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