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// 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),
r(shader && shader->dynamicallyIndexedTemporaries),
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);
}
}
// Temporary registers
RegisterArray<4096> r;
// Color outputs
Vector4f c[RENDERTARGETS];
RegisterArray<RENDERTARGETS, true> oC;
// 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[RENDERTARGETS]);
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 TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void 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