Commit b4fb3678 by Nicolas Capens

Eliminate redundant register set argument passing.

Bug 22652760 Change-Id: If6bf124c3218847ecc4af0ae16102452a6b344d9 Reviewed-on: https://swiftshader-review.googlesource.com/4558Tested-by: 's avatarNicolas Capens <capn@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 2ca19030
......@@ -34,7 +34,7 @@ namespace sw
{
}
Vector4f VertexPipeline::transformBlend(Registers &r, const Register &src, const Pointer<Byte> &matrix, bool homogeneous)
Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogeneous)
{
Vector4f dst;
......@@ -155,14 +155,14 @@ namespace sw
return dst;
}
void VertexPipeline::pipeline(Registers &r)
void VertexPipeline::pipeline()
{
Vector4f position;
Vector4f normal;
if(!state.preTransformed)
{
position = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.transformT)), true);
position = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.transformT)), true);
}
else
{
......@@ -174,11 +174,11 @@ namespace sw
r.o[Pos].z = position.z;
r.o[Pos].w = position.w;
Vector4f vertexPosition = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Vector4f vertexPosition = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
if(state.vertexNormalActive)
{
normal = transformBlend(r, r.v[Normal], Pointer<Byte>(r.data + OFFSET(DrawData,ff.normalTransformT)), false);
normal = transformBlend(r.v[Normal], Pointer<Byte>(r.data + OFFSET(DrawData,ff.normalTransformT)), false);
if(state.normalizeNormals)
{
......@@ -532,13 +532,13 @@ namespace sw
for(int stage = 0; stage < 8; stage++)
{
processTextureCoordinate(r, stage, normal, position);
processTextureCoordinate(stage, normal, position);
}
processPointSize(r);
processPointSize();
}
void VertexPipeline::processTextureCoordinate(Registers &r, int stage, Vector4f &normal, Vector4f &position)
void VertexPipeline::processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position)
{
if(state.output[T0 + stage].write)
{
......@@ -614,7 +614,7 @@ namespace sw
break;
case TEXGEN_POSITION:
{
Vector4f Pn = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true); // Position in camera space
Vector4f Pn = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true); // Position in camera space
Pn.w = Float4(1.0f);
......@@ -639,7 +639,7 @@ namespace sw
Vector4f Ec; // Eye vector in camera space
Vector4f N2;
Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = normalize(Ec);
// R = E - 2 * N * (E . N)
......@@ -690,7 +690,7 @@ namespace sw
Vector4f Ec; // Eye vector in camera space
Vector4f N2;
Ec = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Ec = normalize(Ec);
// R = E - 2 * N * (E . N)
......@@ -792,7 +792,7 @@ namespace sw
}
}
void VertexPipeline::processPointSize(Registers &r)
void VertexPipeline::processPointSize()
{
if(!state.pointSizeActive)
{
......@@ -810,7 +810,7 @@ namespace sw
if(state.pointScaleActive && !state.preTransformed)
{
Vector4f p = transformBlend(r, r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Vector4f p = transformBlend(r.v[Position], Pointer<Byte>(r.data + OFFSET(DrawData,ff.cameraTransformT)), true);
Float4 d = Sqrt(dot3(p, p)); // FIXME: length(p);
......
......@@ -27,11 +27,11 @@ namespace sw
virtual ~VertexPipeline();
private:
void pipeline(Registers &r);
void processTextureCoordinate(Registers &r, int stage, Vector4f &normal, Vector4f &position);
void processPointSize(Registers &r);
void pipeline() override;
void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position);
void processPointSize();
Vector4f transformBlend(Registers &r, const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenous);
Vector4f normalize(Vector4f &src);
......
......@@ -42,7 +42,7 @@ namespace sw
}
}
void VertexProgram::pipeline(Registers &r)
void VertexProgram::pipeline()
{
for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
......@@ -51,15 +51,15 @@ namespace sw
if(!state.preTransformed)
{
program(r);
program();
}
else
{
passThrough(r);
passThrough();
}
}
void VertexProgram::program(Registers &r)
void VertexProgram::program()
{
// shader->print("VertexShader-%0.8X.txt", state.shaderID);
......@@ -117,11 +117,11 @@ namespace sw
Vector4f s3;
Vector4f s4;
if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(r, src0);
if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(r, src1);
if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(r, src2);
if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(r, src3);
if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(r, src4);
if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterF(src0);
if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterF(src1);
if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterF(src2);
if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegisterF(src3);
if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegisterF(src4);
switch(opcode)
{
......@@ -183,11 +183,11 @@ namespace sw
case Shader::OPCODE_FLOATBITSTOUINT:
case Shader::OPCODE_INTBITSTOFLOAT:
case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
case Shader::OPCODE_MAX: max(d, s0, s1); break;
......@@ -254,26 +254,26 @@ namespace sw
case Shader::OPCODE_SLT: slt(d, s0, s1); break;
case Shader::OPCODE_SUB: sub(d, s0, s1); break;
case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
case Shader::OPCODE_BREAK: BREAK(r); break;
case Shader::OPCODE_BREAKC: BREAKC(r, s0, s1, control); break;
case Shader::OPCODE_BREAKP: BREAKP(r, src0); break;
case Shader::OPCODE_CONTINUE: CONTINUE(r); break;
case Shader::OPCODE_BREAK: BREAK(); break;
case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
case Shader::OPCODE_BREAKP: BREAKP(src0); break;
case Shader::OPCODE_CONTINUE: CONTINUE(); break;
case Shader::OPCODE_TEST: TEST(); break;
case Shader::OPCODE_CALL: CALL(r, dst.label, dst.callSite); break;
case Shader::OPCODE_CALLNZ: CALLNZ(r, dst.label, dst.callSite, src0); break;
case Shader::OPCODE_ELSE: ELSE(r); break;
case Shader::OPCODE_ENDIF: ENDIF(r); break;
case Shader::OPCODE_ENDLOOP: ENDLOOP(r); break;
case Shader::OPCODE_ENDREP: ENDREP(r); break;
case Shader::OPCODE_ENDWHILE: ENDWHILE(r); break;
case Shader::OPCODE_IF: IF(r, src0); break;
case Shader::OPCODE_IFC: IFC(r, s0, s1, control); break;
case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break;
case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break;
case Shader::OPCODE_ELSE: ELSE(); break;
case Shader::OPCODE_ENDIF: ENDIF(); break;
case Shader::OPCODE_ENDLOOP: ENDLOOP(); break;
case Shader::OPCODE_ENDREP: ENDREP(); break;
case Shader::OPCODE_ENDWHILE: ENDWHILE(); break;
case Shader::OPCODE_IF: IF(src0); break;
case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
case Shader::OPCODE_LABEL: LABEL(dst.index); break;
case Shader::OPCODE_LOOP: LOOP(r, src1); break;
case Shader::OPCODE_REP: REP(r, src0); break;
case Shader::OPCODE_WHILE: WHILE(r, src0); break;
case Shader::OPCODE_RET: RET(r); break;
case Shader::OPCODE_LEAVE: LEAVE(r); break;
case Shader::OPCODE_LOOP: LOOP(src1); break;
case Shader::OPCODE_REP: REP(src0); break;
case Shader::OPCODE_WHILE: WHILE(src0); break;
case Shader::OPCODE_RET: RET(); break;
case Shader::OPCODE_LEAVE: LEAVE(); break;
case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
......@@ -288,15 +288,15 @@ namespace sw
case Shader::OPCODE_AND: and(d, s0, s1); break;
case Shader::OPCODE_EQ: equal(d, s0, s1); break;
case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1); break;
case Shader::OPCODE_TEX: TEX(r, d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(r, d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(r, d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(r, d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(r, d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRAD: TEXGRAD(r, d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(r, d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(r, d, s0.x, src1); break;
case Shader::OPCODE_TEXLDL: TEXLDL(d, s0, src1); break;
case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXLDLOFFSET: TEXLDL(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2); break;
case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCH(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
case Shader::OPCODE_TEXGRADOFFSET: TEXGRAD(d, s0, src1, s2, s3, s4); break;
case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;
case Shader::OPCODE_END: break;
default:
ASSERT(false);
......@@ -349,7 +349,7 @@ namespace sw
}
else
{
Int a = relativeAddress(r, dst);
Int a = relativeAddress(dst);
if(dst.x) pDst.x = r.r[dst.index + a].x;
if(dst.y) pDst.y = r.r[dst.index + a].y;
......@@ -412,7 +412,7 @@ namespace sw
}
else
{
Int a = relativeAddress(r, dst);
Int a = relativeAddress(dst);
if(dst.x) pDst.x = r.o[dst.index + a].x;
if(dst.y) pDst.y = r.o[dst.index + a].y;
......@@ -428,7 +428,7 @@ namespace sw
ASSERT(false);
}
Int4 enable = enableMask(r, instruction);
Int4 enable = enableMask(instruction);
Int4 xEnable = enable;
Int4 yEnable = enable;
......@@ -485,7 +485,7 @@ namespace sw
}
else
{
Int a = relativeAddress(r, dst);
Int a = relativeAddress(dst);
if(dst.x) r.r[dst.index + a].x = d.x;
if(dst.y) r.r[dst.index + a].y = d.y;
......@@ -552,7 +552,7 @@ namespace sw
}
else
{
Int a = relativeAddress(r, dst);
Int a = relativeAddress(dst);
if(dst.x) r.o[dst.index + a].x = d.x;
if(dst.y) r.o[dst.index + a].y = d.y;
......@@ -576,7 +576,7 @@ namespace sw
}
}
void VertexProgram::passThrough(Registers &r)
void VertexProgram::passThrough()
{
if(shader)
{
......@@ -644,7 +644,7 @@ namespace sw
}
}
Vector4f VertexProgram::fetchRegisterF(Registers &r, const Src &src, unsigned int offset)
Vector4f VertexProgram::fetchRegisterF(const Src &src, unsigned int offset)
{
Vector4f reg;
unsigned int i = src.index + offset;
......@@ -658,11 +658,11 @@ namespace sw
}
else
{
reg = r.r[i + relativeAddress(r, src)];
reg = r.r[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_CONST:
reg = readConstant(r, src, offset);
reg = readConstant(src, offset);
break;
case Shader::PARAMETER_INPUT:
if(src.rel.type == Shader::PARAMETER_VOID)
......@@ -671,7 +671,7 @@ namespace sw
}
else
{
reg = r.v[i + relativeAddress(r, src)];
reg = r.v[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_VOID: return r.r[0]; // Dummy
......@@ -703,7 +703,7 @@ namespace sw
}
else
{
reg = r.o[i + relativeAddress(r, src)];
reg = r.o[i + relativeAddress(src)];
}
break;
case Shader::PARAMETER_MISCTYPE:
......@@ -759,7 +759,7 @@ namespace sw
return mod;
}
Vector4f VertexProgram::readConstant(Registers &r, const Src &src, unsigned int offset)
Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
{
Vector4f c;
unsigned int i = src.index + offset;
......@@ -809,7 +809,7 @@ namespace sw
{
if(src.rel.deterministic)
{
Int a = relativeAddress(r, src);
Int a = relativeAddress(src);
c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData,vs.c[i]) + a * 16);
......@@ -854,7 +854,7 @@ namespace sw
return c;
}
Int VertexProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
Int VertexProgram::relativeAddress(const Shader::Parameter &var)
{
ASSERT(var.rel.deterministic);
......@@ -881,7 +881,7 @@ namespace sw
return 0;
}
Int4 VertexProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
{
Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
......@@ -906,32 +906,32 @@ namespace sw
return enable;
}
void VertexProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row0 = fetchRegisterF(src1, 0);
Vector4f row1 = fetchRegisterF(src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
}
void VertexProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
Vector4f row0 = fetchRegisterF(src1, 0);
Vector4f row1 = fetchRegisterF(src1, 1);
Vector4f row2 = fetchRegisterF(src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.z = dot3(src0, row2);
}
void VertexProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
Vector4f row3 = fetchRegisterF(r, src1, 3);
Vector4f row0 = fetchRegisterF(src1, 0);
Vector4f row1 = fetchRegisterF(src1, 1);
Vector4f row2 = fetchRegisterF(src1, 2);
Vector4f row3 = fetchRegisterF(src1, 3);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
......@@ -939,23 +939,23 @@ namespace sw
dst.w = dot3(src0, row3);
}
void VertexProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
Vector4f row0 = fetchRegisterF(src1, 0);
Vector4f row1 = fetchRegisterF(src1, 1);
Vector4f row2 = fetchRegisterF(src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.z = dot4(src0, row2);
}
void VertexProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1)
void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
Vector4f row3 = fetchRegisterF(r, src1, 3);
Vector4f row0 = fetchRegisterF(src1, 0);
Vector4f row1 = fetchRegisterF(src1, 1);
Vector4f row2 = fetchRegisterF(src1, 2);
Vector4f row3 = fetchRegisterF(src1, 3);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
......@@ -963,7 +963,7 @@ namespace sw
dst.w = dot4(src0, row3);
}
void VertexProgram::BREAK(Registers &r)
void VertexProgram::BREAK()
{
llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
......@@ -986,7 +986,7 @@ namespace sw
r.enableIndex = r.enableIndex + breakDepth;
}
void VertexProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
......@@ -1002,10 +1002,10 @@ namespace sw
ASSERT(false);
}
BREAK(r, condition);
BREAK(condition);
}
void VertexProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
void VertexProgram::BREAKP(const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
......@@ -1014,10 +1014,10 @@ namespace sw
condition = ~condition;
}
BREAK(r, condition);
BREAK(condition);
}
void VertexProgram::BREAK(Registers &r, Int4 &condition)
void VertexProgram::BREAK(Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
......@@ -1034,7 +1034,7 @@ namespace sw
r.enableIndex = r.enableIndex + breakDepth;
}
void VertexProgram::CONTINUE(Registers &r)
void VertexProgram::CONTINUE()
{
r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
}
......@@ -1044,7 +1044,7 @@ namespace sw
whileTest = true;
}
void VertexProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
void VertexProgram::CALL(int labelIndex, int callSiteIndex)
{
if(!labelBlock[labelIndex])
{
......@@ -1064,20 +1064,20 @@ namespace sw
r.enableLeave = restoreLeave;
}
void VertexProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
CALLNZb(r, labelIndex, callSiteIndex, src);
CALLNZb(labelIndex, callSiteIndex, src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
CALLNZp(r, labelIndex, callSiteIndex, src);
CALLNZp(labelIndex, callSiteIndex, src);
}
else ASSERT(false);
}
void VertexProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
{
Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0)); // FIXME
......@@ -1104,7 +1104,7 @@ namespace sw
r.enableLeave = restoreLeave;
}
void VertexProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
......@@ -1137,7 +1137,7 @@ namespace sw
r.enableLeave = restoreLeave;
}
void VertexProgram::ELSE(Registers &r)
void VertexProgram::ELSE()
{
ifDepth--;
......@@ -1164,7 +1164,7 @@ namespace sw
ifDepth++;
}
void VertexProgram::ENDIF(Registers &r)
void VertexProgram::ENDIF()
{
ifDepth--;
......@@ -1180,7 +1180,7 @@ namespace sw
}
}
void VertexProgram::ENDLOOP(Registers &r)
void VertexProgram::ENDLOOP()
{
loopRepDepth--;
......@@ -1196,7 +1196,7 @@ namespace sw
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
void VertexProgram::ENDREP(Registers &r)
void VertexProgram::ENDREP()
{
loopRepDepth--;
......@@ -1210,7 +1210,7 @@ namespace sw
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
void VertexProgram::ENDWHILE(Registers &r)
void VertexProgram::ENDWHILE()
{
loopRepDepth--;
......@@ -1225,24 +1225,24 @@ namespace sw
whileTest = false;
}
void VertexProgram::IF(Registers &r, const Src &src)
void VertexProgram::IF(const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
IFb(r, src);
IFb(src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
IFp(r, src);
IFp(src);
}
else
{
Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
IF(r, condition);
Int4 condition = As<Int4>(fetchRegisterF(src).x);
IF(condition);
}
}
void VertexProgram::IFb(Registers &r, const Src &boolRegister)
void VertexProgram::IFb(const Src &boolRegister)
{
ASSERT(ifDepth < 24 + 4);
......@@ -1264,7 +1264,7 @@ namespace sw
ifDepth++;
}
void VertexProgram::IFp(Registers &r, const Src &predicateRegister)
void VertexProgram::IFp(const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
......@@ -1273,10 +1273,10 @@ namespace sw
condition = ~condition;
}
IF(r, condition);
IF(condition);
}
void VertexProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
......@@ -1292,10 +1292,10 @@ namespace sw
ASSERT(false);
}
IF(r, condition);
IF(condition);
}
void VertexProgram::IF(Registers &r, Int4 &condition)
void VertexProgram::IF(Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
......@@ -1327,7 +1327,7 @@ namespace sw
currentLabel = labelIndex;
}
void VertexProgram::LOOP(Registers &r, const Src &integerRegister)
void VertexProgram::LOOP(const Src &integerRegister)
{
r.loopDepth++;
......@@ -1361,7 +1361,7 @@ namespace sw
breakDepth = 0;
}
void VertexProgram::REP(Registers &r, const Src &integerRegister)
void VertexProgram::REP(const Src &integerRegister)
{
r.loopDepth++;
......@@ -1388,7 +1388,7 @@ namespace sw
breakDepth = 0;
}
void VertexProgram::WHILE(Registers &r, const Src &temporaryRegister)
void VertexProgram::WHILE(const Src &temporaryRegister)
{
r.enableIndex++;
......@@ -1407,7 +1407,7 @@ namespace sw
Nucleus::setInsertBlock(testBlock);
r.enableContinue = restoreContinue;
const Vector4f &src = fetchRegisterF(r, temporaryRegister);
const Vector4f &src = fetchRegisterF(temporaryRegister);
Int4 condition = As<Int4>(src.x);
condition &= r.enableStack[r.enableIndex - 1];
r.enableStack[r.enableIndex] = condition;
......@@ -1424,7 +1424,7 @@ namespace sw
breakDepth = 0;
}
void VertexProgram::RET(Registers &r)
void VertexProgram::RET()
{
if(currentLabel == -1)
{
......@@ -1462,7 +1462,7 @@ namespace sw
}
}
void VertexProgram::LEAVE(Registers &r)
void VertexProgram::LEAVE()
{
r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
......@@ -1470,10 +1470,10 @@ namespace sw
// FIXME: Use enableLeave in other control-flow constructs
}
void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1)
{
Vector4f tmp;
sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w);
sampleTexture(tmp, src1, src0.x, src0.y, src0.z, src0.w);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
......@@ -1481,11 +1481,11 @@ namespace sw
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
void VertexProgram::TEX(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
{
Float4 lod = Float4(0.0f);
Vector4f tmp;
sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, lod);
sampleTexture(tmp, src1, src0.x, src0.y, src0.z, lod);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
......@@ -1493,37 +1493,37 @@ namespace sw
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
void VertexProgram::TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
void VertexProgram::TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &offset)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &src2, Vector4f &src3, Vector4f &offset)
{
UNIMPLEMENTED();
}
void VertexProgram::TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1)
void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
{
Pointer<Byte> textureMipmap = r.data + OFFSET(DrawData, mipmap[16]) + src1.index * sizeof(Texture) + OFFSET(Texture, mipmap);
for(int i = 0; i < 4; ++i)
......@@ -1535,7 +1535,7 @@ namespace sw
}
}
void VertexProgram::sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
void VertexProgram::sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q)
{
if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
{
......@@ -1544,7 +1544,7 @@ namespace sw
}
else
{
Int index = As<Int>(Float(fetchRegisterF(r, s).x.x));
Int index = As<Int>(Float(fetchRegisterF(s).x.x));
for(int i = 0; i < 16; i++)
{
......
......@@ -37,57 +37,57 @@ namespace sw
typedef Shader::Control Control;
typedef Shader::Usage Usage;
void pipeline(Registers &r);
void program(Registers &r);
void passThrough(Registers &r);
void pipeline() override;
void program();
void passThrough();
Vector4f fetchRegisterF(Registers &r, const Src &src, unsigned int offset = 0);
Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0);
Int relativeAddress(Registers &r, const Shader::Parameter &var);
Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
Int relativeAddress(const Shader::Parameter &var);
Int4 enableMask(const Shader::Instruction *instruction);
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, Src &src1);
void BREAK(Registers &r);
void BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
void BREAKP(Registers &r, const Src &predicateRegister);
void BREAK(Registers &r, Int4 &condition);
void CONTINUE(Registers &r);
void M3X2(Vector4f &dst, Vector4f &src0, Src &src1);
void M3X3(Vector4f &dst, Vector4f &src0, Src &src1);
void M3X4(Vector4f &dst, Vector4f &src0, Src &src1);
void M4X3(Vector4f &dst, Vector4f &src0, Src &src1);
void M4X4(Vector4f &dst, Vector4f &src0, Src &src1);
void BREAK();
void BREAKC(Vector4f &src0, Vector4f &src1, Control);
void BREAKP(const Src &predicateRegister);
void BREAK(Int4 &condition);
void CONTINUE();
void TEST();
void CALL(Registers &r, int labelIndex, int callSiteIndex);
void CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src);
void CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister);
void CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister);
void ELSE(Registers &r);
void ENDIF(Registers &r);
void ENDLOOP(Registers &r);
void ENDREP(Registers &r);
void ENDWHILE(Registers &r);
void IF(Registers &r, const Src &src);
void IFb(Registers &r, const Src &boolRegister);
void IFp(Registers &r, const Src &predicateRegister);
void IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
void IF(Registers &r, Int4 &condition);
void CALL(int labelIndex, int callSiteIndex);
void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
void ELSE();
void ENDIF();
void ENDLOOP();
void ENDREP();
void ENDWHILE();
void IF(const Src &src);
void IFb(const Src &boolRegister);
void IFp(const Src &predicateRegister);
void IFC(Vector4f &src0, Vector4f &src1, Control);
void IF(Int4 &condition);
void LABEL(int labelIndex);
void LOOP(Registers &r, const Src &integerRegister);
void REP(Registers &r, const Src &integerRegister);
void WHILE(Registers &r, const Src &temporaryRegister);
void RET(Registers &r);
void LEAVE(Registers &r);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&);
void TEX(Registers &r, Vector4f &dst, Vector4f &src, const Src&);
void TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src&);
void LOOP(const Src &integerRegister);
void REP(const Src &integerRegister);
void WHILE(const Src &temporaryRegister);
void RET();
void LEAVE();
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);
void TEX(Vector4f &dst, Vector4f &src, const Src&);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
void sampleTexture(Registers &r, Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q);
SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS];
......
......@@ -63,13 +63,13 @@ namespace sw
{
*Pointer<UInt>(tagCache + tagIndex) = indexQ;
readInput(r, indexQ);
pipeline(r);
postTransform(r);
computeClipFlags(r);
readInput(indexQ);
pipeline();
postTransform();
computeClipFlags();
Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
writeCache(cacheLine0, r);
writeCache(cacheLine0);
}
UInt cacheIndex = index & 0x0000003F;
......@@ -85,18 +85,18 @@ namespace sw
Return();
}
void VertexRoutine::readInput(Registers &r, UInt &index)
void VertexRoutine::readInput(UInt &index)
{
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
{
Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
r.v[i] = readStream(r, input, stride, state.input[i], index);
r.v[i] = readStream(input, stride, state.input[i], index);
}
}
void VertexRoutine::computeClipFlags(Registers &r)
void VertexRoutine::computeClipFlags()
{
int pos = state.positionRegister;
......@@ -136,7 +136,7 @@ namespace sw
}
}
Vector4f VertexRoutine::readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
{
const bool texldl = state.shaderContainsTexldl;
......@@ -444,7 +444,7 @@ namespace sw
return v;
}
void VertexRoutine::postTransform(Registers &r)
void VertexRoutine::postTransform()
{
int pos = state.positionRegister;
......@@ -482,7 +482,7 @@ namespace sw
}
}
void VertexRoutine::writeCache(Pointer<Byte> &cacheLine, Registers &r)
void VertexRoutine::writeCache(Pointer<Byte> &cacheLine)
{
Vector4f v;
......
......@@ -85,15 +85,15 @@ namespace sw
const VertexShader *const shader;
private:
virtual void pipeline(Registers &r) = 0;
virtual void pipeline() = 0;
typedef VertexProcessor::State::Input Stream;
Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
void readInput(Registers &r, UInt &index);
void computeClipFlags(Registers &r);
void postTransform(Registers &r);
void writeCache(Pointer<Byte> &cacheLine, Registers &r);
Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
void readInput(UInt &index);
void computeClipFlags();
void postTransform();
void writeCache(Pointer<Byte> &cacheLine);
void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine);
};
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment