; 276 case Shader::OPCODE_ATAN: atan(d, s0); break; 277 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break; 278 case Shader::OPCODE_COSH: cosh(d, s0, pp); break; 279 case Shader::OPCODE_SINH: sinh(d, s0, pp); break; 280 case Shader::OPCODE_TANH: tanh(d, s0, pp); break; 281 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break; 282 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break; 283 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break; 284 case Shader::OPCODE_SLT: slt(d, s0, s1); break; 285 case Shader::OPCODE_SUB: sub(d, s0, s1); break; 286 case Shader::OPCODE_ISUB: isub(d, s0, s1); break; 287 case Shader::OPCODE_BREAK: BREAK(); break; 288 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break; 289 case Shader::OPCODE_BREAKP: BREAKP(src0); break; 290 case Shader::OPCODE_CONTINUE: CONTINUE(); break; 291 case Shader::OPCODE_TEST: TEST(); break; 292 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break; 293 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break; 294 case Shader::OPCODE_ELSE: ELSE(); break; 295 case Shader::OPCODE_ENDIF: ENDIF(); break; 296 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break; 297 case Shader::OPCODE_ENDREP: ENDREP(); break; 298 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break; 299 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break; 300 case Shader::OPCODE_IF: IF(src0); break; 301 case Shader::OPCODE_IFC: IFC(s0, s1, control); break; 302 case Shader::OPCODE_LABEL: LABEL(dst.index); break; 303 case Shader::OPCODE_LOOP: LOOP(src1); break; 304 case Shader::OPCODE_REP: REP(src0); break; 305 case Shader::OPCODE_WHILE: WHILE(src0); break; 306 case Shader::OPCODE_SWITCH: SWITCH(); break; 307 case Shader::OPCODE_RET: RET(); break; 308 case Shader::OPCODE_LEAVE: LEAVE(); break; 309 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; 310 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; 311 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break; 312 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break; 313 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break; 314 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break; 315 case Shader::OPCODE_ALL: all(d.x, s0); break; 316 case Shader::OPCODE_ANY: any(d.x, s0); break; 317 case Shader::OPCODE_NOT: not(d, s0); break; 318 case Shader::OPCODE_OR: or(d, s0, s1); break; 319 case Shader::OPCODE_XOR: xor(d, s0, s1); break; 320 case Shader::OPCODE_AND: and(d, s0, s1); break; 321 case Shader::OPCODE_EQ: equal(d, s0, s1); break; 322 case Shader::OPCODE_NE: notEqual(d, s0, s1); break; 323 case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break; 324 case Shader::OPCODE_TEX: TEX(d, s0, src1); break; 325 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break; 326 case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break; 327 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break; 328 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break; 329 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break; 330 case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break; 331 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break; 332 case Shader::OPCODE_END: break; 333 default: 334 ASSERT(false); 335 } 336 337 if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP) 338 { 339 if(dst.integer) 340 { 341 switch(opcode) 342 { 343 case Shader::OPCODE_DIV: 344 if(dst.x) d.x = Trunc(d.x); 345 if(dst.y) d.y = Trunc(d.y); 346 if(dst.z) d.z = Trunc(d.z); 347 if(dst.w) d.w = Trunc(d.w); 348 break; 349 default: 350 break; // No truncation to integer required when arguments are integer 351 } 352 } 353 354 if(dst.saturate) 355 { 356 if(dst.x) d.x = Max(d.x, Float4(0.0f)); 357 if(dst.y) d.y = Max(d.y, Float4(0.0f)); 358 if(dst.z) d.z = Max(d.z, Float4(0.0f)); 359 if(dst.w) d.w = Max(d.w, Float4(0.0f)); 360 361 if(dst.x) d.x = Min(d.x, Float4(1.0f)); 362 if(dst.y) d.y = Min(d.y, Float4(1.0f)); 363 if(dst.z) d.z = Min(d.z, Float4(1.0f)); 364 if(dst.w) d.w = Min(d.w, Float4(1.0f)); 365 } 366 367 if(instruction->isPredicated()) 368 { 369 Vector4f pDst; // FIXME: Rename 370 371 switch(dst.type) 372 { 373 case Shader::PARAMETER_VOID: break; 374 case Shader::PARAMETER_TEMP: 375 if(dst.rel.type == Shader::PARAMETER_VOID) 376 { 377 if(dst.x) pDst.x = r[dst.index].x; 378 if(dst.y) pDst.y = r[dst.index].y; 379 if(dst.z) pDst.z = r[dst.index].z; 380 if(dst.w) pDst.w = r[dst.index].w; 381 } 382 else 383 { 384 Int a = relativeAddress(dst); 385 386 if(dst.x) pDst.x = r[dst.index + a].x; 387 if(dst.y) pDst.y = r[dst.index + a].y; 388 if(dst.z) pDst.z = r[dst.index + a].z; 389 if(dst.w) pDst.w = r[dst.index + a].w; 390 } 391 break; 392 case Shader::PARAMETER_ADDR: pDst = a0; break; 393 case Shader::PARAMETER_RASTOUT: 394 switch(dst.index) 395 { 396 case 0: 397 if(dst.x) pDst.x = o[Pos].x; 398 if(dst.y) pDst.y = o[Pos].y; 399 if(dst.z) pDst.z = o[Pos].z; 400 if(dst.w) pDst.w = o[Pos].w; 401 break; 402 case 1: 403 pDst.x = o[Fog].x; 404 break; 405 case 2: 406 pDst.x = o[Pts].y; 407 break; 408 default: 409 ASSERT(false); 410 } 411 break; 412 case Shader::PARAMETER_ATTROUT: 413 if(dst.x) pDst.x = o[C0 + dst.index].x; 414 if(dst.y) pDst.y = o[C0 + dst.index].y; 415 if(dst.z) pDst.z = o[C0 + dst.index].z; 416 if(dst.w) pDst.w = o[C0 + dst.index].w; 417 break; 418 case Shader::PARAMETER_TEXCRDOUT: 419 // case Shader::PARAMETER_OUTPUT: 420 if(version < 0x0300) 421 { 422 if(dst.x) pDst.x = o[T0 + dst.index].x; 423 if(dst.y) pDst.y = o[T0 + dst.index].y; 424 if(dst.z) pDst.z = o[T0 + dst.index].z; 425 if(dst.w) pDst.w = o[T0 + dst.index].w; 426 } 427 else 428 { 429 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative 430 { 431 if(dst.x) pDst.x = o[dst.index].x; 432 if(dst.y) pDst.y = o[dst.index].y; 433 if(dst.z) pDst.z = o[dst.index].z; 434 if(dst.w) pDst.w = o[dst.index].w; 435 } 436 else 437 { 438 Int a = relativeAddress(dst); 439 440 if(dst.x) pDst.x = o[dst.index + a].x; 441 if(dst.y) pDst.y = o[dst.index + a].y; 442 if(dst.z) pDst.z = o[dst.index + a].z; 443 if(dst.w) pDst.w = o[dst.index + a].w; 444 } 445 } 446 break; 447 case Shader::PARAMETER_LABEL: break; 448 case Shader::PARAMETER_PREDICATE: pDst = p0; break; 449 case Shader::PARAMETER_INPUT: break; 450 default: 451 ASSERT(false); 452 } 453 454 Int4 enable = enableMask(instruction); 455 456 Int4 xEnable = enable; 457 Int4 yEnable = enable; 458 Int4 zEnable = enable; 459 Int4 wEnable = enable; 460 461 if(predicate) 462 { 463 unsigned char pSwizzle = instruction->predicateSwizzle; 464 465 Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03]; 466 Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03]; 467 Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03]; 468 Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03]; 469 470 if(!instruction->predicateNot) 471 { 472 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate); 473 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate); 474 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate); 475 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate); 476 } 477 else 478 { 479 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate); 480 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate); 481 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate); 482 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate); 483 } 484 } 485 486 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable); 487 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable); 488 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable); 489 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable); 490 491 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable)); 492 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable)); 493 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable)); 494 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable)); 495 } 496 497 switch(dst.type) 498 { 499 case Shader::PARAMETER_VOID: 500 break; 501 case Shader::PARAMETER_TEMP: 502 if(dst.rel.type == Shader::PARAMETER_VOID) 503 { 504 if(dst.x) r[dst.index].x = d.x; 505 if(dst.y) r[dst.index].y = d.y; 506 if(dst.z) r[dst.index].z = d.z; 507 if(dst.w) r[dst.index].w = d.w; 508 } 509 else 510 { 511 Int a = relativeAddress(dst); 512 513 if(dst.x) r[dst.index + a].x = d.x; 514 if(dst.y) r[dst.index + a].y = d.y; 515 if(dst.z) r[dst.index + a].z = d.z; 516 if(dst.w) r[dst.index + a].w = d.w; 517 } 518 break; 519 case Shader::PARAMETER_ADDR: 520 if(dst.x) a0.x = d.x; 521 if(dst.y) a0.y = d.y; 522 if(dst.z) a0.z = d.z; 523 if(dst.w) a0.w = d.w; 524 break; 525 case Shader::PARAMETER_RASTOUT: 526 switch(dst.index) 527 { 528 case 0: 529 if(dst.x) o[Pos].x = d.x; 530 if(dst.y) o[Pos].y = d.y; 531 if(dst.z) o[Pos].z = d.z; 532 if(dst.w) o[Pos].w = d.w; 533 break; 534 case 1: 535 o[Fog].x = d.x; 536 break; 537 case 2: 538 o[Pts].y = d.x; 539 break; 540 default: ASSERT(false); 541 } 542 break; 543 case Shader::PARAMETER_ATTROUT: 544 if(dst.x) o[C0 + dst.index].x = d.x; 545 if(dst.y) o[C0 + dst.index].y = d.y; 546 if(dst.z) o[C0 + dst.index].z = d.z; 547 if(dst.w) o[C0 + dst.index].w = d.w; 548 break; 549 case Shader::PARAMETER_TEXCRDOUT: 550 // case Shader::PARAMETER_OUTPUT: 551 if(version < 0x0300) 552 { 553 if(dst.x) o[T0 + dst.index].x = d.x; 554 if(dst.y) o[T0 + dst.index].y = d.y; 555 if(dst.z) o[T0 + dst.index].z = d.z; 556 if(dst.w) o[T0 + dst.index].w = d.w; 557 } 558 else 559 { 560 if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative 561 { 562 if(dst.x) o[dst.index].x = d.x; 563 if(dst.y) o[dst.index].y = d.y; 564 if(dst.z) o[dst.index].z = d.z; 565 if(dst.w) o[dst.index].w = d.w; 566 } 567 else 568 { 569 Int a = relativeAddress(dst); 570 571 if(dst.x) o[dst.index + a].x = d.x; 572 if(dst.y) o[dst.index + a].y = d.y; 573 if(dst.z) o[dst.index + a].z = d.z; 574 if(dst.w) o[dst.index + a].w = d.w; 575 } 576 } 577 break; 578 case Shader::PARAMETER_LABEL: break; 579 case Shader::PARAMETER_PREDICATE: p0 = d; break; 580 case Shader::PARAMETER_INPUT: break; 581 default: 582 ASSERT(false); 583 } 584 } 585 } 586 587 if(currentLabel != -1) 588 { 589 Nucleus::setInsertBlock(returnBlock); 590 } 591 } 592 passThrough()593 void VertexProgram::passThrough() 594 { 595 if(shader) 596 { 597 for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) 598 { 599 unsigned char usage = shader->output[i][0].usage; 600 601 switch(usage) 602 { 603 case 0xFF: 604 continue; 605 case Shader::USAGE_PSIZE: 606 o[i].y = v[i].x; 607 break; 608 case Shader::USAGE_TEXCOORD: 609 o[i].x = v[i].x; 610 o[i].y = v[i].y; 611 o[i].z = v[i].z; 612 o[i].w = v[i].w; 613 break; 614 case Shader::USAGE_POSITION: 615 o[i].x = v[i].x; 616 o[i].y = v[i].y; 617 o[i].z = v[i].z; 618 o[i].w = v[i].w; 619 break; 620 case Shader::USAGE_COLOR: 621 o[i].x = v[i].x; 622 o[i].y = v[i].y; 623 o[i].z = v[i].z; 624 o[i].w = v[i].w; 625 break; 626 case Shader::USAGE_FOG: 627 o[i].x = v[i].x; 628 break; 629 default: 630 ASSERT(false); 631 } 632 } 633 } 634 else 635 { 636 o[Pos].x = v[PositionT].x; 637 o[Pos].y = v[PositionT].y; 638 o[Pos].z = v[PositionT].z; 639 o[Pos].w = v[PositionT].w; 640 641 for(int i = 0; i < 2; i++) 642 { 643 o[C0 + i].x = v[Color0 + i].x; 644 o[C0 + i].y = v[Color0 + i].y; 645 o[C0 + i].z = v[Color0 + i].z; 646 o[C0 + i].w = v[Color0 + i].w; 647 } 648 649 for(int i = 0; i < 8; i++) 650 { 651 o[T0 + i].x = v[TexCoord0 + i].x; 652 o[T0 + i].y = v[TexCoord0 + i].y; 653 o[T0 + i].z = v[TexCoord0 + i].z; 654 o[T0 + i].w = v[TexCoord0 + i].w; 655 } 656 657 o[Pts].y = v[PointSize].x; 658 } 659 } 660 fetchRegister(const Src & src,unsigned int offset)661 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) 662 { 663 Vector4f reg; 664 unsigned int i = src.index + offset; 665 666 switch(src.type) 667 { 668 case Shader::PARAMETER_TEMP: 669 if(src.rel.type == Shader::PARAMETER_VOID) 670 { 671 reg = r[i]; 672 } 673 else 674 { 675 reg = r[i + relativeAddress(src, src.bufferIndex)]; 676 } 677 break; 678 case Shader::PARAMETER_CONST: 679 reg = readConstant(src, offset); 680 break; 681 case Shader::PARAMETER_INPUT: 682 if(src.rel.type == Shader::PARAMETER_VOID) 683 { 684 reg = v[i]; 685 } 686 else 687 { 688 reg = v[i + relativeAddress(src, src.bufferIndex)]; 689 } 690 break; 691 case Shader::PARAMETER_VOID: return r[0]; // Dummy 692 case Shader::PARAMETER_FLOAT4LITERAL: 693 reg.x = Float4(src.value[0]); 694 reg.y = Float4(src.value[1]); 695 reg.z = Float4(src.value[2]); 696 reg.w = Float4(src.value[3]); 697 break; 698 case Shader::PARAMETER_ADDR: reg = a0; break; 699 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy 700 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy 701 case Shader::PARAMETER_LOOP: return r[0]; // Dummy 702 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy 703 case Shader::PARAMETER_SAMPLER: 704 if(src.rel.type == Shader::PARAMETER_VOID) 705 { 706 reg.x = As<Float4>(Int4(i)); 707 } 708 else if(src.rel.type == Shader::PARAMETER_TEMP) 709 { 710 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x)); 711 } 712 return reg; 713 case Shader::PARAMETER_OUTPUT: 714 if(src.rel.type == Shader::PARAMETER_VOID) 715 { 716 reg = o[i]; 717 } 718 else 719 { 720 reg = o[i + relativeAddress(src, src.bufferIndex)]; 721 } 722 break; 723 case Shader::PARAMETER_MISCTYPE: 724 reg.x = As<Float>(Int(instanceID)); 725 return reg; 726 default: 727 ASSERT(false); 728 } 729 730 const Float4 &x = reg[(src.swizzle >> 0) & 0x3]; 731 const Float4 &y = reg[(src.swizzle >> 2) & 0x3]; 732 const Float4 &z = reg[(src.swizzle >> 4) & 0x3]; 733 const Float4 &w = reg[(src.swizzle >> 6) & 0x3]; 734 735 Vector4f mod; 736 737 switch(src.modifier) 738 { 739 case Shader::MODIFIER_NONE: 740 mod.x = x; 741 mod.y = y; 742 mod.z = z; 743 mod.w = w; 744 break; 745 case Shader::MODIFIER_NEGATE: 746 mod.x = -x; 747 mod.y = -y; 748 mod.z = -z; 749 mod.w = -w; 750 break; 751 case Shader::MODIFIER_ABS: 752 mod.x = Abs(x); 753 mod.y = Abs(y); 754 mod.z = Abs(z); 755 mod.w = Abs(w); 756 break; 757 case Shader::MODIFIER_ABS_NEGATE: 758 mod.x = -Abs(x); 759 mod.y = -Abs(y); 760 mod.z = -Abs(z); 761 mod.w = -Abs(w); 762 break; 763 case Shader::MODIFIER_NOT: 764 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF)); 765 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF)); 766 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF)); 767 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF)); 768 break; 769 default: 770 ASSERT(false); 771 } 772 773 return mod; 774 } 775 uniformAddress(int bufferIndex,unsigned int index)776 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index) 777 { 778 if(bufferIndex == -1) 779 { 780 return data + OFFSET(DrawData, vs.c[index]); 781 } 782 else 783 { 784 return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index; 785 } 786 } 787 uniformAddress(int bufferIndex,unsigned int index,Int & offset)788 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset) 789 { 790 return uniformAddress(bufferIndex, index) + offset * sizeof(float4); 791 } 792 readConstant(const Src & src,unsigned int offset)793 Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset) 794 { 795 Vector4f c; 796 unsigned int i = src.index + offset; 797 798 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative 799 { 800 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i)); 801 802 c.x = c.x.xxxx; 803 c.y = c.y.yyyy; 804 c.z = c.z.zzzz; 805 c.w = c.w.wwww; 806 807 if(shader->containsDefineInstruction()) // Constant may be known at compile time 808 { 809 for(size_t j = 0; j < shader->getLength(); j++) 810 { 811 const Shader::Instruction &instruction = *shader->getInstruction(j); 812 813 if(instruction.opcode == Shader::OPCODE_DEF) 814 { 815 if(instruction.dst.index == i) 816 { 817 c.x = Float4(instruction.src[0].value[0]); 818 c.y = Float4(instruction.src[0].value[1]); 819 c.z = Float4(instruction.src[0].value[2]); 820 c.w = Float4(instruction.src[0].value[3]); 821 822 break; 823 } 824 } 825 } 826 } 827 } 828 else if(src.rel.type == Shader::PARAMETER_LOOP) 829 { 830 Int loopCounter = aL[loopDepth]; 831 832 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter)); 833 834 c.x = c.x.xxxx; 835 c.y = c.y.yyyy; 836 c.z = c.z.zzzz; 837 c.w = c.w.wwww; 838 } 839 else 840 { 841 if(src.rel.deterministic) 842 { 843 Int a = relativeAddress(src, src.bufferIndex); 844 845 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); 846 847 c.x = c.x.xxxx; 848 c.y = c.y.yyyy; 849 c.z = c.z.zzzz; 850 c.w = c.w.wwww; 851 } 852 else 853 { 854 int component = src.rel.swizzle & 0x03; 855 Float4 a; 856 857 switch(src.rel.type) 858 { 859 case Shader::PARAMETER_ADDR: a = a0[component]; break; 860 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break; 861 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break; 862 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break; 863 case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break; 864 default: ASSERT(false); 865 } 866 867 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); 868 869 index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} 870 871 Int index0 = Extract(index, 0); 872 Int index1 = Extract(index, 1); 873 Int index2 = Extract(index, 2); 874 Int index3 = Extract(index, 3); 875 876 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); 877 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); 878 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); 879 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); 880 881 transpose4x4(c.x, c.y, c.z, c.w); 882 } 883 } 884 885 return c; 886 } 887 relativeAddress(const Shader::Parameter & var,int bufferIndex)888 Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex) 889 { 890 ASSERT(var.rel.deterministic); 891 892 if(var.rel.type == Shader::PARAMETER_TEMP) 893 { 894 return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale; 895 } 896 else if(var.rel.type == Shader::PARAMETER_INPUT) 897 { 898 return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale; 899 } 900 else if(var.rel.type == Shader::PARAMETER_OUTPUT) 901 { 902 return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale; 903 } 904 else if(var.rel.type == Shader::PARAMETER_CONST) 905 { 906 return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale; 907 } 908 else if(var.rel.type == Shader::PARAMETER_LOOP) 909 { 910 return aL[loopDepth]; 911 } 912 else ASSERT(false); 913 914 return 0; 915 } 916 enableMask(const Shader::Instruction * instruction)917 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) 918 { 919 Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF); 920 921 if(!whileTest) 922 { 923 if(shader->containsBreakInstruction() && instruction->analysisBreak) 924 { 925 enable &= enableBreak; 926 } 927 928 if(shader->containsContinueInstruction() && instruction->analysisContinue) 929 { 930 enable &= enableContinue; 931 } 932 933 if(shader->containsLeaveInstruction() && instruction->analysisLeave) 934 { 935 enable &= enableLeave; 936 } 937 } 938 939 return enable; 940 } 941 M3X2(Vector4f & dst,Vector4f & src0,Src & src1)942 void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1) 943 { 944 Vector4f row0 = fetchRegister(src1, 0); 945 Vector4f row1 = fetchRegister(src1, 1); 946 947 dst.x = dot3(src0, row0); 948 dst.y = dot3(src0, row1); 949 } 950 M3X3(Vector4f & dst,Vector4f & src0,Src & src1)951 void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1) 952 { 953 Vector4f row0 = fetchRegister(src1, 0); 954 Vector4f row1 = fetchRegister(src1, 1); 955 Vector4f row2 = fetchRegister(src1, 2); 956 957 dst.x = dot3(src0, row0); 958 dst.y = dot3(src0, row1); 959 dst.z = dot3(src0, row2); 960 } 961 M3X4(Vector4f & dst,Vector4f & src0,Src & src1)962 void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1) 963 { 964 Vector4f row0 = fetchRegister(src1, 0); 965 Vector4f row1 = fetchRegister(src1, 1); 966 Vector4f row2 = fetchRegister(src1, 2); 967 Vector4f row3 = fetchRegister(src1, 3); 968 969 dst.x = dot3(src0, row0); 970 dst.y = dot3(src0, row1); 971 dst.z = dot3(src0, row2); 972 dst.w = dot3(src0, row3); 973 } 974 M4X3(Vector4f & dst,Vector4f & src0,Src & src1)975 void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1) 976 { 977 Vector4f row0 = fetchRegister(src1, 0); 978 Vector4f row1 = fetchRegister(src1, 1); 979 Vector4f row2 = fetchRegister(src1, 2); 980 981 dst.x = dot4(src0, row0); 982 dst.y = dot4(src0, row1); 983 dst.z = dot4(src0, row2); 984 } 985 M4X4(Vector4f & dst,Vector4f & src0,Src & src1)986 void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1) 987 { 988 Vector4f row0 = fetchRegister(src1, 0); 989 Vector4f row1 = fetchRegister(src1, 1); 990 Vector4f row2 = fetchRegister(src1, 2); 991 Vector4f row3 = fetchRegister(src1, 3); 992 993 dst.x = dot4(src0, row0); 994 dst.y = dot4(src0, row1); 995 dst.z = dot4(src0, row2); 996 dst.w = dot4(src0, row3); 997 } 998 BREAK()999 void VertexProgram::BREAK() 1000 { 1001 llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock(); 1002 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; 1003 1004 if(breakDepth == 0) 1005 { 1006 enableIndex = enableIndex - breakDepth; 1007 Nucleus::createBr(endBlock); 1008 } 1009 else 1010 { 1011 enableBreak = enableBreak & ~enableStack[enableIndex]; 1012 Bool allBreak = SignMask(enableBreak) == 0x0; 1013 1014 enableIndex = enableIndex - breakDepth; 1015 branch(allBreak, endBlock, deadBlock); 1016 } 1017 1018 Nucleus::setInsertBlock(deadBlock); 1019 enableIndex = enableIndex + breakDepth; 1020 } 1021 BREAKC(Vector4f & src0,Vector4f & src1,Control control)1022 void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control) 1023 { 1024 Int4 condition; 1025 1026 switch(control) 1027 { 1028 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; 1029 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; 1030 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; 1031 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; 1032 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; 1033 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; 1034 default: 1035 ASSERT(false); 1036 } 1037 1038 BREAK(condition); 1039 } 1040 BREAKP(const Src & predicateRegister)1041 void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC 1042 { 1043 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); 1044 1045 if(predicateRegister.modifier == Shader::MODIFIER_NOT) 1046 { 1047 condition = ~condition; 1048 } 1049 1050 BREAK(condition); 1051 } 1052 BREAK(Int4 & condition)1053 void VertexProgram::BREAK(Int4 &condition) 1054 { 1055 condition &= enableStack[enableIndex]; 1056 1057 llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock(); 1058 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1]; 1059 1060 enableBreak = enableBreak & ~condition; 1061 Bool allBreak = SignMask(enableBreak) == 0x0; 1062 1063 enableIndex = enableIndex - breakDepth; 1064 branch(allBreak, endBlock, continueBlock); 1065 1066 Nucleus::setInsertBlock(continueBlock); 1067 enableIndex = enableIndex + breakDepth; 1068 } 1069 CONTINUE()1070 void VertexProgram::CONTINUE() 1071 { 1072 enableContinue = enableContinue & ~enableStack[enableIndex]; 1073 } 1074 TEST()1075 void VertexProgram::TEST() 1076 { 1077 whileTest = true; 1078 } 1079 CALL(int labelIndex,int callSiteIndex)1080 void VertexProgram::CALL(int labelIndex, int callSiteIndex) 1081 { 1082 if(!labelBlock[labelIndex]) 1083 { 1084 labelBlock[labelIndex] = Nucleus::createBasicBlock(); 1085 } 1086 1087 if(callRetBlock[labelIndex].size() > 1) 1088 { 1089 callStack[stackIndex++] = UInt(callSiteIndex); 1090 } 1091 1092 Int4 restoreLeave = enableLeave; 1093 1094 Nucleus::createBr(labelBlock[labelIndex]); 1095 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); 1096 1097 enableLeave = restoreLeave; 1098 } 1099 CALLNZ(int labelIndex,int callSiteIndex,const Src & src)1100 void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src) 1101 { 1102 if(src.type == Shader::PARAMETER_CONSTBOOL) 1103 { 1104 CALLNZb(labelIndex, callSiteIndex, src); 1105 } 1106 else if(src.type == Shader::PARAMETER_PREDICATE) 1107 { 1108 CALLNZp(labelIndex, callSiteIndex, src); 1109 } 1110 else ASSERT(false); 1111 } 1112 CALLNZb(int labelIndex,int callSiteIndex,const Src & boolRegister)1113 void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister) 1114 { 1115 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME 1116 1117 if(boolRegister.modifier == Shader::MODIFIER_NOT) 1118 { 1119 condition = !condition; 1120 } 1121 1122 if(!labelBlock[labelIndex]) 1123 { 1124 labelBlock[labelIndex] = Nucleus::createBasicBlock(); 1125 } 1126 1127 if(callRetBlock[labelIndex].size() > 1) 1128 { 1129 callStack[stackIndex++] = UInt(callSiteIndex); 1130 } 1131 1132 Int4 restoreLeave = enableLeave; 1133 1134 branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); 1135 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); 1136 1137 enableLeave = restoreLeave; 1138 } 1139 CALLNZp(int labelIndex,int callSiteIndex,const Src & predicateRegister)1140 void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister) 1141 { 1142 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); 1143 1144 if(predicateRegister.modifier == Shader::MODIFIER_NOT) 1145 { 1146 condition = ~condition; 1147 } 1148 1149 condition &= enableStack[enableIndex]; 1150 1151 if(!labelBlock[labelIndex]) 1152 { 1153 labelBlock[labelIndex] = Nucleus::createBasicBlock(); 1154 } 1155 1156 if(callRetBlock[labelIndex].size() > 1) 1157 { 1158 callStack[stackIndex++] = UInt(callSiteIndex); 1159 } 1160 1161 enableIndex++; 1162 enableStack[enableIndex] = condition; 1163 Int4 restoreLeave = enableLeave; 1164 1165 Bool notAllFalse = SignMask(condition) != 0; 1166 branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); 1167 Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); 1168 1169 enableIndex--; 1170 enableLeave = restoreLeave; 1171 } 1172 ELSE()1173 void VertexProgram::ELSE() 1174 { 1175 ifDepth--; 1176 1177 llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth]; 1178 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); 1179 1180 if(isConditionalIf[ifDepth]) 1181 { 1182 Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1]; 1183 Bool notAllFalse = SignMask(condition) != 0; 1184 1185 branch(notAllFalse, falseBlock, endBlock); 1186 1187 enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1]; 1188 } 1189 else 1190 { 1191 Nucleus::createBr(endBlock); 1192 Nucleus::setInsertBlock(falseBlock); 1193 } 1194 1195 ifFalseBlock[ifDepth] = endBlock; 1196 1197 ifDepth++; 1198 } 1199 ENDIF()1200 void VertexProgram::ENDIF() 1201 { 1202 ifDepth--; 1203 1204 llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth]; 1205 1206 Nucleus::createBr(endBlock); 1207 Nucleus::setInsertBlock(endBlock); 1208 1209 if(isConditionalIf[ifDepth]) 1210 { 1211 breakDepth--; 1212 enableIndex--; 1213 } 1214 } 1215 ENDLOOP()1216 void VertexProgram::ENDLOOP() 1217 { 1218 loopRepDepth--; 1219 1220 aL[loopDepth] = aL[loopDepth] + increment[loopDepth]; // FIXME: += 1221 1222 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; 1223 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; 1224 1225 Nucleus::createBr(testBlock); 1226 Nucleus::setInsertBlock(endBlock); 1227 1228 loopDepth--; 1229 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 1230 } 1231 ENDREP()1232 void VertexProgram::ENDREP() 1233 { 1234 loopRepDepth--; 1235 1236 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; 1237 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; 1238 1239 Nucleus::createBr(testBlock); 1240 Nucleus::setInsertBlock(endBlock); 1241 1242 loopDepth--; 1243 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 1244 } 1245 ENDWHILE()1246 void VertexProgram::ENDWHILE() 1247 { 1248 loopRepDepth--; 1249 1250 llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; 1251 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; 1252 1253 Nucleus::createBr(testBlock); 1254 Nucleus::setInsertBlock(endBlock); 1255 1256 enableIndex--; 1257 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 1258 whileTest = false; 1259 } 1260 ENDSWITCH()1261 void VertexProgram::ENDSWITCH() 1262 { 1263 loopRepDepth--; 1264 1265 llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; 1266 1267 Nucleus::createBr(loopRepEndBlock[loopRepDepth]); 1268 Nucleus::setInsertBlock(endBlock); 1269 1270 enableIndex--; 1271 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); 1272 } 1273 IF(const Src & src)1274 void VertexProgram::IF(const Src &src) 1275 { 1276 if(src.type == Shader::PARAMETER_CONSTBOOL) 1277 { 1278 IFb(src); 1279 } 1280 else if(src.type == Shader::PARAMETER_PREDICATE) 1281 { 1282 IFp(src); 1283 } 1284 else 1285 { 1286 Int4 condition = As<Int4>(fetchRegister(src).x); 1287 IF(condition); 1288 } 1289 } 1290 IFb(const Src & boolRegister)1291 void VertexProgram::IFb(const Src &boolRegister) 1292 { 1293 ASSERT(ifDepth < 24 + 4); 1294 1295 Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME 1296 1297 if(boolRegister.modifier == Shader::MODIFIER_NOT) 1298 { 1299 condition = !condition; 1300 } 1301 1302 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); 1303 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); 1304 1305 branch(condition, trueBlock, falseBlock); 1306 1307 isConditionalIf[ifDepth] = false; 1308 ifFalseBlock[ifDepth] = falseBlock; 1309 1310 ifDepth++; 1311 } 1312 IFp(const Src & predicateRegister)1313 void VertexProgram::IFp(const Src &predicateRegister) 1314 { 1315 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); 1316 1317 if(predicateRegister.modifier == Shader::MODIFIER_NOT) 1318 { 1319 condition = ~condition; 1320 } 1321 1322 IF(condition); 1323 } 1324 IFC(Vector4f & src0,Vector4f & src1,Control control)1325 void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control) 1326 { 1327 Int4 condition; 1328 1329 switch(control) 1330 { 1331 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; 1332 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; 1333 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; 1334 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; 1335 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; 1336 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; 1337 default: 1338 ASSERT(false); 1339 } 1340 1341 IF(condition); 1342 } 1343 IF(Int4 & condition)1344 void VertexProgram::IF(Int4 &condition) 1345 { 1346 condition &= enableStack[enableIndex]; 1347 1348 enableIndex++; 1349 enableStack[enableIndex] = condition; 1350 1351 llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock(); 1352 llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock(); 1353 1354 Bool notAllFalse = SignMask(condition) != 0; 1355 1356 branch(notAllFalse, trueBlock, falseBlock); 1357 1358 isConditionalIf[ifDepth] = true; 1359 ifFalseBlock[ifDepth] = falseBlock; 1360 1361 ifDepth++; 1362 breakDepth++; 1363 } 1364 LABEL(int labelIndex)1365 void VertexProgram::LABEL(int labelIndex) 1366 { 1367 if(!labelBlock[labelIndex]) 1368 { 1369 labelBlock[labelIndex] = Nucleus::createBasicBlock(); 1370 } 1371 1372 Nucleus::setInsertBlock(labelBlock[labelIndex]); 1373 currentLabel = labelIndex; 1374 } 1375 LOOP(const Src & integerRegister)1376 void VertexProgram::LOOP(const Src &integerRegister) 1377 { 1378 loopDepth++; 1379 1380 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); 1381 aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1])); 1382 increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2])); 1383 1384 // FIXME: Compiles to two instructions? 1385 If(increment[loopDepth] == 0) 1386 { 1387 increment[loopDepth] = 1; 1388 } 1389 1390 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); 1391 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); 1392 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); 1393 1394 loopRepTestBlock[loopRepDepth] = testBlock; 1395 loopRepEndBlock[loopRepDepth] = endBlock; 1396 1397 // FIXME: jump(testBlock) 1398 Nucleus::createBr(testBlock); 1399 Nucleus::setInsertBlock(testBlock); 1400 1401 branch(iteration[loopDepth] > 0, loopBlock, endBlock); 1402 Nucleus::setInsertBlock(loopBlock); 1403 1404 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- 1405 1406 loopRepDepth++; 1407 breakDepth = 0; 1408 } 1409 REP(const Src & integerRegister)1410 void VertexProgram::REP(const Src &integerRegister) 1411 { 1412 loopDepth++; 1413 1414 iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); 1415 aL[loopDepth] = aL[loopDepth - 1]; 1416 1417 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); 1418 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); 1419 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); 1420 1421 loopRepTestBlock[loopRepDepth] = testBlock; 1422 loopRepEndBlock[loopRepDepth] = endBlock; 1423 1424 // FIXME: jump(testBlock) 1425 Nucleus::createBr(testBlock); 1426 Nucleus::setInsertBlock(testBlock); 1427 1428 branch(iteration[loopDepth] > 0, loopBlock, endBlock); 1429 Nucleus::setInsertBlock(loopBlock); 1430 1431 iteration[loopDepth] = iteration[loopDepth] - 1; // FIXME: -- 1432 1433 loopRepDepth++; 1434 breakDepth = 0; 1435 } 1436 WHILE(const Src & temporaryRegister)1437 void VertexProgram::WHILE(const Src &temporaryRegister) 1438 { 1439 enableIndex++; 1440 1441 llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock(); 1442 llvm::BasicBlock *testBlock = Nucleus::createBasicBlock(); 1443 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); 1444 1445 loopRepTestBlock[loopRepDepth] = testBlock; 1446 loopRepEndBlock[loopRepDepth] = endBlock; 1447 1448 Int4 restoreBreak = enableBreak; 1449 Int4 restoreContinue = enableContinue; 1450 1451 // FIXME: jump(testBlock) 1452 Nucleus::createBr(testBlock); 1453 Nucleus::setInsertBlock(testBlock); 1454 enableContinue = restoreContinue; 1455 1456 const Vector4f &src = fetchRegister(temporaryRegister); 1457 Int4 condition = As<Int4>(src.x); 1458 condition &= enableStack[enableIndex - 1]; 1459 if(shader->containsLeaveInstruction()) condition &= enableLeave; 1460 enableStack[enableIndex] = condition; 1461 1462 Bool notAllFalse = SignMask(condition) != 0; 1463 branch(notAllFalse, loopBlock, endBlock); 1464 1465 Nucleus::setInsertBlock(endBlock); 1466 enableBreak = restoreBreak; 1467 1468 Nucleus::setInsertBlock(loopBlock); 1469 1470 loopRepDepth++; 1471 breakDepth = 0; 1472 } 1473 SWITCH()1474 void VertexProgram::SWITCH() 1475 { 1476 enableIndex++; 1477 enableStack[enableIndex] = Int4(0xFFFFFFFF); 1478 1479 llvm::BasicBlock *endBlock = Nucleus::createBasicBlock(); 1480 1481 loopRepTestBlock[loopRepDepth] = nullptr; 1482 loopRepEndBlock[loopRepDepth] = endBlock; 1483 1484 loopRepDepth++; 1485 breakDepth = 0; 1486 } 1487 RET()1488 void VertexProgram::RET() 1489 { 1490 if(currentLabel == -1) 1491 { 1492 returnBlock = Nucleus::createBasicBlock(); 1493 Nucleus::createBr(returnBlock); 1494 } 1495 else 1496 { 1497 llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); 1498 1499 if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack 1500 { 1501 // FIXME: Encapsulate 1502 UInt index = callStack[--stackIndex]; 1503 1504 llvm::Value *value = index.loadValue(); 1505 llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); 1506 1507 for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) 1508 { 1509 Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]); 1510 } 1511 } 1512 else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination 1513 { 1514 Nucleus::createBr(callRetBlock[currentLabel][0]); 1515 } 1516 else // Function isn't called 1517 { 1518 Nucleus::createBr(unreachableBlock); 1519 } 1520 1521 Nucleus::setInsertBlock(unreachableBlock); 1522 Nucleus::createUnreachable(); 1523 } 1524 } 1525 LEAVE()1526 void VertexProgram::LEAVE() 1527 { 1528 enableLeave = enableLeave & ~enableStack[enableIndex]; 1529 1530 // FIXME: Return from function if all instances left 1531 // FIXME: Use enableLeave in other control-flow constructs 1532 } 1533 TEXLDL(Vector4f & dst,Vector4f & src0,const Src & src1)1534 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1) 1535 { 1536 sampleTexture(dst, src1, src0.x, src0.y, src0.z, src0.w, a0, a0, Lod); 1537 } 1538 TEX(Vector4f & dst,Vector4f & src0,const Src & src1)1539 void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1) 1540 { 1541 Float4 lod0 = Float4(0.0f); 1542 sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, a0, a0, Lod); 1543 } 1544 TEXOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3)1545 void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3) 1546 { 1547 UNIMPLEMENTED(); 1548 } 1549 TEXLDL(Vector4f & dst,Vector4f & src,const Src &,Vector4f & offset)1550 void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset) 1551 { 1552 UNIMPLEMENTED(); 1553 } 1554 TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2)1555 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2) 1556 { 1557 UNIMPLEMENTED(); 1558 } 1559 TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & offset)1560 void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset) 1561 { 1562 UNIMPLEMENTED(); 1563 } 1564 TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3)1565 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3) 1566 { 1567 Float4 lod0 = Float4(0.0f); 1568 sampleTexture(dst, src1, src0.x, src0.y, src0.z, lod0, src2, src3, Grad); 1569 } 1570 TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & src2,Vector4f & src3,Vector4f & offset)1571 void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset) 1572 { 1573 UNIMPLEMENTED(); 1574 } 1575 TEXSIZE(Vector4f & dst,Float4 & lod,const Src & src1)1576 void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1) 1577 { 1578 Pointer<Byte> textureMipmap = data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap); 1579 for(int i = 0; i < 4; ++i) 1580 { 1581 Pointer<Byte> mipmap = textureMipmap + (As<Int>(Extract(lod, i)) + Int(1)) * sizeof(Mipmap); 1582 dst.x = Insert(dst.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i); 1583 dst.y = Insert(dst.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i); 1584 dst.z = Insert(dst.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i); 1585 } 1586 } 1587 sampleTexture(Vector4f & c,const Src & s,Float4 & u,Float4 & v,Float4 & w,Float4 & q,Vector4f & dsx,Vector4f & dsy,SamplerMethod method)1588 void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method) 1589 { 1590 Vector4f tmp; 1591 1592 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) 1593 { 1594 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + s.index * sizeof(Texture); 1595 sampler[s.index]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method); 1596 } 1597 else 1598 { 1599 Int index = As<Int>(Float(fetchRegister(s).x.x)); 1600 1601 for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) 1602 { 1603 if(shader->usesSampler(i)) 1604 { 1605 If(index == i) 1606 { 1607 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + i * sizeof(Texture); 1608 sampler[i]->sampleTexture(texture, tmp, u, v, w, q, dsx, dsy, method); 1609 // FIXME: When the sampler states are the same, we could use one sampler and just index the texture 1610 } 1611 } 1612 } 1613 } 1614 1615 c.x = tmp[(s.swizzle >> 0) & 0x3]; 1616 c.y = tmp[(s.swizzle >> 2) & 0x3]; 1617 c.z = tmp[(s.swizzle >> 4) & 0x3]; 1618 c.w = tmp[(s.swizzle >> 6) & 0x3]; 1619 } 1620 } 1621