Commit f2a8c37e by Alexis Hetu Committed by Alexis Hétu

Splitting PixelRoutine into PixelProgram and PixelPipeline

This cl splits PixelRoutine into 2 specialized classes: PixelProgram and PixelPipeline. In this cl: - Moved all specialized behavior of PixelRoutine into the PixelProgram and PixelPipeline classes. - Inverted hierarchical dependency between PixelRoutine and QuadRasterizer. QuadRasterizer is now the base class. - Added a check to PixelProcessor::routine() to either create a PixelPipeline object or a PixelProgram object. - Moved a few interpolation related utility functions from PixelRoutine down to QuadRasterizer. - Added Registers hierarchy. PixelProgram specific Registers and PixelPipeline specific Registers are now mutually exclusive. - Made the quad functions virtual - Added a few virtual functions (setBuiltins, ps, alphaTest, rasterOperation) for Program/Pipeline specific implementations Bug 20257503 Change-Id: I6abe536a5521d9842f757a8bbb52e3947e3c9250 Reviewed-on: https://swiftshader-review.googlesource.com/3634Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent d9e4c610
......@@ -55,6 +55,8 @@ LOCAL_SRC_FILES += \
LOCAL_SRC_FILES += \
Shader/Constants.cpp \
Shader/PixelPipeline.cpp \
Shader/PixelProgram.cpp \
Shader/PixelRoutine.cpp \
Shader/PixelShader.cpp \
Shader/SamplerCore.cpp \
......
......@@ -233,6 +233,10 @@
<Unit filename="../../Renderer/VertexProcessor.hpp" />
<Unit filename="../../Shader/Constants.cpp" />
<Unit filename="../../Shader/Constants.hpp" />
<Unit filename="../../Shader/PixelPipeline.cpp" />
<Unit filename="../../Shader/PixelPipeline.hpp" />
<Unit filename="../../Shader/PixelProgram.cpp" />
<Unit filename="../../Shader/PixelProgram.hpp" />
<Unit filename="../../Shader/PixelRoutine.cpp" />
<Unit filename="../../Shader/PixelRoutine.hpp" />
<Unit filename="../../Shader/PixelShader.cpp" />
......
......@@ -232,6 +232,10 @@
<Unit filename="../../Renderer/VertexProcessor.hpp" />
<Unit filename="../../Shader/Constants.cpp" />
<Unit filename="../../Shader/Constants.hpp" />
<Unit filename="../../Shader/PixelPipeline.cpp" />
<Unit filename="../../Shader/PixelPipeline.hpp" />
<Unit filename="../../Shader/PixelProgram.cpp" />
<Unit filename="../../Shader/PixelProgram.hpp" />
<Unit filename="../../Shader/PixelRoutine.cpp" />
<Unit filename="../../Shader/PixelRoutine.hpp" />
<Unit filename="../../Shader/PixelShader.cpp" />
......
......@@ -11,7 +11,8 @@
#include "PixelProcessor.hpp"
#include "QuadRasterizer.hpp"
#include "PixelPipeline.hpp"
#include "PixelProgram.hpp"
#include "PixelShader.hpp"
#include "MetaMacro.hpp"
#include "Surface.hpp"
......@@ -1057,7 +1058,16 @@ namespace sw
if(!routine)
{
Rasterizer *generator = new QuadRasterizer(state, context->pixelShader);
const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104);
Rasterizer *generator = nullptr;
if(integerPipeline)
{
generator = new PixelPipeline(state, context->pixelShader);
}
else
{
generator = new PixelProgram(state, context->pixelShader);
}
generator->generate();
routine = generator->getRoutine();
delete generator;
......
......@@ -21,10 +21,23 @@ namespace sw
{
extern bool veryEarlyDepthTest;
extern bool complementaryDepthBuffer;
extern bool fullPixelPositionRegister;
extern int clusterCount;
QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : PixelRoutine(state, pixelShader)
QuadRasterizer::Registers::Registers()
{
occlusion = 0;
#if PERF_PROFILE
for(int i = 0; i < PERF_TIMERS; i++)
{
cycles[i] = 0;
}
#endif
}
QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : Rasterizer(state), shader(pixelShader)
{
}
......@@ -45,7 +58,7 @@ namespace sw
Int cluster(function.arg(2));
Pointer<Byte> data(function.arg(3));
Registers r(shader);
Registers& r = *createRegisters(shader);
r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
r.cluster = cluster;
r.data = data;
......@@ -89,6 +102,8 @@ namespace sw
#endif
Return();
delete &r;
}
routine = function(L"PixelRoutine_%0.8X", state.shaderID);
......@@ -317,4 +332,31 @@ namespace sw
}
Until(y >= yMax)
}
Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = D;
if(!flat)
{
interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation, A), 16);
if(perspective)
{
interpolant *= rhw;
}
}
return interpolant;
}
bool QuadRasterizer::interpolateZ() const
{
return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister);
}
bool QuadRasterizer::interpolateW() const
{
return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister);
}
}
......@@ -13,17 +13,51 @@
#define sw_QuadRasterizer_hpp
#include "Rasterizer.hpp"
#include "PixelRoutine.hpp"
#include "ShaderCore.hpp"
#include "PixelShader.hpp"
#include "Types.hpp"
namespace sw
{
class QuadRasterizer : public PixelRoutine
class QuadRasterizer : public Rasterizer
{
public:
QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader);
protected:
QuadRasterizer(const PixelProcessor::State &state, const PixelShader *shader);
virtual ~QuadRasterizer();
struct Registers
{
Registers();
Pointer<Byte> constants;
Pointer<Byte> primitive;
Int cluster;
Pointer<Byte> data;
Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Df;
UInt occlusion;
#if PERF_PROFILE
Long cycles[PERF_TIMERS];
#endif
};
virtual void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
virtual Registers* createRegisters(const PixelShader *shader) = 0;
bool interpolateZ() const;
bool interpolateW() const;
Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
const PixelShader *const shader;
private:
void generate();
......
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "PixelPipeline.hpp"
#include "Renderer.hpp"
#include "SamplerCore.hpp"
namespace sw
{
extern bool postBlendSRGB;
void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
Registers& r = *static_cast<Registers*>(&rBase);
if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
if(state.color[0].component & 0x8) r.diffuse.w = convertFixed12(r.vf[0].w); else r.diffuse.w = Short4(0x1000);
if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
void PixelPipeline::fixedFunction(Registers& r)
{
r.current = r.diffuse;
Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
for(int stage = 0; stage < 8; stage++)
{
if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE)
{
break;
}
Vector4s texture;
if(state.textureStage[stage].usesTexture)
{
sampleTexture(r, texture, stage, stage);
}
blendTexture(r, temp, texture, stage);
}
specularPixel(r.current, r.specular);
}
void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
if(!shader)
{
fixedFunction(r);
return;
}
int pad = 0; // Count number of texm3x3pad instructions
Vector4s dPairing; // Destination for first pairing instruction
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
Shader::Opcode opcode = instruction->opcode;
// #ifndef NDEBUG // FIXME: Centralize debug output control
// shader->printInstruction(i, "debug.txt");
// #endif
if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
{
continue;
}
const Dst &dst = instruction->dst;
const Src &src0 = instruction->src[0];
const Src &src1 = instruction->src[1];
const Src &src2 = instruction->src[2];
unsigned short version = shader->getVersion();
bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair
bool coissue = instruction->coissue; // Second instruction of pair
Vector4s d;
Vector4s s0;
Vector4s s1;
Vector4s s2;
if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegisterS(r, src0);
if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegisterS(r, src1);
if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegisterS(r, src2);
Float4 u = version < 0x0104 ? r.vf[2 + dst.index].x : r.vf[2 + src0.index].x;
Float4 v = version < 0x0104 ? r.vf[2 + dst.index].y : r.vf[2 + src0.index].y;
Float4 s = version < 0x0104 ? r.vf[2 + dst.index].z : r.vf[2 + src0.index].z;
Float4 t = version < 0x0104 ? r.vf[2 + dst.index].w : r.vf[2 + src0.index].w;
switch(opcode)
{
case Shader::OPCODE_PS_1_0: break;
case Shader::OPCODE_PS_1_1: break;
case Shader::OPCODE_PS_1_2: break;
case Shader::OPCODE_PS_1_3: break;
case Shader::OPCODE_PS_1_4: break;
case Shader::OPCODE_DEF: break;
case Shader::OPCODE_NOP: break;
case Shader::OPCODE_MOV: MOV(d, s0); break;
case Shader::OPCODE_ADD: ADD(d, s0, s1); break;
case Shader::OPCODE_SUB: SUB(d, s0, s1); break;
case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break;
case Shader::OPCODE_MUL: MUL(d, s0, s1); break;
case Shader::OPCODE_DP3: DP3(d, s0, s1); break;
case Shader::OPCODE_DP4: DP4(d, s0, s1); break;
case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break;
case Shader::OPCODE_TEXCOORD:
if(version < 0x0104)
{
TEXCOORD(d, u, v, s, dst.index);
}
else
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
TEXCRD(d, u, v, s, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
TEXCRD(d, u, v, t, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
break;
case Shader::OPCODE_TEXKILL:
if(version < 0x0104)
{
TEXKILL(cMask, u, v, s);
}
else if(version == 0x0104)
{
if(dst.type == Shader::PARAMETER_TEXTURE)
{
TEXKILL(cMask, u, v, s);
}
else
{
TEXKILL(cMask, r.rs[dst.index]);
}
}
else ASSERT(false);
break;
case Shader::OPCODE_TEX:
if(version < 0x0104)
{
TEX(r, d, u, v, s, dst.index, false);
}
else if(version == 0x0104)
{
if(src0.type == Shader::PARAMETER_TEXTURE)
{
if((src0.swizzle & 0x30) == 0x20) // .xyz
{
TEX(r, d, u, v, s, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
else // .xyw
{
TEX(r, d, u, v, t, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else
{
TEXLD(r, d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW);
}
}
else ASSERT(false);
break;
case Shader::OPCODE_TEXBEM: TEXBEM(r, d, s0, u, v, s, dst.index); break;
case Shader::OPCODE_TEXBEML: TEXBEML(r, d, s0, u, v, s, dst.index); break;
case Shader::OPCODE_TEXREG2AR: TEXREG2AR(r, d, s0, dst.index); break;
case Shader::OPCODE_TEXREG2GB: TEXREG2GB(r, d, s0, dst.index); break;
case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(r, u, v, s, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(r, u, v, s, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(r, d, u, v, s, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(r, d, u, v, s, dst.index, s0, s1); break;
case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(r, d, u, v, s, dst.index, s0); break;
case Shader::OPCODE_CND: CND(d, s0, s1, s2); break;
case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(r, d, s0, dst.index); break;
case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(r, d, u, v, s, dst.index, s0); break;
case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXDP3: TEXDP3(r, d, u, v, s, s0); break;
case Shader::OPCODE_TEXM3X3: TEXM3X3(r, d, u, v, s, s0, src0.modifier == Shader::MODIFIER_SIGN); break;
case Shader::OPCODE_TEXDEPTH: TEXDEPTH(r); break;
case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break;
case Shader::OPCODE_BEM: BEM(r, d, s0, s1, dst.index); break;
case Shader::OPCODE_PHASE: break;
case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL)
{
if(dst.shift > 0)
{
if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x); }
if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y); }
if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z); }
if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w); }
}
else if(dst.shift < 0)
{
if(dst.mask & 0x1) d.x = d.x >> -dst.shift;
if(dst.mask & 0x2) d.y = d.y >> -dst.shift;
if(dst.mask & 0x4) d.z = d.z >> -dst.shift;
if(dst.mask & 0x8) d.w = d.w >> -dst.shift;
}
if(dst.saturate)
{
if(dst.mask & 0x1) { d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
if(dst.mask & 0x2) { d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
if(dst.mask & 0x4) { d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
if(dst.mask & 0x8) { d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000, 0x0000, 0x0000, 0x0000)); }
}
if(pairing)
{
if(dst.mask & 0x1) dPairing.x = d.x;
if(dst.mask & 0x2) dPairing.y = d.y;
if(dst.mask & 0x4) dPairing.z = d.z;
if(dst.mask & 0x8) dPairing.w = d.w;
}
if(coissue)
{
const Dst &dst = shader->getInstruction(i - 1)->dst;
writeDestination(r, dPairing, dst);
}
if(!pairing)
{
writeDestination(r, d, dst);
}
}
}
}
Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.w = Min(r.current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.w = Max(r.current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
if(!state.alphaTestActive())
{
return true;
}
Int aMask;
if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
{
PixelRoutine::alphaTest(r, aMask, r.current.w);
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= aMask;
}
}
else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
{
Float4 alpha = Float4(r.current.w) * Float4(1.0f / 0x1000);
alphaToCoverage(r, cMask, alpha);
}
else ASSERT(false);
Int pass = cMask[0];
for(unsigned int q = 1; q < state.multiSample; q++)
{
pass = pass | cMask[q];
}
return pass != 0x0;
}
void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
if(!state.colorWriteActive(0))
{
return;
}
Vector4f oC;
switch(state.targetFormat[0])
{
case FORMAT_R5G6B5:
case FORMAT_X8R8G8B8:
case FORMAT_X8B8G8R8:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
case FORMAT_A8:
case FORMAT_G16R16:
case FORMAT_A16B16G16R16:
if(!postBlendSRGB && state.writeSRGB)
{
linearToSRGB12_16(r, r.current);
}
else
{
r.current.x <<= 4;
r.current.y <<= 4;
r.current.z <<= 4;
r.current.w <<= 4;
}
if(state.targetFormat[0] == FORMAT_R5G6B5)
{
r.current.x &= Short4(0xF800u);
r.current.y &= Short4(0xFC00u);
r.current.z &= Short4(0xF800u);
}
fogBlend(r, r.current, fog, r.z[0], r.rhw);
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
Vector4s color = r.current;
if(state.multiSampleMask & (1 << q))
{
alphaBlend(r, 0, buffer, color, x);
logicOperation(r, 0, buffer, color, x);
writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_A32B32G32R32F:
convertSigned12(oC, r.current);
PixelRoutine::fogBlend(r, oC, fog, r.z[0], r.rhw);
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[0]));
Vector4f color = oC;
if(state.multiSampleMask & (1 << q))
{
alphaBlend(r, 0, buffer, color, x);
writeColor(r, 0, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
default:
ASSERT(false);
}
}
void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
{
Vector4s *arg1;
Vector4s *arg2;
Vector4s *arg3;
Vector4s res;
Vector4s constant;
Vector4s tfactor;
const TextureStage::State &textureStage = state.textureStage[stage];
if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
textureStage.secondArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT)
{
constant.x = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[0]));
constant.y = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[1]));
constant.z = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[2]));
constant.w = *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].constantColor4[3]));
}
if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
textureStage.secondArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR ||
textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR)
{
tfactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[0]));
tfactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[1]));
tfactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[2]));
tfactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]));
}
// Premodulate
if(stage > 0 && textureStage.usesTexture)
{
if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE)
{
r.current.x = MulHigh(r.current.x, texture.x) << 4;
r.current.y = MulHigh(r.current.y, texture.y) << 4;
r.current.z = MulHigh(r.current.z, texture.z) << 4;
}
if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE)
{
r.current.w = MulHigh(r.current.w, texture.w) << 4;
}
}
if(luminance)
{
texture.x = MulHigh(texture.x, r.L) << 4;
texture.y = MulHigh(texture.y, r.L) << 4;
texture.z = MulHigh(texture.z, r.L) << 4;
luminance = false;
}
switch(textureStage.firstArgument)
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.secondArgument)
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.thirdArgument)
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
ASSERT(false);
}
Vector4s mod1;
Vector4s mod2;
Vector4s mod3;
switch(textureStage.firstModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod1.x = SubSat(Short4(0x1000), arg1->x);
mod1.y = SubSat(Short4(0x1000), arg1->y);
mod1.z = SubSat(Short4(0x1000), arg1->z);
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
case TextureStage::MODIFIER_ALPHA:
mod1.x = arg1->w;
mod1.y = arg1->w;
mod1.z = arg1->w;
mod1.w = arg1->w;
arg1 = &mod1;
break;
case TextureStage::MODIFIER_INVALPHA:
mod1.x = SubSat(Short4(0x1000), arg1->w);
mod1.y = SubSat(Short4(0x1000), arg1->w);
mod1.z = SubSat(Short4(0x1000), arg1->w);
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
default:
ASSERT(false);
}
switch(textureStage.secondModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod2.x = SubSat(Short4(0x1000), arg2->x);
mod2.y = SubSat(Short4(0x1000), arg2->y);
mod2.z = SubSat(Short4(0x1000), arg2->z);
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
case TextureStage::MODIFIER_ALPHA:
mod2.x = arg2->w;
mod2.y = arg2->w;
mod2.z = arg2->w;
mod2.w = arg2->w;
arg2 = &mod2;
break;
case TextureStage::MODIFIER_INVALPHA:
mod2.x = SubSat(Short4(0x1000), arg2->w);
mod2.y = SubSat(Short4(0x1000), arg2->w);
mod2.z = SubSat(Short4(0x1000), arg2->w);
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
default:
ASSERT(false);
}
switch(textureStage.thirdModifier)
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod3.x = SubSat(Short4(0x1000), arg3->x);
mod3.y = SubSat(Short4(0x1000), arg3->y);
mod3.z = SubSat(Short4(0x1000), arg3->z);
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
case TextureStage::MODIFIER_ALPHA:
mod3.x = arg3->w;
mod3.y = arg3->w;
mod3.z = arg3->w;
mod3.w = arg3->w;
arg3 = &mod3;
break;
case TextureStage::MODIFIER_INVALPHA:
mod3.x = SubSat(Short4(0x1000), arg3->w);
mod3.y = SubSat(Short4(0x1000), arg3->w);
mod3.z = SubSat(Short4(0x1000), arg3->w);
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
res.x = arg1->x;
res.y = arg1->y;
res.z = arg1->z;
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
res.x = arg2->x;
res.y = arg2->y;
res.z = arg2->z;
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
res.x = arg3->x;
res.y = arg3->y;
res.z = arg3->z;
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
res.x = MulHigh(arg1->x, arg2->x) << 4;
res.y = MulHigh(arg1->y, arg2->y) << 4;
res.z = MulHigh(arg1->z, arg2->z) << 4;
break;
case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
res.x = MulHigh(arg1->x, arg2->x) << 5;
res.y = MulHigh(arg1->y, arg2->y) << 5;
res.z = MulHigh(arg1->z, arg2->z) << 5;
break;
case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
res.x = MulHigh(arg1->x, arg2->x) << 6;
res.y = MulHigh(arg1->y, arg2->y) << 6;
res.z = MulHigh(arg1->z, arg2->z) << 6;
break;
case TextureStage::STAGE_ADD: // Arg1 + Arg2
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
break;
case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
res.x = AddSat(arg1->x, arg2->x);
res.y = AddSat(arg1->y, arg2->y);
res.z = AddSat(arg1->z, arg2->z);
res.x = SubSat(res.x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.y = SubSat(res.y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.z = SubSat(res.z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.x = AddSat(res.x, res.x);
res.y = AddSat(res.y, res.y);
res.z = AddSat(res.z, res.z);
break;
case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
res.x = SubSat(arg1->x, arg2->x);
res.y = SubSat(arg1->y, arg2->y);
res.z = SubSat(arg1->z, arg2->z);
break;
case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
{
Short4 tmp;
tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp);
tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp);
tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x);
res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y);
res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z);
break;
case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5)
{
Short4 tmp;
res.x = SubSat(arg1->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->x, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.x = MulHigh(res.x, tmp);
res.y = SubSat(arg1->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->y, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.y = MulHigh(res.y, tmp);
res.z = SubSat(arg1->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); tmp = SubSat(arg2->z, Short4(0x0800, 0x0800, 0x0800, 0x0800)); res.z = MulHigh(res.z, tmp);
res.x = res.x << 6;
res.y = res.y << 6;
res.z = res.z << 6;
res.x = AddSat(res.x, res.y);
res.x = AddSat(res.x, res.z);
// Clamp to [0, 1]
res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
res.x = Min(res.x, Short4(0x1000));
res.y = res.x;
res.z = res.x;
res.w = res.x;
}
break;
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.current.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.current.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.current.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, r.diffuse.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, r.diffuse.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, r.diffuse.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x);
res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y);
res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
break;
case TextureStage::STAGE_PREMODULATE:
res.x = arg1->x;
res.y = arg1->y;
res.z = arg1->z;
break;
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2
res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x);
res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y);
res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z);
break;
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w
res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w);
res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w);
res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w);
break;
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1
{
Short4 tmp;
res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp);
res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp);
res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w
{
Short4 tmp;
res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp);
res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp);
res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp);
}
break;
case TextureStage::STAGE_BUMPENVMAP:
{
r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
du2 = r.du;
dv2 = r.dv;
r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
r.du += dv2;
r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
r.dv += du2;
perturbate = true;
res.x = r.current.x;
res.y = r.current.y;
res.z = r.current.z;
res.w = r.current.w;
}
break;
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
{
r.du = Float4(texture.x) * Float4(1.0f / 0x0FE0);
r.dv = Float4(texture.y) * Float4(1.0f / 0x0FE0);
Float4 du2;
Float4 dv2;
du2 = r.du;
dv2 = r.dv;
r.du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
r.du += dv2;
r.dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
r.dv += du2;
perturbate = true;
r.L = texture.z;
r.L = MulHigh(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
r.L = r.L << 4;
r.L = AddSat(r.L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
r.L = Max(r.L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.L = Min(r.L, Short4(0x1000));
luminance = true;
res.x = r.current.x;
res.y = r.current.y;
res.z = r.current.z;
res.w = r.current.w;
}
break;
default:
ASSERT(false);
}
if(textureStage.stageOperation != TextureStage::STAGE_DOT3)
{
switch(textureStage.firstArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg1 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg1 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg1 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg1 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.secondArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg2 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg2 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg2 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg2 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.thirdArgumentAlpha)
{
case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break;
case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break;
case TextureStage::SOURCE_CURRENT: arg3 = &r.current; break;
case TextureStage::SOURCE_DIFFUSE: arg3 = &r.diffuse; break;
case TextureStage::SOURCE_SPECULAR: arg3 = &r.specular; break;
case TextureStage::SOURCE_TEMP: arg3 = &temp; break;
case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break;
default:
ASSERT(false);
}
switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod1.w = SubSat(Short4(0x1000), arg1->w);
arg1 = &mod1;
break;
default:
ASSERT(false);
}
switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod2.w = SubSat(Short4(0x1000), arg2->w);
arg2 = &mod2;
break;
default:
ASSERT(false);
}
switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used
{
case TextureStage::MODIFIER_COLOR:
break;
case TextureStage::MODIFIER_INVCOLOR:
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
case TextureStage::MODIFIER_ALPHA:
// Redudant
break;
case TextureStage::MODIFIER_INVALPHA:
mod3.w = SubSat(Short4(0x1000), arg3->w);
arg3 = &mod3;
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
break;
case TextureStage::STAGE_SELECTARG1: // Arg1
res.w = arg1->w;
break;
case TextureStage::STAGE_SELECTARG2: // Arg2
res.w = arg2->w;
break;
case TextureStage::STAGE_SELECTARG3: // Arg3
res.w = arg3->w;
break;
case TextureStage::STAGE_MODULATE: // Arg1 * Arg2
res.w = MulHigh(arg1->w, arg2->w) << 4;
break;
case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2
res.w = MulHigh(arg1->w, arg2->w) << 5;
break;
case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4
res.w = MulHigh(arg1->w, arg2->w) << 6;
break;
case TextureStage::STAGE_ADD: // Arg1 + Arg2
res.w = AddSat(arg1->w, arg2->w);
break;
case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5
res.w = AddSat(arg1->w, arg2->w);
res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
break;
case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1
res.w = AddSat(arg1->w, arg2->w);
res.w = SubSat(res.w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
res.w = AddSat(res.w, res.w);
break;
case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2
res.w = SubSat(arg1->w, arg2->w);
break;
case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2
{
Short4 tmp;
tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp);
}
break;
case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2
res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w);
break;
case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_DOT3:
break; // Already computed in color channel
case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.current.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, r.diffuse.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDFACTORALPHA:
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(r.data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha)
res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w);
break;
case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha)
res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w);
break;
case TextureStage::STAGE_PREMODULATE:
res.w = arg1->w;
break;
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Invalid alpha operations
default:
ASSERT(false);
}
}
// Clamp result to [0, 1]
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
if(state.textureStage[stage].cantUnderflow)
{
break; // Can't go below zero
}
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
res.x = Max(res.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
res.y = Max(res.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
res.z = Max(res.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
if(state.textureStage[stage].cantUnderflow)
{
break; // Can't go below zero
}
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
res.w = Max(res.w, Short4(0x0000, 0x0000, 0x0000, 0x0000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperation)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Can't go above one
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
res.x = Min(res.x, Short4(0x1000));
res.y = Min(res.y, Short4(0x1000));
res.z = Min(res.z, Short4(0x1000));
break;
default:
ASSERT(false);
}
switch(textureStage.stageOperationAlpha)
{
case TextureStage::STAGE_DISABLE:
case TextureStage::STAGE_SELECTARG1:
case TextureStage::STAGE_SELECTARG2:
case TextureStage::STAGE_SELECTARG3:
case TextureStage::STAGE_MODULATE:
case TextureStage::STAGE_SUBTRACT:
case TextureStage::STAGE_ADDSMOOTH:
case TextureStage::STAGE_LERP:
case TextureStage::STAGE_BLENDCURRENTALPHA:
case TextureStage::STAGE_BLENDDIFFUSEALPHA:
case TextureStage::STAGE_BLENDFACTORALPHA:
case TextureStage::STAGE_BLENDTEXTUREALPHA:
case TextureStage::STAGE_DOT3: // Already clamped
case TextureStage::STAGE_PREMODULATE:
case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA:
case TextureStage::STAGE_BUMPENVMAP:
case TextureStage::STAGE_BUMPENVMAPLUMINANCE:
break; // Can't go above one
case TextureStage::STAGE_MODULATE2X:
case TextureStage::STAGE_MODULATE4X:
case TextureStage::STAGE_ADD:
case TextureStage::STAGE_ADDSIGNED:
case TextureStage::STAGE_ADDSIGNED2X:
case TextureStage::STAGE_MULTIPLYADD:
case TextureStage::STAGE_BLENDTEXTUREALPHAPM:
case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR:
case TextureStage::STAGE_MODULATECOLOR_ADDALPHA:
res.w = Min(res.w, Short4(0x1000));
break;
default:
ASSERT(false);
}
switch(textureStage.destinationArgument)
{
case TextureStage::DESTINATION_CURRENT:
r.current.x = res.x;
r.current.y = res.y;
r.current.z = res.z;
r.current.w = res.w;
break;
case TextureStage::DESTINATION_TEMP:
temp.x = res.x;
temp.y = res.y;
temp.z = res.z;
temp.w = res.w;
break;
default:
ASSERT(false);
}
}
void PixelPipeline::fogBlend(Registers &r, Vector4s &current, Float4 &f, Float4 &z, Float4 &rhw)
{
if(!state.fogActive)
{
return;
}
if(state.pixelFogMode != FOG_NONE)
{
pixelFog(r, f, z, rhw);
}
UShort4 fog = convertFixed16(f, true);
current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog));
current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog));
current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog));
UShort4 invFog = UShort4(0xFFFFu) - fog;
current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[0]))));
current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[1]))));
current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[2]))));
}
void PixelPipeline::specularPixel(Vector4s &current, Vector4s &specular)
{
if(!state.specularAdd)
{
return;
}
current.x = AddSat(current.x, specular.x);
current.y = AddSat(current.y, specular.y);
current.z = AddSat(current.z, specular.z);
}
void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
{
Float4 u = r.vf[2 + coordinates].x;
Float4 v = r.vf[2 + coordinates].y;
Float4 w = r.vf[2 + coordinates].z;
Float4 q = r.vf[2 + coordinates].w;
if(perturbate)
{
u += r.du;
v += r.dv;
perturbate = false;
}
sampleTexture(r, c, stage, u, v, w, q, project);
}
void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias)
{
Vector4f dsx;
Vector4f dsy;
sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, false);
}
void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
}
else
{
Float4 rq = reciprocal(q);
Float4 u_q = u * rq;
Float4 v_q = v * rq;
Float4 w_q = w * rq;
sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
}
#if PERF_PROFILE
r.cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
{
return RoundShort4(cf * Float4(0x1000));
}
void PixelPipeline::convertFixed12(Vector4s &cs, Vector4f &cf)
{
cs.x = convertFixed12(cf.x);
cs.y = convertFixed12(cf.y);
cs.z = convertFixed12(cf.z);
cs.w = convertFixed12(cf.w);
}
Float4 PixelPipeline::convertSigned12(Short4 &cs)
{
return Float4(cs) * Float4(1.0f / 0x0FFE);
}
void PixelPipeline::convertSigned12(Vector4f &cf, Vector4s &cs)
{
cf.x = convertSigned12(cs.x);
cf.y = convertSigned12(cs.y);
cf.z = convertSigned12(cs.z);
cf.w = convertSigned12(cs.w);
}
void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
{
switch(dst.type)
{
case Shader::PARAMETER_TEMP:
if(dst.mask & 0x1) r.rs[dst.index].x = d.x;
if(dst.mask & 0x2) r.rs[dst.index].y = d.y;
if(dst.mask & 0x4) r.rs[dst.index].z = d.z;
if(dst.mask & 0x8) r.rs[dst.index].w = d.w;
break;
case Shader::PARAMETER_INPUT:
if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
break;
case Shader::PARAMETER_CONST: ASSERT(false); break;
case Shader::PARAMETER_TEXTURE:
if(dst.mask & 0x1) r.ts[dst.index].x = d.x;
if(dst.mask & 0x2) r.ts[dst.index].y = d.y;
if(dst.mask & 0x4) r.ts[dst.index].z = d.z;
if(dst.mask & 0x8) r.ts[dst.index].w = d.w;
break;
case Shader::PARAMETER_COLOROUT:
if(dst.mask & 0x1) r.vs[dst.index].x = d.x;
if(dst.mask & 0x2) r.vs[dst.index].y = d.y;
if(dst.mask & 0x4) r.vs[dst.index].z = d.z;
if(dst.mask & 0x8) r.vs[dst.index].w = d.w;
break;
default:
ASSERT(false);
}
}
Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
{
Vector4s *reg;
int i = src.index;
Vector4s c;
if(src.type == Shader::PARAMETER_CONST)
{
c.x = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][0]));
c.y = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][1]));
c.z = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][2]));
c.w = *Pointer<Short4>(r.data + OFFSET(DrawData, ps.cW[i][3]));
}
switch(src.type)
{
case Shader::PARAMETER_TEMP: reg = &r.rs[i]; break;
case Shader::PARAMETER_INPUT: reg = &r.vs[i]; break;
case Shader::PARAMETER_CONST: reg = &c; break;
case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
default:
ASSERT(false);
}
const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3];
const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3];
const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3];
Vector4s mod;
switch(src.modifier)
{
case Shader::MODIFIER_NONE:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
break;
case Shader::MODIFIER_BIAS:
mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
break;
case Shader::MODIFIER_BIAS_NEGATE:
mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
break;
case Shader::MODIFIER_COMPLEMENT:
mod.x = SubSat(Short4(0x1000), x);
mod.y = SubSat(Short4(0x1000), y);
mod.z = SubSat(Short4(0x1000), z);
mod.w = SubSat(Short4(0x1000), w);
break;
case Shader::MODIFIER_NEGATE:
mod.x = -x;
mod.y = -y;
mod.z = -z;
mod.w = -w;
break;
case Shader::MODIFIER_X2:
mod.x = AddSat(x, x);
mod.y = AddSat(y, y);
mod.z = AddSat(z, z);
mod.w = AddSat(w, w);
break;
case Shader::MODIFIER_X2_NEGATE:
mod.x = -AddSat(x, x);
mod.y = -AddSat(y, y);
mod.z = -AddSat(z, z);
mod.w = -AddSat(w, w);
break;
case Shader::MODIFIER_SIGN:
mod.x = SubSat(x, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.y = SubSat(y, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.z = SubSat(z, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.w = SubSat(w, Short4(0x0800, 0x0800, 0x0800, 0x0800));
mod.x = AddSat(mod.x, mod.x);
mod.y = AddSat(mod.y, mod.y);
mod.z = AddSat(mod.z, mod.z);
mod.w = AddSat(mod.w, mod.w);
break;
case Shader::MODIFIER_SIGN_NEGATE:
mod.x = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), x);
mod.y = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), y);
mod.z = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), z);
mod.w = SubSat(Short4(0x0800, 0x0800, 0x0800, 0x0800), w);
mod.x = AddSat(mod.x, mod.x);
mod.y = AddSat(mod.y, mod.y);
mod.z = AddSat(mod.z, mod.z);
mod.w = AddSat(mod.w, mod.w);
break;
case Shader::MODIFIER_DZ:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
// Projection performed by texture sampler
break;
case Shader::MODIFIER_DW:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
// Projection performed by texture sampler
break;
default:
ASSERT(false);
}
if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE))
{
mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000, -0x1000, -0x1000, -0x1000));
}
return mod;
}
void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0)
{
dst.x = src0.x;
dst.y = src0.y;
dst.z = src0.z;
dst.w = src0.w;
}
void PixelPipeline::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
dst.x = AddSat(src0.x, src1.x);
dst.y = AddSat(src0.y, src1.y);
dst.z = AddSat(src0.z, src1.z);
dst.w = AddSat(src0.w, src1.w);
}
void PixelPipeline::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
dst.x = SubSat(src0.x, src1.x);
dst.y = SubSat(src0.y, src1.y);
dst.z = SubSat(src0.z, src1.z);
dst.w = SubSat(src0.w, src1.w);
}
void PixelPipeline::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
}
void PixelPipeline::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); }
{
dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y);
}
{dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); }
{dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); }
}
void PixelPipeline::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
Short4 t0;
Short4 t1;
// FIXME: Long fixed-point multiply fixup
t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1)
{
Short4 t0;
Short4 t1;
// FIXME: Long fixed-point multiply fixup
t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0);
t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1);
t0 = AddSat(t0, t1);
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
// FIXME: Long fixed-point multiply fixup
{ dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); }
{
dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y);
}
{dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); }
{dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); }
}
void PixelPipeline::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate)
{
Float4 uw;
Float4 vw;
Float4 sw;
if(state.interpolant[2 + coordinate].component & 0x01)
{
uw = Max(u, Float4(0.0f));
uw = Min(uw, Float4(1.0f));
dst.x = convertFixed12(uw);
}
else
{
dst.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
vw = Max(v, Float4(0.0f));
vw = Min(vw, Float4(1.0f));
dst.y = convertFixed12(vw);
}
else
{
dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
sw = Max(s, Float4(0.0f));
sw = Min(sw, Float4(1.0f));
dst.z = convertFixed12(sw);
}
else
{
dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
dst.w = Short4(0x1000);
}
void PixelPipeline::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project)
{
Float4 uw = u;
Float4 vw = v;
Float4 sw = s;
if(project)
{
uw *= Rcp_pp(s);
vw *= Rcp_pp(s);
}
if(state.interpolant[2 + coordinate].component & 0x01)
{
uw *= Float4(0x1000);
uw = Max(uw, Float4(-0x8000));
uw = Min(uw, Float4(0x7FFF));
dst.x = RoundShort4(uw);
}
else
{
dst.x = Short4(0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x02)
{
vw *= Float4(0x1000);
vw = Max(vw, Float4(-0x8000));
vw = Min(vw, Float4(0x7FFF));
dst.y = RoundShort4(vw);
}
else
{
dst.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.interpolant[2 + coordinate].component & 0x04)
{
sw *= Float4(0x1000);
sw = Max(sw, Float4(-0x8000));
sw = Min(sw, Float4(0x7FFF));
dst.z = RoundShort4(sw);
}
else
{
dst.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
}
void PixelPipeline::TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src)
{
TEXM3X3PAD(r, u, v, s, src, 0, false);
Short4 t0 = RoundShort4(r.u_ * Float4(0x1000));
dst.x = t0;
dst.y = t0;
dst.z = t0;
dst.w = t0;
}
void PixelPipeline::TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
{
TEXM3X3PAD(r, u, v, s, src0, 0, false);
r.v_ = Float4(0.0f);
r.w_ = Float4(0.0f);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s)
{
Int kill = SignMask(CmpNLT(u, Float4(0.0f))) &
SignMask(CmpNLT(v, Float4(0.0f))) &
SignMask(CmpNLT(s, Float4(0.0f)));
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
}
void PixelPipeline::TEXKILL(Int cMask[4], Vector4s &src)
{
Short4 test = src.x | src.y | src.z;
Int kill = SignMask(Pack(test, test)) ^ 0x0000000F;
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
}
void PixelPipeline::TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project)
{
sampleTexture(r, dst, sampler, u, v, s, s, project);
}
void PixelPipeline::TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int sampler, bool project)
{
Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE);
sampleTexture(r, dst, sampler, u, v, s, s, project);
}
void PixelPipeline::TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(r, dst, stage, u_, v_, s, s);
}
void PixelPipeline::TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage)
{
Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE);
Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE);
Float4 du2 = du;
Float4 dv2 = dv;
du *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0]));
dv2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0]));
du += dv2;
dv *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1]));
du2 *= *Pointer<Float4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1]));
dv += du2;
Float4 u_ = u + du;
Float4 v_ = v + dv;
sampleTexture(r, dst, stage, u_, v_, s, s);
Short4 L;
L = src.z;
L = MulHigh(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceScale4)));
L = L << 4;
L = AddSat(L, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].luminanceOffset4)));
L = Max(L, Short4(0x0000, 0x0000, 0x0000, 0x0000));
L = Min(L, Short4(0x1000));
dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4;
dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4;
dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4;
}
void PixelPipeline::TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(r, dst, stage, u, v, s, s);
}
void PixelPipeline::TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE);
Float4 s = v;
sampleTexture(r, dst, stage, u, v, s, s);
}
void PixelPipeline::TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage)
{
Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE);
Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE);
Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE);
sampleTexture(r, dst, stage, u, v, s, s);
}
void PixelPipeline::TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling)
{
TEXM3X2PAD(r, u, v, s, src, 1, signedScaling);
// z / w
r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
r.oDepth = r.u_;
}
void PixelPipeline::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, component, signedScaling);
}
void PixelPipeline::TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
TEXM3X2PAD(r, u, v, s, src0, 1, signedScaling);
r.w_ = Float4(0.0f);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
void PixelPipeline::TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
dst.x = RoundShort4(r.u_ * Float4(0x1000));
dst.y = RoundShort4(r.v_ * Float4(0x1000));
dst.z = RoundShort4(r.w_ * Float4(0x1000));
dst.w = Short4(0x1000);
}
void PixelPipeline::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling)
{
if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers?
{
r.U = Float4(src0.x);
r.V = Float4(src0.y);
r.W = Float4(src0.z);
previousScaling = signedScaling;
}
Float4 x = r.U * u + r.V * v + r.W * s;
x *= Float4(1.0f / 0x1000);
switch(component)
{
case 0: r.u_ = x; break;
case 1: r.v_ = x; break;
case 2: r.w_ = x; break;
default: ASSERT(false);
}
}
void PixelPipeline::TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1)
{
TEXM3X3PAD(r, u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE);
E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE);
E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE);
// Reflection
Float4 u__;
Float4 v__;
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
u__ = r.u_ * E[0];
v__ = r.v_ * E[1];
w__ = r.w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
u__ *= r.u_;
v__ *= r.v_;
w__ *= r.w_;
r.u_ *= r.u_;
r.v_ *= r.v_;
r.w_ *= r.w_;
r.u_ += r.v_ + r.w_;
u__ -= E[0] * r.u_;
v__ -= E[1] * r.u_;
w__ -= E[2] * r.u_;
sampleTexture(r, dst, stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling)
{
TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling);
sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_);
}
void PixelPipeline::TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0)
{
TEXM3X3PAD(r, u, v, s, src0, 2, false);
Float4 E[3]; // Eye vector
E[0] = r.vf[2 + stage - 2].w;
E[1] = r.vf[2 + stage - 1].w;
E[2] = r.vf[2 + stage - 0].w;
// Reflection
Float4 u__;
Float4 v__;
Float4 w__;
// (u'', v'', w'') = 2 * (N . E) * N - E * (N . N)
u__ = r.u_ * E[0];
v__ = r.v_ * E[1];
w__ = r.w_ * E[2];
u__ += v__ + w__;
u__ += u__;
v__ = u__;
w__ = u__;
u__ *= r.u_;
v__ *= r.v_;
w__ *= r.w_;
r.u_ *= r.u_;
r.v_ *= r.v_;
r.w_ *= r.w_;
r.u_ += r.v_ + r.w_;
u__ -= E[0] * r.u_;
v__ -= E[1] * r.u_;
w__ -= E[2] * r.u_;
sampleTexture(r, dst, stage, u__, v__, w__, w__);
}
void PixelPipeline::TEXDEPTH(Registers &r)
{
r.u_ = Float4(r.rs[5].x);
r.v_ = Float4(r.rs[5].y);
// z / w
r.u_ *= Rcp_pp(r.v_); // FIXME: Set result to 1.0 when division by zero
r.oDepth = r.u_;
}
void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
{ Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0; };
{Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0; };
{Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0; };
{Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800, 0x0800, 0x0800, 0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0; };
}
void PixelPipeline::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2)
{
{ Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0; };
{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0; };
{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0; };
{Short4 t0 = CmpGT(Short4(0x0000, 0x0000, 0x0000, 0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0; };
}
void PixelPipeline::BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage)
{
Short4 t0;
Short4 t1;
// dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.x);
dst.x = t0;
// dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y
t0 = MulHigh(src1.x, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard.
t1 = MulHigh(src1.y, *Pointer<Short4>(r.data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard.
t0 = AddSat(t0, t1);
t0 = AddSat(t0, src0.y);
dst.y = t0;
}
}
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef sw_PixelPipeline_hpp
#define sw_PixelPipeline_hpp
#include "PixelRoutine.hpp"
namespace sw
{
class PixelPipeline : public PixelRoutine
{
public:
PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :
PixelRoutine(state, shader), perturbate(false), luminance(false), previousScaling(false) {}
virtual ~PixelPipeline() {}
protected:
virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelPipeline::Registers(shader); };
private:
struct Registers : public PixelRoutine::Registers
{
Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {}
Vector4s &current;
Vector4s &diffuse;
Vector4s &specular;
Vector4s rs[6];
Vector4s vs[2];
Vector4s ts[6];
// bem(l) offsets and luminance
Float4 du;
Float4 dv;
Short4 L;
// texm3x3 temporaries
Float4 u_; // FIXME
Float4 v_; // FIXME
Float4 w_; // FIXME
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
};
void fixedFunction(Registers& r);
void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);
void fogBlend(Registers &r, Vector4s &current, Float4 &fog, Float4 &z, Float4 &rhw);
void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
Float4 convertSigned12(Short4 &cs);
void convertSigned12(Vector4f &cf, Vector4s &cs);
void writeDestination(Registers &r, Vector4s &d, const Dst &dst);
Vector4s fetchRegisterS(Registers &r, const Src &src);
// Instructions
void MOV(Vector4s &dst, Vector4s &src0);
void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
void TEXKILL(Int cMask[4], Vector4s &dst);
void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDEPTH(Registers &r);
void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
bool perturbate;
bool luminance;
bool previousScaling;
};
}
#endif
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "PixelProgram.hpp"
#include "Primitive.hpp"
#include "Renderer.hpp"
#include "SamplerCore.hpp"
namespace sw
{
extern bool postBlendSRGB;
extern bool booleanFaceRegister;
extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates
extern bool fullPixelPositionRegister;
void PixelProgram::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
Registers& r = *static_cast<Registers*>(&rBase);
if(shader->getVersion() >= 0x0300)
{
if(shader->vPosDeclared)
{
if(!halfIntegerCoordinates)
{
r.vPos.x = Float4(Float(x)) + Float4(0, 1, 0, 1);
r.vPos.y = Float4(Float(y)) + Float4(0, 0, 1, 1);
}
else
{
r.vPos.x = Float4(Float(x)) + Float4(0.5f, 1.5f, 0.5f, 1.5f);
r.vPos.y = Float4(Float(y)) + Float4(0.5f, 0.5f, 1.5f, 1.5f);
}
if(fullPixelPositionRegister)
{
r.vPos.z = z[0]; // FIXME: Centroid?
r.vPos.w = w; // FIXME: Centroid?
}
}
if(shader->vFaceDeclared)
{
Float4 area = *Pointer<Float>(r.primitive + OFFSET(Primitive, area));
Float4 face = booleanFaceRegister ? Float4(As<Float4>(CmpNLT(area, Float4(0.0f)))) : area;
r.vFace.x = face;
r.vFace.y = face;
r.vFace.z = face;
r.vFace.w = face;
}
}
}
void PixelProgram::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
r.enableIndex = 0;
r.stackIndex = 0;
if(shader->containsLeaveInstruction())
{
r.enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
bool out[4][4] = { false };
// Create all call site return blocks up front
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
Shader::Opcode opcode = instruction->opcode;
if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
{
const Dst &dst = instruction->dst;
ASSERT(callRetBlock[dst.label].size() == dst.callSite);
callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
}
}
for(size_t i = 0; i < shader->getLength(); i++)
{
const Shader::Instruction *instruction = shader->getInstruction(i);
Shader::Opcode opcode = instruction->opcode;
if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
{
continue;
}
const Dst &dst = instruction->dst;
const Src &src0 = instruction->src[0];
const Src &src1 = instruction->src[1];
const Src &src2 = instruction->src[2];
const Src &src3 = instruction->src[3];
bool predicate = instruction->predicate;
Control control = instruction->control;
bool pp = dst.partialPrecision;
bool project = instruction->project;
bool bias = instruction->bias;
Vector4f d;
Vector4f s0;
Vector4f s1;
Vector4f s2;
Vector4f s3;
if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input
{
if(dst.type == Shader::PARAMETER_TEXTURE)
{
d.x = r.vf[2 + dst.index].x;
d.y = r.vf[2 + dst.index].y;
d.z = r.vf[2 + dst.index].z;
d.w = r.vf[2 + dst.index].w;
}
else
{
d = r.rf[dst.index];
}
}
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);
switch(opcode)
{
case Shader::OPCODE_PS_2_0: break;
case Shader::OPCODE_PS_2_x: break;
case Shader::OPCODE_PS_3_0: break;
case Shader::OPCODE_DEF: break;
case Shader::OPCODE_DCL: break;
case Shader::OPCODE_NOP: break;
case Shader::OPCODE_MOV: mov(d, s0); break;
case Shader::OPCODE_F2B: f2b(d, s0); break;
case Shader::OPCODE_B2F: b2f(d, s0); break;
case Shader::OPCODE_ADD: add(d, s0, s1); break;
case Shader::OPCODE_SUB: sub(d, s0, s1); break;
case Shader::OPCODE_MUL: mul(d, s0, s1); break;
case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
case Shader::OPCODE_FRC: frc(d, s0); break;
case Shader::OPCODE_TRUNC: trunc(d, s0); break;
case Shader::OPCODE_FLOOR: floor(d, s0); break;
case Shader::OPCODE_ROUND: round(d, s0); break;
case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
case Shader::OPCODE_CEIL: ceil(d, s0); break;
case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
case Shader::OPCODE_EXP: exp(d, s0, pp); break;
case Shader::OPCODE_LOG: log(d, s0, pp); break;
case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
case Shader::OPCODE_DIV: div(d, s0, s1); break;
case Shader::OPCODE_MOD: mod(d, s0, s1); break;
case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
case Shader::OPCODE_MIN: min(d, s0, s1); break;
case Shader::OPCODE_MAX: max(d, s0, s1); break;
case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
case Shader::OPCODE_STEP: step(d, s0, s1); break;
case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
case Shader::OPCODE_SGN: sgn(d, s0); break;
case Shader::OPCODE_CRS: crs(d, s0, s1); break;
case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
case Shader::OPCODE_ABS: abs(d, s0); break;
case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
case Shader::OPCODE_COS: cos(d, s0, pp); break;
case Shader::OPCODE_SIN: sin(d, s0, pp); break;
case Shader::OPCODE_TAN: tan(d, s0, pp); break;
case Shader::OPCODE_ACOS: acos(d, s0, pp); break;
case Shader::OPCODE_ASIN: asin(d, s0, pp); break;
case Shader::OPCODE_ATAN: atan(d, s0, pp); break;
case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break;
case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
case Shader::OPCODE_M4X4: M4X4(r, d, s0, src1); break;
case Shader::OPCODE_M4X3: M4X3(r, d, s0, src1); break;
case Shader::OPCODE_M3X4: M3X4(r, d, s0, src1); break;
case Shader::OPCODE_M3X3: M3X3(r, d, s0, src1); break;
case Shader::OPCODE_M3X2: M3X2(r, d, s0, src1); break;
case Shader::OPCODE_TEX: TEXLD(r, d, s0, src1, project, bias); break;
case Shader::OPCODE_TEXLDD: TEXLDD(r, d, s0, src1, s2, s3, project, bias); break;
case Shader::OPCODE_TEXLDL: TEXLDL(r, d, s0, src1, project, bias); break;
case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break;
case Shader::OPCODE_DISCARD: DISCARD(r, cMask, instruction); break;
case Shader::OPCODE_DFDX: DFDX(d, s0); break;
case Shader::OPCODE_DFDY: DFDY(d, s0); break;
case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); 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_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_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_CMP: cmp(d, s0, s1, control); break;
case Shader::OPCODE_ALL: all(d.x, s0); break;
case Shader::OPCODE_ANY: any(d.x, s0); break;
case Shader::OPCODE_NOT: not(d, s0); break;
case Shader::OPCODE_OR: or(d.x, s0.x, s1.x); break;
case Shader::OPCODE_XOR: xor(d.x, s0.x, s1.x); break;
case Shader::OPCODE_AND: and(d.x, s0.x, s1.x); break;
case Shader::OPCODE_END: break;
default:
ASSERT(false);
}
if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_TEXKILL && opcode != Shader::OPCODE_NOP)
{
if(dst.integer)
{
switch(opcode)
{
case Shader::OPCODE_DIV:
if(dst.x) d.x = Trunc(d.x);
if(dst.y) d.y = Trunc(d.y);
if(dst.z) d.z = Trunc(d.z);
if(dst.w) d.w = Trunc(d.w);
break;
default:
break; // No truncation to integer required when arguments are integer
}
}
if(dst.saturate)
{
if(dst.x) d.x = Max(d.x, Float4(0.0f));
if(dst.y) d.y = Max(d.y, Float4(0.0f));
if(dst.z) d.z = Max(d.z, Float4(0.0f));
if(dst.w) d.w = Max(d.w, Float4(0.0f));
if(dst.x) d.x = Min(d.x, Float4(1.0f));
if(dst.y) d.y = Min(d.y, Float4(1.0f));
if(dst.z) d.z = Min(d.z, Float4(1.0f));
if(dst.w) d.w = Min(d.w, Float4(1.0f));
}
if(instruction->isPredicated())
{
Vector4f pDst; // FIXME: Rename
switch(dst.type)
{
case Shader::PARAMETER_TEMP:
if(dst.rel.type == Shader::PARAMETER_VOID)
{
if(dst.x) pDst.x = r.rf[dst.index].x;
if(dst.y) pDst.y = r.rf[dst.index].y;
if(dst.z) pDst.z = r.rf[dst.index].z;
if(dst.w) pDst.w = r.rf[dst.index].w;
}
else
{
Int a = relativeAddress(r, dst);
if(dst.x) pDst.x = r.rf[dst.index + a].x;
if(dst.y) pDst.y = r.rf[dst.index + a].y;
if(dst.z) pDst.z = r.rf[dst.index + a].z;
if(dst.w) pDst.w = r.rf[dst.index + a].w;
}
break;
case Shader::PARAMETER_COLOROUT:
ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
if(dst.x) pDst.x = r.oC[dst.index].x;
if(dst.y) pDst.y = r.oC[dst.index].y;
if(dst.z) pDst.z = r.oC[dst.index].z;
if(dst.w) pDst.w = r.oC[dst.index].w;
break;
case Shader::PARAMETER_PREDICATE:
if(dst.x) pDst.x = r.p0.x;
if(dst.y) pDst.y = r.p0.y;
if(dst.z) pDst.z = r.p0.z;
if(dst.w) pDst.w = r.p0.w;
break;
case Shader::PARAMETER_DEPTHOUT:
pDst.x = r.oDepth;
break;
default:
ASSERT(false);
}
Int4 enable = enableMask(r, instruction);
Int4 xEnable = enable;
Int4 yEnable = enable;
Int4 zEnable = enable;
Int4 wEnable = enable;
if(predicate)
{
unsigned char pSwizzle = instruction->predicateSwizzle;
Float4 xPredicate = r.p0[(pSwizzle >> 0) & 0x03];
Float4 yPredicate = r.p0[(pSwizzle >> 2) & 0x03];
Float4 zPredicate = r.p0[(pSwizzle >> 4) & 0x03];
Float4 wPredicate = r.p0[(pSwizzle >> 6) & 0x03];
if(!instruction->predicateNot)
{
if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
}
else
{
if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
}
}
if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
}
switch(dst.type)
{
case Shader::PARAMETER_TEMP:
if(dst.rel.type == Shader::PARAMETER_VOID)
{
if(dst.x) r.rf[dst.index].x = d.x;
if(dst.y) r.rf[dst.index].y = d.y;
if(dst.z) r.rf[dst.index].z = d.z;
if(dst.w) r.rf[dst.index].w = d.w;
}
else
{
Int a = relativeAddress(r, dst);
if(dst.x) r.rf[dst.index + a].x = d.x;
if(dst.y) r.rf[dst.index + a].y = d.y;
if(dst.z) r.rf[dst.index + a].z = d.z;
if(dst.w) r.rf[dst.index + a].w = d.w;
}
break;
case Shader::PARAMETER_COLOROUT:
ASSERT(dst.rel.type == Shader::PARAMETER_VOID);
if(dst.x) { r.oC[dst.index].x = d.x; out[dst.index][0] = true; }
if(dst.y) { r.oC[dst.index].y = d.y; out[dst.index][1] = true; }
if(dst.z) { r.oC[dst.index].z = d.z; out[dst.index][2] = true; }
if(dst.w) { r.oC[dst.index].w = d.w; out[dst.index][3] = true; }
break;
case Shader::PARAMETER_PREDICATE:
if(dst.x) r.p0.x = d.x;
if(dst.y) r.p0.y = d.y;
if(dst.z) r.p0.z = d.z;
if(dst.w) r.p0.w = d.w;
break;
case Shader::PARAMETER_DEPTHOUT:
r.oDepth = d.x;
break;
default:
ASSERT(false);
}
}
}
if(currentLabel != -1)
{
Nucleus::setInsertBlock(returnBlock);
}
for(int i = 0; i < 4; i++)
{
if(state.targetFormat[i] != FORMAT_NULL)
{
if(!out[i][0]) r.oC[i].x = Float4(0.0f);
if(!out[i][1]) r.oC[i].y = Float4(0.0f);
if(!out[i][2]) r.oC[i].z = Float4(0.0f);
if(!out[i][3]) r.oC[i].w = Float4(0.0f);
}
}
}
Bool PixelProgram::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
clampColor(r.oC);
if(!state.alphaTestActive())
{
return true;
}
Int aMask;
if(state.transparencyAntialiasing == TRANSPARENCY_NONE)
{
Short4 alpha = RoundShort4(r.oC[0].w * Float4(0x1000));
PixelRoutine::alphaTest(r, aMask, alpha);
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= aMask;
}
}
else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE)
{
alphaToCoverage(r, cMask, r.oC[0].w);
}
else ASSERT(false);
Int pass = cMask[0];
for(unsigned int q = 1; q < state.multiSample; q++)
{
pass = pass | cMask[q];
}
return pass != 0x0;
}
void PixelProgram::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
for(int index = 0; index < 4; index++)
{
if(!state.colorWriteActive(index))
{
continue;
}
if(!postBlendSRGB && state.writeSRGB)
{
r.oC[index].x = linearToSRGB(r.oC[index].x);
r.oC[index].y = linearToSRGB(r.oC[index].y);
r.oC[index].z = linearToSRGB(r.oC[index].z);
}
if(index == 0)
{
fogBlend(r, r.oC[index], fog, r.z[0], r.rhw);
}
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
case FORMAT_X8R8G8B8:
case FORMAT_X8B8G8R8:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
case FORMAT_A8:
case FORMAT_G16R16:
case FORMAT_A16B16G16R16:
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
Vector4s color;
color.x = convertFixed16(r.oC[index].x, false);
color.y = convertFixed16(r.oC[index].y, false);
color.z = convertFixed16(r.oC[index].z, false);
color.w = convertFixed16(r.oC[index].w, false);
if(state.multiSampleMask & (1 << q))
{
alphaBlend(r, index, buffer, color, x);
logicOperation(r, index, buffer, color, x);
writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_A32B32G32R32F:
for(unsigned int q = 0; q < state.multiSample; q++)
{
Pointer<Byte> buffer = cBuffer[index] + q * *Pointer<Int>(r.data + OFFSET(DrawData, colorSliceB[index]));
Vector4f color = r.oC[index];
if(state.multiSampleMask & (1 << q))
{
alphaBlend(r, index, buffer, color, x);
writeColor(r, index, buffer, x, color, sMask[q], zMask[q], cMask[q]);
}
}
break;
default:
ASSERT(false);
}
}
}
void PixelProgram::sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
{
if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID)
{
sampleTexture(r, c, sampler.index, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
}
else
{
Int index = As<Int>(Float(fetchRegisterF(r, sampler).x.x));
for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++)
{
if(shader->usesSampler(i))
{
If(index == i)
{
sampleTexture(r, c, i, u, v, w, q, dsx, dsy, project, bias, gradients, lodProvided);
// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
}
}
}
}
}
void PixelProgram::sampleTexture(Registers &r, Vector4f &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool gradients, bool lodProvided)
{
#if PERF_PROFILE
Long texTime = Ticks();
#endif
Pointer<Byte> texture = r.data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture);
if(!project)
{
sampler[stage]->sampleTexture(texture, c, u, v, w, q, dsx, dsy, bias, gradients, lodProvided);
}
else
{
Float4 rq = reciprocal(q);
Float4 u_q = u * rq;
Float4 v_q = v * rq;
Float4 w_q = w * rq;
sampler[stage]->sampleTexture(texture, c, u_q, v_q, w_q, q, dsx, dsy, bias, gradients, lodProvided);
}
#if PERF_PROFILE
r.cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
void PixelProgram::clampColor(Vector4f oC[4])
{
for(int index = 0; index < 4; index++)
{
if(!state.colorWriteActive(index) && !(index == 0 && state.alphaTestActive()))
{
continue;
}
switch(state.targetFormat[index])
{
case FORMAT_NULL:
break;
case FORMAT_R5G6B5:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
case FORMAT_X8R8G8B8:
case FORMAT_X8B8G8R8:
case FORMAT_A8:
case FORMAT_G16R16:
case FORMAT_A16B16G16R16:
oC[index].x = Max(oC[index].x, Float4(0.0f)); oC[index].x = Min(oC[index].x, Float4(1.0f));
oC[index].y = Max(oC[index].y, Float4(0.0f)); oC[index].y = Min(oC[index].y, Float4(1.0f));
oC[index].z = Max(oC[index].z, Float4(0.0f)); oC[index].z = Min(oC[index].z, Float4(1.0f));
oC[index].w = Max(oC[index].w, Float4(0.0f)); oC[index].w = Min(oC[index].w, Float4(1.0f));
break;
case FORMAT_R32F:
case FORMAT_G32R32F:
case FORMAT_A32B32G32R32F:
break;
default:
ASSERT(false);
}
}
}
Int4 PixelProgram::enableMask(Registers &r, const Shader::Instruction *instruction)
{
Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF);
if(!whileTest)
{
if(shader->containsBreakInstruction() && instruction->analysisBreak)
{
enable &= r.enableBreak;
}
if(shader->containsContinueInstruction() && instruction->analysisContinue)
{
enable &= r.enableContinue;
}
if(shader->containsLeaveInstruction() && instruction->analysisLeave)
{
enable &= r.enableLeave;
}
}
return enable;
}
Vector4f PixelProgram::fetchRegisterF(Registers &r, const Src &src, int offset)
{
Vector4f reg;
int i = src.index + offset;
switch(src.type)
{
case Shader::PARAMETER_TEMP:
if(src.rel.type == Shader::PARAMETER_VOID)
{
reg = r.rf[i];
}
else
{
Int a = relativeAddress(r, src);
reg = r.rf[i + a];
}
break;
case Shader::PARAMETER_INPUT:
{
if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
{
reg = r.vf[i];
}
else if(src.rel.type == Shader::PARAMETER_LOOP)
{
Int aL = r.aL[r.loopDepth];
reg = r.vf[i + aL];
}
else
{
Int a = relativeAddress(r, src);
reg = r.vf[i + a];
}
}
break;
case Shader::PARAMETER_CONST:
reg = readConstant(r, src, offset);
break;
case Shader::PARAMETER_TEXTURE:
reg = r.vf[2 + i];
break;
case Shader::PARAMETER_MISCTYPE:
if(src.index == 0) reg = r.vPos;
if(src.index == 1) reg = r.vFace;
break;
case Shader::PARAMETER_SAMPLER:
if(src.rel.type == Shader::PARAMETER_VOID)
{
reg.x = As<Float4>(Int4(i));
}
else if(src.rel.type == Shader::PARAMETER_TEMP)
{
reg.x = As<Float4>(Int4(i) + RoundInt(r.rf[src.rel.index].x));
}
return reg;
case Shader::PARAMETER_PREDICATE: return reg; // Dummy
case Shader::PARAMETER_VOID: return reg; // Dummy
case Shader::PARAMETER_FLOAT4LITERAL:
reg.x = Float4(src.value[0]);
reg.y = Float4(src.value[1]);
reg.z = Float4(src.value[2]);
reg.w = Float4(src.value[3]);
break;
case Shader::PARAMETER_CONSTINT: return reg; // Dummy
case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy
case Shader::PARAMETER_LOOP: return reg; // Dummy
case Shader::PARAMETER_COLOROUT:
reg = r.oC[i];
break;
case Shader::PARAMETER_DEPTHOUT:
reg.x = r.oDepth;
break;
default:
ASSERT(false);
}
const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
Vector4f mod;
switch(src.modifier)
{
case Shader::MODIFIER_NONE:
mod.x = x;
mod.y = y;
mod.z = z;
mod.w = w;
break;
case Shader::MODIFIER_NEGATE:
mod.x = -x;
mod.y = -y;
mod.z = -z;
mod.w = -w;
break;
case Shader::MODIFIER_ABS:
mod.x = Abs(x);
mod.y = Abs(y);
mod.z = Abs(z);
mod.w = Abs(w);
break;
case Shader::MODIFIER_ABS_NEGATE:
mod.x = -Abs(x);
mod.y = -Abs(y);
mod.z = -Abs(z);
mod.w = -Abs(w);
break;
case Shader::MODIFIER_NOT:
mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
break;
default:
ASSERT(false);
}
return mod;
}
Vector4f PixelProgram::readConstant(Registers &r, const Src &src, int offset)
{
Vector4f c;
int i = src.index + offset;
if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
{
c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
c.z = c.z.zzzz;
c.w = c.w.wwww;
if(shader->containsDefineInstruction()) // Constant may be known at compile time
{
for(size_t j = 0; j < shader->getLength(); j++)
{
const Shader::Instruction &instruction = *shader->getInstruction(j);
if(instruction.opcode == Shader::OPCODE_DEF)
{
if(instruction.dst.index == i)
{
c.x = Float4(instruction.src[0].value[0]);
c.y = Float4(instruction.src[0].value[1]);
c.z = Float4(instruction.src[0].value[2]);
c.w = Float4(instruction.src[0].value[3]);
break;
}
}
}
}
}
else if(src.rel.type == Shader::PARAMETER_LOOP)
{
Int loopCounter = r.aL[r.loopDepth];
c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
c.x = c.x.xxxx;
c.y = c.y.yyyy;
c.z = c.z.zzzz;
c.w = c.w.wwww;
}
else
{
Int a = relativeAddress(r, src);
c.x = c.y = c.z = c.w = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[i]) + a * 16);
c.x = c.x.xxxx;
c.y = c.y.yyyy;
c.z = c.z.zzzz;
c.w = c.w.wwww;
}
return c;
}
Int PixelProgram::relativeAddress(Registers &r, const Shader::Parameter &var)
{
ASSERT(var.rel.deterministic);
if(var.rel.type == Shader::PARAMETER_TEMP)
{
return RoundInt(Extract(r.rf[var.rel.index].x, 0)) * var.rel.scale;
}
else if(var.rel.type == Shader::PARAMETER_INPUT)
{
return RoundInt(Extract(r.vf[var.rel.index].x, 0)) * var.rel.scale;
}
else if(var.rel.type == Shader::PARAMETER_OUTPUT)
{
return RoundInt(Extract(r.oC[var.rel.index].x, 0)) * var.rel.scale;
}
else if(var.rel.type == Shader::PARAMETER_CONST)
{
RValue<Float4> c = *Pointer<Float4>(r.data + OFFSET(DrawData, ps.c[var.rel.index]));
return RoundInt(Extract(c, 0)) * var.rel.scale;
}
else ASSERT(false);
return 0;
}
Float4 PixelProgram::linearToSRGB(const Float4 &x) // Approximates x^(1.0/2.2)
{
Float4 sqrtx = Rcp_pp(RcpSqrt_pp(x));
Float4 sRGB = sqrtx * Float4(1.14f) - x * Float4(0.14f);
return Min(Max(sRGB, Float4(0.0f)), Float4(1.0f));
}
void PixelProgram::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
}
void PixelProgram::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.z = dot3(src0, row2);
}
void PixelProgram::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const 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);
dst.x = dot3(src0, row0);
dst.y = dot3(src0, row1);
dst.z = dot3(src0, row2);
dst.w = dot3(src0, row3);
}
void PixelProgram::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1)
{
Vector4f row0 = fetchRegisterF(r, src1, 0);
Vector4f row1 = fetchRegisterF(r, src1, 1);
Vector4f row2 = fetchRegisterF(r, src1, 2);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.z = dot4(src0, row2);
}
void PixelProgram::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const 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);
dst.x = dot4(src0, row0);
dst.y = dot4(src0, row1);
dst.z = dot4(src0, row2);
dst.w = dot4(src0, row3);
}
void PixelProgram::TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
Vector4f tmp;
sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
dst.z = tmp[(src1.swizzle >> 4) & 0x3];
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
void PixelProgram::TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias)
{
Vector4f tmp;
sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src2, src3, project, bias, true);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
dst.z = tmp[(src1.swizzle >> 4) & 0x3];
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
void PixelProgram::TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias)
{
Vector4f tmp;
sampleTexture(r, tmp, src1, src0.x, src0.y, src0.z, src0.w, src0, src0, project, bias, false, true);
dst.x = tmp[(src1.swizzle >> 0) & 0x3];
dst.y = tmp[(src1.swizzle >> 2) & 0x3];
dst.z = tmp[(src1.swizzle >> 4) & 0x3];
dst.w = tmp[(src1.swizzle >> 6) & 0x3];
}
void PixelProgram::TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask)
{
Int kill = -1;
if(mask & 0x1) kill &= SignMask(CmpNLT(src.x, Float4(0.0f)));
if(mask & 0x2) kill &= SignMask(CmpNLT(src.y, Float4(0.0f)));
if(mask & 0x4) kill &= SignMask(CmpNLT(src.z, Float4(0.0f)));
if(mask & 0x8) kill &= SignMask(CmpNLT(src.w, Float4(0.0f)));
// FIXME: Dynamic branching affects TEXKILL?
// if(shader->containsDynamicBranching())
// {
// kill = ~SignMask(enableMask(r));
// }
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
// FIXME: Branch to end of shader if all killed?
}
void PixelProgram::DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction)
{
Int kill = 0;
if(shader->containsDynamicBranching())
{
kill = ~SignMask(enableMask(r, instruction));
}
for(unsigned int q = 0; q < state.multiSample; q++)
{
cMask[q] &= kill;
}
// FIXME: Branch to end of shader if all killed?
}
void PixelProgram::DFDX(Vector4f &dst, Vector4f &src)
{
dst.x = src.x.yyww - src.x.xxzz;
dst.y = src.y.yyww - src.y.xxzz;
dst.z = src.z.yyww - src.z.xxzz;
dst.w = src.w.yyww - src.w.xxzz;
}
void PixelProgram::DFDY(Vector4f &dst, Vector4f &src)
{
dst.x = src.x.zwzw - src.x.xyxy;
dst.y = src.y.zwzw - src.y.xyxy;
dst.z = src.z.zwzw - src.z.xyxy;
dst.w = src.w.zwzw - src.w.xyxy;
}
void PixelProgram::FWIDTH(Vector4f &dst, Vector4f &src)
{
// abs(dFdx(src)) + abs(dFdy(src));
dst.x = Abs(src.x.yyww - src.x.xxzz) + Abs(src.x.zwzw - src.x.xyxy);
dst.y = Abs(src.y.yyww - src.y.xxzz) + Abs(src.y.zwzw - src.y.xyxy);
dst.z = Abs(src.z.yyww - src.z.xxzz) + Abs(src.z.zwzw - src.z.xyxy);
dst.w = Abs(src.w.yyww - src.w.xxzz) + Abs(src.w.zwzw - src.w.xyxy);
}
void PixelProgram::BREAK(Registers &r)
{
llvm::BasicBlock *deadBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
if(breakDepth == 0)
{
r.enableIndex = r.enableIndex - breakDepth;
Nucleus::createBr(endBlock);
}
else
{
r.enableBreak = r.enableBreak & ~r.enableStack[r.enableIndex];
Bool allBreak = SignMask(r.enableBreak) == 0x0;
r.enableIndex = r.enableIndex - breakDepth;
branch(allBreak, endBlock, deadBlock);
}
Nucleus::setInsertBlock(deadBlock);
r.enableIndex = r.enableIndex + breakDepth;
}
void PixelProgram::BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
switch(control)
{
case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
default:
ASSERT(false);
}
BREAK(r, condition);
}
void PixelProgram::BREAKP(Registers &r, const Src &predicateRegister) // FIXME: Factor out parts common with BREAKC
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
BREAK(r, condition);
}
void PixelProgram::BREAK(Registers &r, Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
llvm::BasicBlock *continueBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth - 1];
r.enableBreak = r.enableBreak & ~condition;
Bool allBreak = SignMask(r.enableBreak) == 0x0;
r.enableIndex = r.enableIndex - breakDepth;
branch(allBreak, endBlock, continueBlock);
Nucleus::setInsertBlock(continueBlock);
r.enableIndex = r.enableIndex + breakDepth;
}
void PixelProgram::CONTINUE(Registers &r)
{
r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex];
}
void PixelProgram::TEST()
{
whileTest = true;
}
void PixelProgram::CALL(Registers &r, int labelIndex, int callSiteIndex)
{
if(!labelBlock[labelIndex])
{
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
if(callRetBlock[labelIndex].size() > 1)
{
r.callStack[r.stackIndex++] = UInt(callSiteIndex);
}
Int4 restoreLeave = r.enableLeave;
Nucleus::createBr(labelBlock[labelIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
r.enableLeave = restoreLeave;
}
void PixelProgram::CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
CALLNZb(r, labelIndex, callSiteIndex, src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
CALLNZp(r, labelIndex, callSiteIndex, src);
}
else ASSERT(false);
}
void PixelProgram::CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister)
{
Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
condition = !condition;
}
if(!labelBlock[labelIndex])
{
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
if(callRetBlock[labelIndex].size() > 1)
{
r.callStack[r.stackIndex++] = UInt(callSiteIndex);
}
Int4 restoreLeave = r.enableLeave;
branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
r.enableLeave = restoreLeave;
}
void PixelProgram::CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
condition &= r.enableStack[r.enableIndex];
if(!labelBlock[labelIndex])
{
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
if(callRetBlock[labelIndex].size() > 1)
{
r.callStack[r.stackIndex++] = UInt(callSiteIndex);
}
r.enableIndex++;
r.enableStack[r.enableIndex] = condition;
Int4 restoreLeave = r.enableLeave;
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
r.enableIndex--;
r.enableLeave = restoreLeave;
}
void PixelProgram::ELSE(Registers &r)
{
ifDepth--;
llvm::BasicBlock *falseBlock = ifFalseBlock[ifDepth];
llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
if(isConditionalIf[ifDepth])
{
Int4 condition = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, falseBlock, endBlock);
r.enableStack[r.enableIndex] = ~r.enableStack[r.enableIndex] & r.enableStack[r.enableIndex - 1];
}
else
{
Nucleus::createBr(endBlock);
Nucleus::setInsertBlock(falseBlock);
}
ifFalseBlock[ifDepth] = endBlock;
ifDepth++;
}
void PixelProgram::ENDIF(Registers &r)
{
ifDepth--;
llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth];
Nucleus::createBr(endBlock);
Nucleus::setInsertBlock(endBlock);
if(isConditionalIf[ifDepth])
{
breakDepth--;
r.enableIndex--;
}
}
void PixelProgram::ENDLOOP(Registers &r)
{
loopRepDepth--;
r.aL[r.loopDepth] = r.aL[r.loopDepth] + r.increment[r.loopDepth]; // FIXME: +=
llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
r.loopDepth--;
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
void PixelProgram::ENDREP(Registers &r)
{
loopRepDepth--;
llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
r.loopDepth--;
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
void PixelProgram::ENDWHILE(Registers &r)
{
loopRepDepth--;
llvm::BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
llvm::BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(endBlock);
r.enableIndex--;
r.enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
whileTest = false;
}
void PixelProgram::IF(Registers &r, const Src &src)
{
if(src.type == Shader::PARAMETER_CONSTBOOL)
{
IFb(r, src);
}
else if(src.type == Shader::PARAMETER_PREDICATE)
{
IFp(r, src);
}
else
{
Int4 condition = As<Int4>(fetchRegisterF(r, src).x);
IF(r, condition);
}
}
void PixelProgram::IFb(Registers &r, const Src &boolRegister)
{
ASSERT(ifDepth < 24 + 4);
Bool condition = (*Pointer<Byte>(r.data + OFFSET(DrawData, ps.b[boolRegister.index])) != Byte(0)); // FIXME
if(boolRegister.modifier == Shader::MODIFIER_NOT)
{
condition = !condition;
}
llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
branch(condition, trueBlock, falseBlock);
isConditionalIf[ifDepth] = false;
ifFalseBlock[ifDepth] = falseBlock;
ifDepth++;
}
void PixelProgram::IFp(Registers &r, const Src &predicateRegister)
{
Int4 condition = As<Int4>(r.p0[predicateRegister.swizzle & 0x3]);
if(predicateRegister.modifier == Shader::MODIFIER_NOT)
{
condition = ~condition;
}
IF(r, condition);
}
void PixelProgram::IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control control)
{
Int4 condition;
switch(control)
{
case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break;
case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break;
case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break;
default:
ASSERT(false);
}
IF(r, condition);
}
void PixelProgram::IF(Registers &r, Int4 &condition)
{
condition &= r.enableStack[r.enableIndex];
r.enableIndex++;
r.enableStack[r.enableIndex] = condition;
llvm::BasicBlock *trueBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *falseBlock = Nucleus::createBasicBlock();
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, trueBlock, falseBlock);
isConditionalIf[ifDepth] = true;
ifFalseBlock[ifDepth] = falseBlock;
ifDepth++;
breakDepth++;
}
void PixelProgram::LABEL(int labelIndex)
{
if(!labelBlock[labelIndex])
{
labelBlock[labelIndex] = Nucleus::createBasicBlock();
}
Nucleus::setInsertBlock(labelBlock[labelIndex]);
currentLabel = labelIndex;
}
void PixelProgram::LOOP(Registers &r, const Src &integerRegister)
{
r.loopDepth++;
r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
r.aL[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][1]));
r.increment[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][2]));
// If(r.increment[r.loopDepth] == 0)
// {
// r.increment[r.loopDepth] = 1;
// }
llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
loopRepTestBlock[loopRepDepth] = testBlock;
loopRepEndBlock[loopRepDepth] = endBlock;
// FIXME: jump(testBlock)
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
Nucleus::setInsertBlock(loopBlock);
r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
loopRepDepth++;
breakDepth = 0;
}
void PixelProgram::REP(Registers &r, const Src &integerRegister)
{
r.loopDepth++;
r.iteration[r.loopDepth] = *Pointer<Int>(r.data + OFFSET(DrawData, ps.i[integerRegister.index][0]));
r.aL[r.loopDepth] = r.aL[r.loopDepth - 1];
llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
loopRepTestBlock[loopRepDepth] = testBlock;
loopRepEndBlock[loopRepDepth] = endBlock;
// FIXME: jump(testBlock)
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
branch(r.iteration[r.loopDepth] > 0, loopBlock, endBlock);
Nucleus::setInsertBlock(loopBlock);
r.iteration[r.loopDepth] = r.iteration[r.loopDepth] - 1; // FIXME: --
loopRepDepth++;
breakDepth = 0;
}
void PixelProgram::WHILE(Registers &r, const Src &temporaryRegister)
{
r.enableIndex++;
llvm::BasicBlock *loopBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *testBlock = Nucleus::createBasicBlock();
llvm::BasicBlock *endBlock = Nucleus::createBasicBlock();
loopRepTestBlock[loopRepDepth] = testBlock;
loopRepEndBlock[loopRepDepth] = endBlock;
Int4 restoreBreak = r.enableBreak;
Int4 restoreContinue = r.enableContinue;
// FIXME: jump(testBlock)
Nucleus::createBr(testBlock);
Nucleus::setInsertBlock(testBlock);
r.enableContinue = restoreContinue;
const Vector4f &src = fetchRegisterF(r, temporaryRegister);
Int4 condition = As<Int4>(src.x);
condition &= r.enableStack[r.enableIndex - 1];
r.enableStack[r.enableIndex] = condition;
Bool notAllFalse = SignMask(condition) != 0;
branch(notAllFalse, loopBlock, endBlock);
Nucleus::setInsertBlock(endBlock);
r.enableBreak = restoreBreak;
Nucleus::setInsertBlock(loopBlock);
loopRepDepth++;
breakDepth = 0;
}
void PixelProgram::RET(Registers &r)
{
if(currentLabel == -1)
{
returnBlock = Nucleus::createBasicBlock();
Nucleus::createBr(returnBlock);
}
else
{
llvm::BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
if(callRetBlock[currentLabel].size() > 1) // Pop the return destination from the call stack
{
// FIXME: Encapsulate
UInt index = r.callStack[--r.stackIndex];
llvm::Value *value = index.loadValue();
llvm::Value *switchInst = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
{
Nucleus::addSwitchCase(switchInst, i, callRetBlock[currentLabel][i]);
}
}
else if(callRetBlock[currentLabel].size() == 1) // Jump directly to the unique return destination
{
Nucleus::createBr(callRetBlock[currentLabel][0]);
}
else // Function isn't called
{
Nucleus::createBr(unreachableBlock);
}
Nucleus::setInsertBlock(unreachableBlock);
Nucleus::createUnreachable();
}
}
void PixelProgram::LEAVE(Registers &r)
{
r.enableLeave = r.enableLeave & ~r.enableStack[r.enableIndex];
// FIXME: Return from function if all instances left
// FIXME: Use enableLeave in other control-flow constructs
}
}
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef sw_PixelProgram_hpp
#define sw_PixelProgram_hpp
#include "PixelRoutine.hpp"
namespace sw
{
class PixelProgram : public PixelRoutine
{
public:
PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) :
PixelRoutine(state, shader), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)
{
for(int i = 0; i < 2048; ++i)
{
labelBlock[i] = 0;
}
}
virtual ~PixelProgram() {}
protected:
virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelProgram::Registers(shader); };
private:
struct Registers : public PixelRoutine::Registers
{
Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), loopDepth(-1)
{
enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
if(shader && shader->containsBreakInstruction())
{
enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
if(shader && shader->containsContinueInstruction())
{
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
}
// Shader variables
Vector4f vPos;
Vector4f vFace;
// DX9 specific variables
Vector4f p0;
Array<Int, 4> aL;
Array<Int, 4> increment;
Array<Int, 4> iteration;
Int loopDepth; // FIXME: Add support for switch
Int stackIndex; // FIXME: Inc/decrement callStack
Array<UInt, 16> callStack;
// Per pixel based on conditions reached
Int enableIndex;
Array<Int4, 1 + 24> enableStack;
Int4 enableBreak;
Int4 enableContinue;
Int4 enableLeave;
};
void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
// Raster operations
void clampColor(Vector4f oC[4]);
Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
Vector4f fetchRegisterF(Registers &r, const Src &src, int offset = 0);
Vector4f readConstant(Registers &r, const Src &src, int offset = 0);
Int relativeAddress(Registers &r, const Shader::Parameter &var);
Float4 linearToSRGB(const Float4 &x);
// Instructions
typedef Shader::Control Control;
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src);
void FWIDTH(Vector4f &dst, Vector4f &src);
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 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 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);
int ifDepth;
int loopRepDepth;
int breakDepth;
int currentLabel;
bool whileTest;
// FIXME: Get rid of llvm::
llvm::BasicBlock *ifFalseBlock[24 + 24];
llvm::BasicBlock *loopRepTestBlock[4];
llvm::BasicBlock *loopRepEndBlock[4];
llvm::BasicBlock *labelBlock[2048];
std::vector<llvm::BasicBlock*> callRetBlock[2048];
llvm::BasicBlock *returnBlock;
bool isConditionalIf[24 + 24];
};
}
#endif
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -12,171 +12,62 @@
#ifndef sw_PixelRoutine_hpp
#define sw_PixelRoutine_hpp
#include "Rasterizer.hpp"
#include "ShaderCore.hpp"
#include "PixelShader.hpp"
#include "Types.hpp"
#include "QuadRasterizer.hpp"
namespace sw
{
extern bool forceClearRegisters;
class PixelShader;
class SamplerCore;
class PixelRoutine : public Rasterizer, public ShaderCore
class PixelRoutine : public sw::QuadRasterizer, public ShaderCore
{
friend class PixelProcessor; // FIXME
public:
PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader);
~PixelRoutine();
virtual ~PixelRoutine();
protected:
struct Registers
struct Registers : public QuadRasterizer::Registers
{
Registers(const PixelShader *shader) :
current(rs[0]), diffuse(vs[0]), specular(vs[1]),
rf(shader && shader->dynamicallyIndexedTemporaries),
vf(shader && shader->dynamicallyIndexedInput)
{
if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
{
for(int i = 0; i < 10; i++)
{
vf[i].x = Float4(0.0f);
vf[i].y = Float4(0.0f);
vf[i].z = Float4(0.0f);
vf[i].w = Float4(0.0f);
}
}
loopDepth = -1;
enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
if(shader && shader->containsBreakInstruction())
{
enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
if(shader && shader->containsContinueInstruction())
{
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
}
occlusion = 0;
#if PERF_PROFILE
for(int i = 0; i < PERF_TIMERS; i++)
{
cycles[i] = 0;
}
#endif
}
Pointer<Byte> constants;
Pointer<Byte> primitive;
Int cluster;
Pointer<Byte> data;
Float4 z[4];
Float4 w;
Float4 rhw;
Registers(const PixelShader *shader);
Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Df;
Float4 z[4]; // Multisampled z
Float4 w; // Used as is
Float4 rhw; // Reciprocal w
Vector4s &current;
Vector4s &diffuse;
Vector4s &specular;
Vector4s rs[6];
Vector4s vs[2];
Vector4s ts[6];
RegisterArray<4096> rf;
RegisterArray<10> vf;
Vector4f vPos;
Vector4f vFace;
RegisterArray<4096> rf; // Computation registers
RegisterArray<10> vf; // Varying registers
// Outputs
Vector4f oC[4];
Float4 oDepth;
Vector4f p0;
Array<Int, 4> aL;
Array<Int, 4> increment;
Array<Int, 4> iteration;
Int loopDepth;
Int stackIndex; // FIXME: Inc/decrement callStack
Array<UInt, 16> callStack;
Int enableIndex;
Array<Int4, 1 + 24> enableStack;
Int4 enableBreak;
Int4 enableContinue;
Int4 enableLeave;
// bem(l) offsets and luminance
Float4 du;
Float4 dv;
Short4 L;
// texm3x3 temporaries
Float4 u_; // FIXME
Float4 v_; // FIXME
Float4 w_; // FIXME
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
UInt occlusion;
#if PERF_PROFILE
Long cycles[PERF_TIMERS];
#endif
};
typedef Shader::DestinationParameter Dst;
typedef Shader::SourceParameter Src;
typedef Shader::Control Control;
typedef Shader::DestinationParameter Dst;
void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
virtual void setBuiltins(Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
virtual void applyShader(Registers &r, Int cMask[4]) = 0;
virtual Bool alphaTest(Registers &r, Int cMask[4]) = 0;
virtual void rasterOperation(Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
virtual void quad(QuadRasterizer::Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
void stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW);
void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW);
Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);
void alphaTest(Registers &r, Int &aMask, Short4 &alpha);
void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha);
Bool alphaTest(Registers &r, Int cMask[4], Vector4s &current);
Bool alphaTest(Registers &r, Int cMask[4], Vector4f &c0);
void fogBlend(Registers &r, Vector4s &current, Float4 &fog, Float4 &z, Float4 &rhw);
void fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw);
void pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw);
void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
// Raster operations
void clampColor(Vector4f oC[4]);
void rasterOperation(Vector4s &current, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
void rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
void blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
void readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x, Vector4s &pixel);
......@@ -190,134 +81,16 @@ namespace sw
void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void ps_1_x(Registers &r, Int cMask[4]);
void ps_2_x(Registers &r, Int cMask[4]);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
Float4 convertSigned12(Short4 &cs);
void convertSigned12(Vector4f &cf, Vector4s &cs);
Float4 convertUnsigned16(UShort4 cs);
UShort4 convertFixed16(Float4 &cf, bool saturate = true);
void convertFixed16(Vector4s &cs, Vector4f &cf, bool saturate = true);
void sRGBtoLinear16_12_16(Registers &r, Vector4s &c);
void sRGBtoLinear12_16(Registers &r, Vector4s &c);
void linearToSRGB16_12_16(Registers &r, Vector4s &c);
void linearToSRGB12_16(Registers &r, Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x);
Float4 linearToSRGB(const Float4 &x);
// ps_1_x instructions
void MOV(Vector4s &dst, Vector4s &src0);
void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
void TEXKILL(Int cMask[4], Vector4s &dst);
void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDEPTH(Registers &r);
void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
// ps_2_x instructions
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src);
void FWIDTH(Vector4f &dst, Vector4f &src);
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 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 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 writeDestination(Registers &r, Vector4s &d, const Dst &dst);
Vector4s fetchRegisterS(Registers &r, const Src &src);
Vector4f fetchRegisterF(Registers &r, const Src &src, int offset = 0);
Vector4f readConstant(Registers &r, const Src &src, int offset = 0);
Int relativeAddress(Registers &r, const Shader::Parameter &var);
Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
bool colorUsed();
unsigned short shaderVersion() const;
bool interpolateZ() const;
bool interpolateW() const;
const PixelShader *const shader;
private:
SamplerCore *sampler[TEXTURE_IMAGE_UNITS];
bool perturbate;
bool luminance;
bool previousScaling;
int ifDepth;
int loopRepDepth;
int breakDepth;
int currentLabel;
bool whileTest;
// FIXME: Get rid of llvm::
llvm::BasicBlock *ifFalseBlock[24 + 24];
llvm::BasicBlock *loopRepTestBlock[4];
llvm::BasicBlock *loopRepEndBlock[4];
llvm::BasicBlock *labelBlock[2048];
std::vector<llvm::BasicBlock*> callRetBlock[2048];
llvm::BasicBlock *returnBlock;
bool isConditionalIf[24 + 24];
};
}
......
......@@ -321,6 +321,8 @@
<ClCompile Include="..\Main\FrameBufferWin.cpp" />
<ClCompile Include="..\Main\Register.cpp" />
<ClCompile Include="..\Shader\Constants.cpp" />
<ClCompile Include="..\Shader\PixelPipeline.cpp" />
<ClCompile Include="..\Shader\PixelProgram.cpp" />
<ClCompile Include="..\Shader\PixelRoutine.cpp" />
<ClCompile Include="..\Shader\PixelShader.cpp" />
<ClCompile Include="..\Shader\SamplerCore.cpp" />
......@@ -390,6 +392,8 @@
<ClInclude Include="..\Main\FrameBufferWin.hpp" />
<ClInclude Include="..\Main\Register.hpp" />
<ClInclude Include="..\Renderer\RoutineCache.hpp" />
<ClInclude Include="..\Shader\PixelPipeline.hpp" />
<ClInclude Include="..\Shader\PixelProgram.hpp" />
<ClInclude Include="MemoryManager.hpp" />
<ClInclude Include="..\Shader\Constants.hpp" />
<ClInclude Include="..\Shader\PixelRoutine.hpp" />
......
......@@ -179,6 +179,12 @@
<ClCompile Include="..\Main\crc.cpp">
<Filter>Source Files\Main</Filter>
</ClCompile>
<ClCompile Include="..\Shader\PixelPipeline.cpp">
<Filter>Source Files\Shader</Filter>
</ClCompile>
<ClCompile Include="..\Shader\PixelProgram.cpp">
<Filter>Source Files\Shader</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="MemoryManager.hpp">
......@@ -356,6 +362,12 @@
<ClInclude Include="..\Common\SharedLibrary.hpp">
<Filter>Header Files\Common</Filter>
</ClInclude>
<ClInclude Include="..\Shader\PixelProgram.hpp">
<Filter>Header Files\Shader</Filter>
</ClInclude>
<ClInclude Include="..\Shader\PixelPipeline.hpp">
<Filter>Header Files\Shader</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="SwiftShader.ini" />
......
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