| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2013 TransGaming 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 TransGaming 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 "PixelRoutine.hpp" |
| |
| #include "Renderer.hpp" |
| #include "QuadRasterizer.hpp" |
| #include "Surface.hpp" |
| #include "Primitive.hpp" |
| #include "CPUID.hpp" |
| #include "SamplerCore.hpp" |
| #include "Constants.hpp" |
| #include "Debug.hpp" |
| |
| #include <assert.h> |
| |
| extern bool localShaderConstants; |
| |
| namespace sw |
| { |
| extern bool complementaryDepthBuffer; |
| extern bool postBlendSRGB; |
| extern bool exactColorRounding; |
| extern bool booleanFaceRegister; |
| extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates |
| extern bool fullPixelPositionRegister; |
| |
| PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : Rasterizer(state), shader(shader) |
| { |
| perturbate = false; |
| luminance = false; |
| previousScaling = false; |
| |
| ifDepth = 0; |
| loopRepDepth = 0; |
| breakDepth = 0; |
| currentLabel = -1; |
| whileTest = false; |
| |
| for(int i = 0; i < 2048; i++) |
| { |
| labelBlock[i] = 0; |
| } |
| } |
| |
| PixelRoutine::~PixelRoutine() |
| { |
| for(int i = 0; i < 16; i++) |
| { |
| delete sampler[i]; |
| } |
| } |
| |
| void PixelRoutine::quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) |
| { |
| #if PERF_PROFILE |
| Long pipeTime = Ticks(); |
| #endif |
| |
| for(int i = 0; i < 16; i++) |
| { |
| sampler[i] = new SamplerCore(r.constants, state.sampler[i]); |
| } |
| |
| const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive(); |
| const bool integerPipeline = shaderVersion() <= 0x0104; |
| |
| Int zMask[4]; // Depth mask |
| Int sMask[4]; // Stencil mask |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| zMask[q] = cMask[q]; |
| sMask[q] = cMask[q]; |
| } |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| stencilTest(r, sBuffer, q, x, sMask[q], cMask[q]); |
| } |
| |
| Float4 f; |
| |
| Vector4i ¤t = r.ri[0]; |
| Vector4i &diffuse = r.vi[0]; |
| Vector4i &specular = r.vi[1]; |
| |
| Float4 (&z)[4] = r.z; |
| Float4 &w = r.w; |
| Float4 &rhw = r.rhw; |
| Float4 rhwCentroid; |
| |
| Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,xQuad), 16); |
| Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(r.primitive + OFFSET(Primitive,yQuad), 16); |
| |
| if(interpolateZ()) |
| { |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| Float4 x = xxxx; |
| |
| if(state.multiSample > 1) |
| { |
| x -= *Pointer<Float4>(r.constants + OFFSET(Constants,X) + q * sizeof(float4)); |
| } |
| |
| z[q] = interpolate(x, r.Dz[q], z[q], r.primitive + OFFSET(Primitive,z), false, false); |
| } |
| } |
| |
| Bool depthPass = false; |
| |
| if(earlyDepthTest) |
| { |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); |
| } |
| } |
| |
| If(depthPass || Bool(!earlyDepthTest)) |
| { |
| #if PERF_PROFILE |
| Long interpTime = Ticks(); |
| #endif |
| |
| // Centroid locations |
| Float4 XXXX = Float4(0.0f); |
| Float4 YYYY = Float4(0.0f); |
| |
| if(state.centroid) |
| { |
| Float4 WWWW(1.0e-9f); |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| XXXX += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]); |
| YYYY += *Pointer<Float4>(r.constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]); |
| WWWW += *Pointer<Float4>(r.constants + OFFSET(Constants,weight) + 16 * cMask[q]); |
| } |
| |
| WWWW = Rcp_pp(WWWW); |
| XXXX *= WWWW; |
| YYYY *= WWWW; |
| |
| XXXX += xxxx; |
| YYYY += yyyy; |
| } |
| |
| if(interpolateW()) |
| { |
| w = interpolate(xxxx, r.Dw, rhw, r.primitive + OFFSET(Primitive,w), false, false); |
| rhw = reciprocal(w); |
| |
| if(state.centroid) |
| { |
| rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,w), false, false)); |
| } |
| } |
| |
| for(int interpolant = 0; interpolant < 10; interpolant++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| if(state.interpolant[interpolant].component & (1 << component)) |
| { |
| if(!state.interpolant[interpolant].centroid) |
| { |
| r.vf[interpolant][component] = interpolate(xxxx, r.Dv[interpolant][component], rhw, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); |
| } |
| else |
| { |
| r.vf[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, r.primitive + OFFSET(Primitive,V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); |
| } |
| } |
| } |
| |
| Float4 rcp; |
| |
| switch(state.interpolant[interpolant].project) |
| { |
| case 0: |
| break; |
| case 1: |
| rcp = reciprocal(r.vf[interpolant].y); |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; |
| break; |
| case 2: |
| rcp = reciprocal(r.vf[interpolant].z); |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; |
| r.vf[interpolant].y = r.vf[interpolant].y * rcp; |
| break; |
| case 3: |
| rcp = reciprocal(r.vf[interpolant].w); |
| r.vf[interpolant].x = r.vf[interpolant].x * rcp; |
| r.vf[interpolant].y = r.vf[interpolant].y * rcp; |
| r.vf[interpolant].z = r.vf[interpolant].z * rcp; |
| break; |
| } |
| } |
| |
| if(state.fog.component) |
| { |
| f = interpolate(xxxx, r.Df, rhw, r.primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective); |
| } |
| |
| if(integerPipeline) |
| { |
| if(state.color[0].component & 0x1) diffuse.x = convertFixed12(r.vf[0].x); else diffuse.x = Short4(0x1000); |
| if(state.color[0].component & 0x2) diffuse.y = convertFixed12(r.vf[0].y); else diffuse.y = Short4(0x1000); |
| if(state.color[0].component & 0x4) diffuse.z = convertFixed12(r.vf[0].z); else diffuse.z = Short4(0x1000); |
| if(state.color[0].component & 0x8) diffuse.w = convertFixed12(r.vf[0].w); else diffuse.w = Short4(0x1000); |
| |
| if(state.color[1].component & 0x1) specular.x = convertFixed12(r.vf[1].x); else specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| if(state.color[1].component & 0x2) specular.y = convertFixed12(r.vf[1].y); else specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| if(state.color[1].component & 0x4) specular.z = convertFixed12(r.vf[1].z); else specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| if(state.color[1].component & 0x8) specular.w = convertFixed12(r.vf[1].w); else specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| } |
| else if(shaderVersion() >= 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; |
| } |
| } |
| |
| #if PERF_PROFILE |
| r.cycles[PERF_INTERP] += Ticks() - interpTime; |
| #endif |
| |
| Bool alphaPass = true; |
| |
| if(colorUsed()) |
| { |
| #if PERF_PROFILE |
| Long shaderTime = Ticks(); |
| #endif |
| |
| if(shader) |
| { |
| // shader->print("PixelShader-%0.8X.txt", state.shaderID); |
| |
| if(shader->getVersion() <= 0x0104) |
| { |
| ps_1_x(r, cMask); |
| } |
| else |
| { |
| ps_2_x(r, cMask); |
| } |
| } |
| else |
| { |
| current = diffuse; |
| Vector4i temp(0x0000, 0x0000, 0x0000, 0x0000); |
| |
| for(int stage = 0; stage < 8; stage++) |
| { |
| if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE) |
| { |
| break; |
| } |
| |
| Vector4i texture; |
| |
| if(state.textureStage[stage].usesTexture) |
| { |
| sampleTexture(r, texture, stage, stage); |
| } |
| |
| blendTexture(r, current, temp, texture, stage); |
| } |
| |
| specularPixel(current, specular); |
| } |
| |
| #if PERF_PROFILE |
| r.cycles[PERF_SHADER] += Ticks() - shaderTime; |
| #endif |
| |
| if(integerPipeline) |
| { |
| current.x = Min(current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.x = Max(current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000)); |
| current.y = Min(current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.y = Max(current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000)); |
| current.z = Min(current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.z = Max(current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000)); |
| current.w = Min(current.w, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); current.w = Max(current.w, Short4(0x0000, 0x0000, 0x0000, 0x0000)); |
| |
| alphaPass = alphaTest(r, cMask, current); |
| } |
| else |
| { |
| clampColor(r.oC); |
| |
| alphaPass = alphaTest(r, cMask, r.oC[0]); |
| } |
| |
| if((shader && shader->containsKill()) || state.alphaTestActive()) |
| { |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| zMask[q] &= cMask[q]; |
| sMask[q] &= cMask[q]; |
| } |
| } |
| } |
| |
| If(alphaPass) |
| { |
| if(!earlyDepthTest) |
| { |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| depthPass = depthPass || depthTest(r, zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); |
| } |
| } |
| |
| #if PERF_PROFILE |
| Long ropTime = Ticks(); |
| #endif |
| |
| If(depthPass || Bool(earlyDepthTest)) |
| { |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| if(state.multiSampleMask & (1 << q)) |
| { |
| writeDepth(r, zBuffer, q, x, z[q], zMask[q]); |
| |
| if(state.occlusionEnabled) |
| { |
| r.occlusion += *Pointer<UInt>(r.constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q])); |
| } |
| } |
| } |
| |
| if(colorUsed()) |
| { |
| #if PERF_PROFILE |
| AddAtomic(Pointer<Long>(&profiler.ropOperations), 4); |
| #endif |
| |
| if(integerPipeline) |
| { |
| rasterOperation(current, r, f, cBuffer[0], x, sMask, zMask, cMask); |
| } |
| else |
| { |
| rasterOperation(r.oC, r, f, cBuffer, x, sMask, zMask, cMask); |
| } |
| } |
| } |
| |
| #if PERF_PROFILE |
| r.cycles[PERF_ROP] += Ticks() - ropTime; |
| #endif |
| } |
| } |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| if(state.multiSampleMask & (1 << q)) |
| { |
| writeStencil(r, sBuffer, q, x, sMask[q], zMask[q], cMask[q]); |
| } |
| } |
| |
| #if PERF_PROFILE |
| r.cycles[PERF_PIPE] += Ticks() - pipeTime; |
| #endif |
| } |
| |
| Float4 PixelRoutine::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; |
| } |
| |
| Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective) |
| { |
| Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16); |
| |
| if(!flat) |
| { |
| interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) + |
| y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16); |
| |
| if(perspective) |
| { |
| interpolant *= rhw; |
| } |
| } |
| |
| return interpolant; |
| } |
| |
| void PixelRoutine::stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask) |
| { |
| if(!state.stencilActive) |
| { |
| return; |
| } |
| |
| // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask) |
| |
| Pointer<Byte> buffer = sBuffer + 2 * x; |
| |
| if(q > 0) |
| { |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB)); |
| } |
| |
| Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer))); |
| Byte8 valueCCW = value; |
| |
| if(!state.noStencilMask) |
| { |
| value &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].testMaskQ)); |
| } |
| |
| stencilTest(r, value, (Context::StencilCompareMode)state.stencilCompareMode, false); |
| |
| if(state.twoSidedStencil) |
| { |
| if(!state.noStencilMaskCCW) |
| { |
| valueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].testMaskQ)); |
| } |
| |
| stencilTest(r, valueCCW, (Context::StencilCompareMode)state.stencilCompareModeCCW, true); |
| |
| value &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask)); |
| valueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask)); |
| value |= valueCCW; |
| } |
| |
| sMask = SignMask(value) & cMask; |
| } |
| |
| void PixelRoutine::stencilTest(Registers &r, Byte8 &value, Context::StencilCompareMode stencilCompareMode, bool CCW) |
| { |
| Byte8 equal; |
| |
| switch(stencilCompareMode) |
| { |
| case Context::STENCIL_ALWAYS: |
| value = Byte8(0xFFFFFFFFFFFFFFFF); |
| break; |
| case Context::STENCIL_NEVER: |
| value = Byte8(0x0000000000000000); |
| break; |
| case Context::STENCIL_LESS: // a < b ~ b > a |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); |
| break; |
| case Context::STENCIL_EQUAL: |
| value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); |
| break; |
| case Context::STENCIL_NOTEQUAL: // a != b ~ !(a == b) |
| value = CmpEQ(value, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); |
| value ^= Byte8(0xFFFFFFFFFFFFFFFF); |
| break; |
| case Context::STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b) |
| equal = value; |
| equal = CmpEQ(equal, *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); |
| value |= equal; |
| break; |
| case Context::STENCIL_GREATER: // a > b |
| equal = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)); |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); |
| equal = CmpGT(As<SByte8>(equal), As<SByte8>(value)); |
| value = equal; |
| break; |
| case Context::STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a) |
| value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); |
| value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); |
| value ^= Byte8(0xFFFFFFFFFFFFFFFF); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| Bool PixelRoutine::depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask) |
| { |
| if(!state.depthTestActive) |
| { |
| return true; |
| } |
| |
| Float4 Z = z; |
| |
| if(shader && shader->depthOverride()) |
| { |
| if(complementaryDepthBuffer) |
| { |
| Z = Float4(1.0f) - r.oDepth; |
| } |
| else |
| { |
| Z = r.oDepth; |
| } |
| } |
| |
| Pointer<Byte> buffer; |
| Int pitch; |
| |
| if(!state.quadLayoutDepthBuffer) |
| { |
| buffer = zBuffer + 4 * x; |
| pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB)); |
| } |
| else |
| { |
| buffer = zBuffer + 8 * x; |
| } |
| |
| if(q > 0) |
| { |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB)); |
| } |
| |
| Float4 zValue; |
| |
| if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable)) |
| { |
| if(!state.quadLayoutDepthBuffer) |
| { |
| // FIXME: Properly optimizes? |
| zValue.xy = *Pointer<Float4>(buffer); |
| zValue.zw = *Pointer<Float4>(buffer + pitch - 8); |
| } |
| else |
| { |
| zValue = *Pointer<Float4>(buffer, 16); |
| } |
| } |
| |
| Int4 zTest; |
| |
| switch(state.depthCompareMode) |
| { |
| case Context::DEPTH_ALWAYS: |
| // Optimized |
| break; |
| case Context::DEPTH_NEVER: |
| // Optimized |
| break; |
| case Context::DEPTH_EQUAL: |
| zTest = CmpEQ(zValue, Z); |
| break; |
| case Context::DEPTH_NOTEQUAL: |
| zTest = CmpNEQ(zValue, Z); |
| break; |
| case Context::DEPTH_LESS: |
| if(complementaryDepthBuffer) |
| { |
| zTest = CmpLT(zValue, Z); |
| } |
| else |
| { |
| zTest = CmpNLE(zValue, Z); |
| } |
| break; |
| case Context::DEPTH_GREATEREQUAL: |
| if(complementaryDepthBuffer) |
| { |
| zTest = CmpNLT(zValue, Z); |
| } |
| else |
| { |
| zTest = CmpLE(zValue, Z); |
| } |
| break; |
| case Context::DEPTH_LESSEQUAL: |
| if(complementaryDepthBuffer) |
| { |
| zTest = CmpLE(zValue, Z); |
| } |
| else |
| { |
| zTest = CmpNLT(zValue, Z); |
| } |
| break; |
| case Context::DEPTH_GREATER: |
| if(complementaryDepthBuffer) |
| { |
| zTest = CmpNLE(zValue, Z); |
| } |
| else |
| { |
| zTest = CmpLT(zValue, Z); |
| } |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| switch(state.depthCompareMode) |
| { |
| case Context::DEPTH_ALWAYS: |
| zMask = cMask; |
| break; |
| case Context::DEPTH_NEVER: |
| zMask = 0x0; |
| break; |
| default: |
| zMask = SignMask(zTest) & cMask; |
| break; |
| } |
| |
| if(state.stencilActive) |
| { |
| zMask &= sMask; |
| } |
| |
| return zMask != 0; |
| } |
| |
| void PixelRoutine::blendTexture(Registers &r, Vector4i ¤t, Vector4i &temp, Vector4i &texture, int stage) |
| { |
| Vector4i *arg1; |
| Vector4i *arg2; |
| Vector4i *arg3; |
| Vector4i res; |
| |
| Vector4i constant; |
| Vector4i 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) |
| { |
| current.x = MulHigh(current.x, texture.x) << 4; |
| current.y = MulHigh(current.y, texture.y) << 4; |
| current.z = MulHigh(current.z, texture.z) << 4; |
| } |
| |
| if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE) |
| { |
| current.w = MulHigh(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 = ¤t; 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 = ¤t; 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 = ¤t; 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); |
| } |
| |
| Vector4i mod1; |
| Vector4i mod2; |
| Vector4i 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, current.w) << 4; res.x = AddSat(res.x, arg2->x); |
| res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, current.w) << 4; res.y = AddSat(res.y, arg2->y); |
| res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, 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 = ¤t; 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 = ¤t; 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 = ¤t; 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, 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: |
| current.x = res.x; |
| current.y = res.y; |
| current.z = res.z; |
| 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 PixelRoutine::alphaTest(Registers &r, Int &aMask, Short4 &alpha) |
| { |
| Short4 cmp; |
| Short4 equal; |
| |
| switch(state.alphaCompareMode) |
| { |
| case Context::ALPHA_ALWAYS: |
| aMask = 0xF; |
| break; |
| case Context::ALPHA_NEVER: |
| aMask = 0x0; |
| break; |
| case Context::ALPHA_EQUAL: |
| cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| case Context::ALPHA_NOTEQUAL: // a != b ~ !(a == b) |
| cmp = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| case Context::ALPHA_LESS: // a < b ~ b > a |
| cmp = CmpGT(*Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4)), alpha); |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| case Context::ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate |
| equal = CmpEQ(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); |
| cmp |= equal; |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| case Context::ALPHA_LESSEQUAL: // a <= b ~ !(a > b) |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| case Context::ALPHA_GREATER: // a > b |
| cmp = CmpGT(alpha, *Pointer<Short4>(r.data + OFFSET(DrawData,factor.alphaReference4))); |
| aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha) |
| { |
| Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c0))); |
| Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c1))); |
| Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c2))); |
| Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(r.data + OFFSET(DrawData,a2c3))); |
| |
| Int aMask0 = SignMask(coverage0); |
| Int aMask1 = SignMask(coverage1); |
| Int aMask2 = SignMask(coverage2); |
| Int aMask3 = SignMask(coverage3); |
| |
| cMask[0] &= aMask0; |
| cMask[1] &= aMask1; |
| cMask[2] &= aMask2; |
| cMask[3] &= aMask3; |
| } |
| |
| Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4i ¤t) |
| { |
| if(!state.alphaTestActive()) |
| { |
| return true; |
| } |
| |
| Int aMask; |
| |
| if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE) |
| { |
| alphaTest(r, aMask, current.w); |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| cMask[q] &= aMask; |
| } |
| } |
| else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE) |
| { |
| Float4 alpha = Float4(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; |
| } |
| |
| Bool PixelRoutine::alphaTest(Registers &r, Int cMask[4], Vector4f &c0) |
| { |
| if(!state.alphaTestActive()) |
| { |
| return true; |
| } |
| |
| Int aMask; |
| |
| if(state.transparencyAntialiasing == Context::TRANSPARENCY_NONE) |
| { |
| Short4 alpha = RoundShort4(c0.w * Float4(0x1000)); |
| |
| alphaTest(r, aMask, alpha); |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| cMask[q] &= aMask; |
| } |
| } |
| else if(state.transparencyAntialiasing == Context::TRANSPARENCY_ALPHA_TO_COVERAGE) |
| { |
| alphaToCoverage(r, cMask, c0.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 PixelRoutine::fogBlend(Registers &r, Vector4i ¤t, Float4 &f, Float4 &z, Float4 &rhw) |
| { |
| if(!state.fogActive) |
| { |
| return; |
| } |
| |
| if(state.pixelFogMode != Context::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 PixelRoutine::fogBlend(Registers &r, Vector4f &c0, Float4 &fog, Float4 &z, Float4 &rhw) |
| { |
| if(!state.fogActive) |
| { |
| return; |
| } |
| |
| if(state.pixelFogMode != Context::FOG_NONE) |
| { |
| pixelFog(r, fog, z, rhw); |
| |
| fog = Min(fog, Float4(1.0f)); |
| fog = Max(fog, Float4(0.0f)); |
| } |
| |
| c0.x -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0])); |
| c0.y -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1])); |
| c0.z -= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2])); |
| |
| c0.x *= fog; |
| c0.y *= fog; |
| c0.z *= fog; |
| |
| c0.x += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[0])); |
| c0.y += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[1])); |
| c0.z += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.colorF[2])); |
| } |
| |
| void PixelRoutine::pixelFog(Registers &r, Float4 &visibility, Float4 &z, Float4 &rhw) |
| { |
| Float4 &zw = visibility; |
| |
| if(state.pixelFogMode != Context::FOG_NONE) |
| { |
| if(state.wBasedFog) |
| { |
| zw = rhw; |
| } |
| else |
| { |
| if(complementaryDepthBuffer) |
| { |
| zw = Float4(1.0f) - z; |
| } |
| else |
| { |
| zw = z; |
| } |
| } |
| } |
| |
| switch(state.pixelFogMode) |
| { |
| case Context::FOG_NONE: |
| break; |
| case Context::FOG_LINEAR: |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.scale)); |
| zw += *Pointer<Float4>(r.data + OFFSET(DrawData,fog.offset)); |
| break; |
| case Context::FOG_EXP: |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE)); |
| zw = exponential2(zw, true); |
| break; |
| case Context::FOG_EXP2: |
| zw *= *Pointer<Float4>(r.data + OFFSET(DrawData,fog.densityE2)); |
| zw *= zw; |
| zw = exponential2(zw, true); |
| zw = Rcp_pp(zw); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::specularPixel(Vector4i ¤t, Vector4i &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 PixelRoutine::writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask) |
| { |
| if(!state.depthWriteEnable) |
| { |
| return; |
| } |
| |
| Float4 Z = z; |
| |
| if(shader && shader->depthOverride()) |
| { |
| if(complementaryDepthBuffer) |
| { |
| Z = Float4(1.0f) - r.oDepth; |
| } |
| else |
| { |
| Z = r.oDepth; |
| } |
| } |
| |
| Pointer<Byte> buffer; |
| Int pitch; |
| |
| if(!state.quadLayoutDepthBuffer) |
| { |
| buffer = zBuffer + 4 * x; |
| pitch = *Pointer<Int>(r.data + OFFSET(DrawData,depthPitchB)); |
| } |
| else |
| { |
| buffer = zBuffer + 8 * x; |
| } |
| |
| if(q > 0) |
| { |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,depthSliceB)); |
| } |
| |
| Float4 zValue; |
| |
| if(state.depthCompareMode != Context::DEPTH_NEVER || (state.depthCompareMode != Context::DEPTH_ALWAYS && !state.depthWriteEnable)) |
| { |
| if(!state.quadLayoutDepthBuffer) |
| { |
| // FIXME: Properly optimizes? |
| zValue.xy = *Pointer<Float4>(buffer); |
| zValue.zw = *Pointer<Float4>(buffer + pitch - 8); |
| } |
| else |
| { |
| zValue = *Pointer<Float4>(buffer, 16); |
| } |
| } |
| |
| Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + zMask * 16, 16)); |
| zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16)); |
| Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue)); |
| |
| if(!state.quadLayoutDepthBuffer) |
| { |
| // FIXME: Properly optimizes? |
| *Pointer<Float2>(buffer) = Float2(Z.xy); |
| *Pointer<Float2>(buffer + pitch) = Float2(Z.zw); |
| } |
| else |
| { |
| *Pointer<Float4>(buffer, 16) = Z; |
| } |
| } |
| |
| void PixelRoutine::writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask) |
| { |
| if(!state.stencilActive) |
| { |
| return; |
| } |
| |
| if(state.stencilPassOperation == Context::OPERATION_KEEP && state.stencilZFailOperation == Context::OPERATION_KEEP && state.stencilFailOperation == Context::OPERATION_KEEP) |
| { |
| if(!state.twoSidedStencil || (state.stencilPassOperationCCW == Context::OPERATION_KEEP && state.stencilZFailOperationCCW == Context::OPERATION_KEEP && state.stencilFailOperationCCW == Context::OPERATION_KEEP)) |
| { |
| return; |
| } |
| } |
| |
| if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW)) |
| { |
| return; |
| } |
| |
| Pointer<Byte> buffer = sBuffer + 2 * x; |
| |
| if(q > 0) |
| { |
| buffer += q * *Pointer<Int>(r.data + OFFSET(DrawData,stencilSliceB)); |
| } |
| |
| Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer))); |
| |
| Byte8 newValue; |
| stencilOperation(r, newValue, bufferValue, (Context::StencilOperation)state.stencilPassOperation, (Context::StencilOperation)state.stencilZFailOperation, (Context::StencilOperation)state.stencilFailOperation, false, zMask, sMask); |
| |
| if(!state.noStencilWriteMask) |
| { |
| Byte8 maskedValue = bufferValue; |
| newValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].writeMaskQ)); |
| maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[0].invWriteMaskQ)); |
| newValue |= maskedValue; |
| } |
| |
| if(state.twoSidedStencil) |
| { |
| Byte8 newValueCCW; |
| |
| stencilOperation(r, newValueCCW, bufferValue, (Context::StencilOperation)state.stencilPassOperationCCW, (Context::StencilOperation)state.stencilZFailOperationCCW, (Context::StencilOperation)state.stencilFailOperationCCW, true, zMask, sMask); |
| |
| if(!state.noStencilWriteMaskCCW) |
| { |
| Byte8 maskedValue = bufferValue; |
| newValueCCW &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].writeMaskQ)); |
| maskedValue &= *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[1].invWriteMaskQ)); |
| newValueCCW |= maskedValue; |
| } |
| |
| newValue &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,clockwiseMask)); |
| newValueCCW &= *Pointer<Byte8>(r.primitive + OFFSET(Primitive,invClockwiseMask)); |
| newValue |= newValueCCW; |
| } |
| |
| newValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * cMask); |
| bufferValue &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask); |
| newValue |= bufferValue; |
| |
| *Pointer<UInt>(buffer) = UInt(As<Long>(newValue)); |
| } |
| |
| void PixelRoutine::stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, Context::StencilOperation stencilPassOperation, Context::StencilOperation stencilZFailOperation, Context::StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask) |
| { |
| Byte8 &pass = newValue; |
| Byte8 fail; |
| Byte8 zFail; |
| |
| stencilOperation(r, pass, bufferValue, stencilPassOperation, CCW); |
| |
| if(stencilZFailOperation != stencilPassOperation) |
| { |
| stencilOperation(r, zFail, bufferValue, stencilZFailOperation, CCW); |
| } |
| |
| if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) |
| { |
| stencilOperation(r, fail, bufferValue, stencilFailOperation, CCW); |
| } |
| |
| if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) |
| { |
| if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same |
| { |
| pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * zMask); |
| zFail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask); |
| pass |= zFail; |
| } |
| |
| pass &= *Pointer<Byte8>(r.constants + OFFSET(Constants,maskB4Q) + 8 * sMask); |
| fail &= *Pointer<Byte8>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask); |
| pass |= fail; |
| } |
| } |
| |
| void PixelRoutine::stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, Context::StencilOperation operation, bool CCW) |
| { |
| switch(operation) |
| { |
| case Context::OPERATION_KEEP: |
| output = bufferValue; |
| break; |
| case Context::OPERATION_ZERO: |
| output = Byte8(0x0000000000000000); |
| break; |
| case Context::OPERATION_REPLACE: |
| output = *Pointer<Byte8>(r.data + OFFSET(DrawData,stencil[CCW].referenceQ)); |
| break; |
| case Context::OPERATION_INCRSAT: |
| output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); |
| break; |
| case Context::OPERATION_DECRSAT: |
| output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); |
| break; |
| case Context::OPERATION_INVERT: |
| output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF); |
| break; |
| case Context::OPERATION_INCR: |
| output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1); |
| break; |
| case Context::OPERATION_DECR: |
| output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::sampleTexture(Registers &r, Vector4i &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 PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project, bool bias, bool fixed12) |
| { |
| Vector4f dsx; |
| Vector4f dsy; |
| |
| sampleTexture(r, c, stage, u, v, w, q, dsx, dsy, project, bias, fixed12, false); |
| } |
| |
| void PixelRoutine::sampleTexture(Registers &r, Vector4i &c, int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project, bool bias, bool fixed12, 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, fixed12, 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, fixed12, gradients, lodProvided); |
| } |
| |
| #if PERF_PROFILE |
| r.cycles[PERF_TEX] += Ticks() - texTime; |
| #endif |
| } |
| |
| void PixelRoutine::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(reg(r, sampler).x.x)); |
| |
| for(int i = 0; i < 16; 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 PixelRoutine::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 PixelRoutine::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_A16B16G16R16: |
| case FORMAT_A8R8G8B8: |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8: |
| case FORMAT_G16R16: |
| 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); |
| } |
| } |
| } |
| |
| void PixelRoutine::rasterOperation(Vector4i ¤t, Registers &r, Float4 &fog, Pointer<Byte> &cBuffer, Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) |
| { |
| if(!state.colorWriteActive(0)) |
| { |
| return; |
| } |
| |
| Vector4f oC; |
| |
| switch(state.targetFormat[0]) |
| { |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8R8G8B8: |
| case FORMAT_A8: |
| case FORMAT_G16R16: |
| case FORMAT_A16B16G16R16: |
| if(!postBlendSRGB && state.writeSRGB) |
| { |
| linearToSRGB12_16(r, current); |
| } |
| else |
| { |
| current.x <<= 4; |
| current.y <<= 4; |
| current.z <<= 4; |
| current.w <<= 4; |
| } |
| |
| fogBlend(r, current, fog, r.z[0], r.rhw); |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| Pointer<Byte> buffer = cBuffer + q * *Pointer<Int>(r.data + OFFSET(DrawData,colorSliceB[0])); |
| Vector4i color = current; |
| |
| if(state.multiSampleMask & (1 << q)) |
| { |
| alphaBlend(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, current); |
| fogBlend(r, oC, fog, r.z[0], r.rhw); |
| |
| for(unsigned int q = 0; q < state.multiSample; q++) |
| { |
| Pointer<Byte> buffer = cBuffer + 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 PixelRoutine::rasterOperation(Vector4f oC[4], Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) |
| { |
| for(int index = 0; index < 4; index++) |
| { |
| if(!state.colorWriteActive(index)) |
| { |
| continue; |
| } |
| |
| if(!postBlendSRGB && state.writeSRGB) |
| { |
| oC[index].x = linearToSRGB(oC[index].x); |
| oC[index].y = linearToSRGB(oC[index].y); |
| oC[index].z = linearToSRGB(oC[index].z); |
| } |
| |
| if(index == 0) |
| { |
| fogBlend(r, oC[index], fog, r.z[0], r.rhw); |
| } |
| |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8R8G8B8: |
| 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])); |
| Vector4i color; |
| |
| color.x = convertFixed16(oC[index].x, false); |
| color.y = convertFixed16(oC[index].y, false); |
| color.z = convertFixed16(oC[index].z, false); |
| color.w = convertFixed16(oC[index].w, false); |
| |
| if(state.multiSampleMask & (1 << q)) |
| { |
| alphaBlend(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 = 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 PixelRoutine::blendFactor(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorActive) |
| { |
| switch(blendFactorActive) |
| { |
| case Context::BLEND_ZERO: |
| // Optimized |
| break; |
| case Context::BLEND_ONE: |
| // Optimized |
| break; |
| case Context::BLEND_SOURCE: |
| blendFactor.x = current.x; |
| blendFactor.y = current.y; |
| blendFactor.z = current.z; |
| break; |
| case Context::BLEND_INVSOURCE: |
| blendFactor.x = Short4(0xFFFFu) - current.x; |
| blendFactor.y = Short4(0xFFFFu) - current.y; |
| blendFactor.z = Short4(0xFFFFu) - current.z; |
| break; |
| case Context::BLEND_DEST: |
| blendFactor.x = pixel.x; |
| blendFactor.y = pixel.y; |
| blendFactor.z = pixel.z; |
| break; |
| case Context::BLEND_INVDEST: |
| blendFactor.x = Short4(0xFFFFu) - pixel.x; |
| blendFactor.y = Short4(0xFFFFu) - pixel.y; |
| blendFactor.z = Short4(0xFFFFu) - pixel.z; |
| break; |
| case Context::BLEND_SOURCEALPHA: |
| blendFactor.x = current.w; |
| blendFactor.y = current.w; |
| blendFactor.z = current.w; |
| break; |
| case Context::BLEND_INVSOURCEALPHA: |
| blendFactor.x = Short4(0xFFFFu) - current.w; |
| blendFactor.y = Short4(0xFFFFu) - current.w; |
| blendFactor.z = Short4(0xFFFFu) - current.w; |
| break; |
| case Context::BLEND_DESTALPHA: |
| blendFactor.x = pixel.w; |
| blendFactor.y = pixel.w; |
| blendFactor.z = pixel.w; |
| break; |
| case Context::BLEND_INVDESTALPHA: |
| blendFactor.x = Short4(0xFFFFu) - pixel.w; |
| blendFactor.y = Short4(0xFFFFu) - pixel.w; |
| blendFactor.z = Short4(0xFFFFu) - pixel.w; |
| break; |
| case Context::BLEND_SRCALPHASAT: |
| blendFactor.x = Short4(0xFFFFu) - pixel.w; |
| blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w)); |
| blendFactor.y = blendFactor.x; |
| blendFactor.z = blendFactor.x; |
| break; |
| case Context::BLEND_CONSTANT: |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[0])); |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[1])); |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[2])); |
| break; |
| case Context::BLEND_INVCONSTANT: |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[0])); |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[1])); |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[2])); |
| break; |
| case Context::BLEND_CONSTANTALPHA: |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); |
| break; |
| case Context::BLEND_INVCONSTANTALPHA: |
| blendFactor.x = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); |
| blendFactor.y = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); |
| blendFactor.z = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4i &blendFactor, const Vector4i ¤t, const Vector4i &pixel, Context::BlendFactor blendFactorAlphaActive) |
| { |
| switch(blendFactorAlphaActive) |
| { |
| case Context::BLEND_ZERO: |
| // Optimized |
| break; |
| case Context::BLEND_ONE: |
| // Optimized |
| break; |
| case Context::BLEND_SOURCE: |
| blendFactor.w = current.w; |
| break; |
| case Context::BLEND_INVSOURCE: |
| blendFactor.w = Short4(0xFFFFu) - current.w; |
| break; |
| case Context::BLEND_DEST: |
| blendFactor.w = pixel.w; |
| break; |
| case Context::BLEND_INVDEST: |
| blendFactor.w = Short4(0xFFFFu) - pixel.w; |
| break; |
| case Context::BLEND_SOURCEALPHA: |
| blendFactor.w = current.w; |
| break; |
| case Context::BLEND_INVSOURCEALPHA: |
| blendFactor.w = Short4(0xFFFFu) - current.w; |
| break; |
| case Context::BLEND_DESTALPHA: |
| blendFactor.w = pixel.w; |
| break; |
| case Context::BLEND_INVDESTALPHA: |
| blendFactor.w = Short4(0xFFFFu) - pixel.w; |
| break; |
| case Context::BLEND_SRCALPHASAT: |
| blendFactor.w = Short4(0xFFFFu); |
| break; |
| case Context::BLEND_CONSTANT: |
| case Context::BLEND_CONSTANTALPHA: |
| blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.blendConstant4W[3])); |
| break; |
| case Context::BLEND_INVCONSTANT: |
| case Context::BLEND_INVCONSTANTALPHA: |
| blendFactor.w = *Pointer<Short4>(r.data + OFFSET(DrawData,factor.invBlendConstant4W[3])); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4i ¤t, Int &x) |
| { |
| if(!state.alphaBlendActive) |
| { |
| return; |
| } |
| |
| Pointer<Byte> buffer; |
| |
| Vector4i pixel; |
| Short4 c01; |
| Short4 c23; |
| |
| // Read pixel |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_A8R8G8B8: |
| buffer = cBuffer + 4 * x; |
| c01 = *Pointer<Short4>(buffer); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| c23 = *Pointer<Short4>(buffer); |
| pixel.z = c01; |
| pixel.y = c01; |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); |
| pixel.x = pixel.z; |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); |
| pixel.y = pixel.z; |
| pixel.w = pixel.x; |
| pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); |
| pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); |
| break; |
| case FORMAT_A8: |
| buffer = cBuffer + 1 * x; |
| pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1); |
| pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); |
| pixel.x = Short4(0x0000); |
| pixel.y = Short4(0x0000); |
| pixel.z = Short4(0x0000); |
| break; |
| case FORMAT_X8R8G8B8: |
| buffer = cBuffer + 4 * x; |
| c01 = *Pointer<Short4>(buffer); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| c23 = *Pointer<Short4>(buffer); |
| pixel.z = c01; |
| pixel.y = c01; |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); |
| pixel.x = pixel.z; |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); |
| pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); |
| pixel.y = pixel.z; |
| pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); |
| pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); |
| pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); |
| pixel.w = Short4(0xFFFFu); |
| break; |
| case FORMAT_A8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); |
| // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); |
| // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); |
| // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8)); |
| break; |
| case FORMAT_X8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); |
| // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); |
| // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); |
| // pixel.w = Short4(0xFFFFu); |
| break; |
| case FORMAT_A16B16G16R16: |
| buffer = cBuffer; |
| pixel.x = *Pointer<Short4>(buffer + 8 * x); |
| pixel.y = *Pointer<Short4>(buffer + 8 * x + 8); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| pixel.z = *Pointer<Short4>(buffer + 8 * x); |
| pixel.w = *Pointer<Short4>(buffer + 8 * x + 8); |
| transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); |
| break; |
| case FORMAT_G16R16: |
| buffer = cBuffer; |
| pixel.x = *Pointer<Short4>(buffer + 4 * x); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| pixel.y = *Pointer<Short4>(buffer + 4 * x); |
| pixel.z = pixel.x; |
| pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y)); |
| pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y)); |
| pixel.y = pixel.z; |
| pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z)); |
| pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z)); |
| pixel.z = Short4(0xFFFFu); |
| pixel.w = Short4(0xFFFFu); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if(postBlendSRGB && state.writeSRGB) |
| { |
| sRGBtoLinear16_16(r, pixel); |
| } |
| |
| // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor |
| Vector4i sourceFactor; |
| Vector4i destFactor; |
| |
| blendFactor(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactor); |
| blendFactor(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactor); |
| |
| if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO) |
| { |
| current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x)); |
| current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y)); |
| current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z)); |
| } |
| |
| if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO) |
| { |
| pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x)); |
| pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y)); |
| pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z)); |
| } |
| |
| switch(state.blendOperation) |
| { |
| case Context::BLENDOP_ADD: |
| current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); |
| current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); |
| current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); |
| break; |
| case Context::BLENDOP_SUB: |
| current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); |
| current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); |
| current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); |
| break; |
| case Context::BLENDOP_INVSUB: |
| current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x)); |
| current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y)); |
| current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z)); |
| break; |
| case Context::BLENDOP_MIN: |
| current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x)); |
| current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y)); |
| current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z)); |
| break; |
| case Context::BLENDOP_MAX: |
| current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x)); |
| current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y)); |
| current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z)); |
| break; |
| case Context::BLENDOP_SOURCE: |
| // No operation |
| break; |
| case Context::BLENDOP_DEST: |
| current.x = pixel.x; |
| current.y = pixel.y; |
| current.z = pixel.z; |
| break; |
| case Context::BLENDOP_NULL: |
| current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| blendFactorAlpha(r, sourceFactor, current, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha); |
| blendFactorAlpha(r, destFactor, current, pixel, (Context::BlendFactor)state.destBlendFactorAlpha); |
| |
| if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO) |
| { |
| current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w)); |
| } |
| |
| if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO) |
| { |
| pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w)); |
| } |
| |
| switch(state.blendOperationAlpha) |
| { |
| case Context::BLENDOP_ADD: |
| current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); |
| break; |
| case Context::BLENDOP_SUB: |
| current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); |
| break; |
| case Context::BLENDOP_INVSUB: |
| current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w)); |
| break; |
| case Context::BLENDOP_MIN: |
| current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w)); |
| break; |
| case Context::BLENDOP_MAX: |
| current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w)); |
| break; |
| case Context::BLENDOP_SOURCE: |
| // No operation |
| break; |
| case Context::BLENDOP_DEST: |
| current.w = pixel.w; |
| break; |
| case Context::BLENDOP_NULL: |
| current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4i ¤t, Int &sMask, Int &zMask, Int &cMask) |
| { |
| if(!state.colorWriteActive(index)) |
| { |
| return; |
| } |
| |
| if(postBlendSRGB && state.writeSRGB) |
| { |
| linearToSRGB16_16(r, current); |
| } |
| |
| if(exactColorRounding) |
| { |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_X8G8R8B8Q: |
| case FORMAT_A8G8R8B8Q: |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8R8G8B8: |
| { |
| current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); |
| current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); |
| current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); |
| current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); |
| } |
| break; |
| } |
| } |
| |
| int rgbaWriteMask = state.colorWriteActive(index); |
| int bgraWriteMask = rgbaWriteMask & 0x0000000A | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2; |
| int brgaWriteMask = rgbaWriteMask & 0x00000008 | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2; |
| |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_X8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // current.x = As<Short4>(As<UShort4>(current.x) >> 8); |
| // current.y = As<Short4>(As<UShort4>(current.y) >> 8); |
| // current.z = As<Short4>(As<UShort4>(current.z) >> 8); |
| |
| // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); |
| // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); |
| break; |
| case FORMAT_A8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // current.x = As<Short4>(As<UShort4>(current.x) >> 8); |
| // current.y = As<Short4>(As<UShort4>(current.y) >> 8); |
| // current.z = As<Short4>(As<UShort4>(current.z) >> 8); |
| // current.w = As<Short4>(As<UShort4>(current.w) >> 8); |
| |
| // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); |
| // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); |
| break; |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8R8G8B8: |
| if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7) |
| { |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); |
| |
| current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); |
| |
| current.x = current.z; |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); |
| current.y = current.z; |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); |
| } |
| else |
| { |
| current.x = As<Short4>(As<UShort4>(current.x) >> 8); |
| current.y = As<Short4>(As<UShort4>(current.y) >> 8); |
| current.z = As<Short4>(As<UShort4>(current.z) >> 8); |
| current.w = As<Short4>(As<UShort4>(current.w) >> 8); |
| |
| current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); |
| current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); |
| |
| current.x = current.z; |
| current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); |
| current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); |
| current.y = current.z; |
| current.z = As<Short4>(UnpackLow(current.z, current.x)); |
| current.y = As<Short4>(UnpackHigh(current.y, current.x)); |
| } |
| break; |
| case FORMAT_A8: |
| current.w = As<Short4>(As<UShort4>(current.w) >> 8); |
| current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w))); |
| break; |
| case FORMAT_G16R16: |
| current.z = current.x; |
| current.x = As<Short4>(UnpackLow(current.x, current.y)); |
| current.z = As<Short4>(UnpackHigh(current.z, current.y)); |
| current.y = current.z; |
| break; |
| case FORMAT_A16B16G16R16: |
| transpose4x4(current.x, current.y, current.z, current.w); |
| break; |
| case FORMAT_R32F: |
| case FORMAT_G32R32F: |
| case FORMAT_A32B32G32R32F: |
| { |
| Vector4f oC; |
| |
| oC.x = convertUnsigned16(UShort4(current.x)); |
| oC.y = convertUnsigned16(UShort4(current.y)); |
| oC.z = convertUnsigned16(UShort4(current.z)); |
| oC.w = convertUnsigned16(UShort4(current.w)); |
| |
| writeColor(r, index, cBuffer, x, oC, sMask, zMask, cMask); |
| } |
| return; |
| default: |
| ASSERT(false); |
| } |
| |
| Short4 c01 = current.z; |
| Short4 c23 = current.y; |
| |
| Int xMask; // Combination of all masks |
| |
| if(state.depthTestActive) |
| { |
| xMask = zMask; |
| } |
| else |
| { |
| xMask = cMask; |
| } |
| |
| if(state.stencilActive) |
| { |
| xMask &= sMask; |
| } |
| |
| Pointer<Byte> buffer; |
| Short4 value; |
| |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_A8G8R8B8Q: |
| case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha? |
| UNIMPLEMENTED(); |
| // value = *Pointer<Short4>(cBuffer + 8 * x + 0); |
| |
| // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || |
| // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && |
| // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? |
| // { |
| // Short4 masked = value; |
| // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); |
| // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); |
| // c01 |= masked; |
| // } |
| |
| // c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); |
| // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); |
| // c01 |= value; |
| // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01; |
| |
| // value = *Pointer<Short4>(cBuffer + 8 * x + 8); |
| |
| // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || |
| // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && |
| // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? |
| // { |
| // Short4 masked = value; |
| // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); |
| // masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); |
| // c23 |= masked; |
| // } |
| |
| // c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); |
| // value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); |
| // c23 |= value; |
| // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23; |
| break; |
| case FORMAT_A8R8G8B8: |
| case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha? |
| buffer = cBuffer + x * 4; |
| value = *Pointer<Short4>(buffer); |
| |
| if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || |
| ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && |
| (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? |
| { |
| Short4 masked = value; |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); |
| c01 |= masked; |
| } |
| |
| c01 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); |
| c01 |= value; |
| *Pointer<Short4>(buffer) = c01; |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| value = *Pointer<Short4>(buffer); |
| |
| if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || |
| ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && |
| (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? |
| { |
| Short4 masked = value; |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); |
| c23 |= masked; |
| } |
| |
| c23 &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); |
| c23 |= value; |
| *Pointer<Short4>(buffer) = c23; |
| break; |
| case FORMAT_A8: |
| if(rgbaWriteMask & 0x00000008) |
| { |
| buffer = cBuffer + 1 * x; |
| Insert(value, *Pointer<Short>(buffer), 0); |
| Int pitch = *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| Insert(value, *Pointer<Short>(buffer + pitch), 1); |
| value = UnpackLow(As<Byte8>(value), As<Byte8>(value)); |
| |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskB4Q) + 8 * xMask); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask); |
| current.w |= value; |
| |
| *Pointer<Short>(buffer) = Extract(current.w, 0); |
| *Pointer<Short>(buffer + pitch) = Extract(current.w, 1); |
| } |
| break; |
| case FORMAT_G16R16: |
| buffer = cBuffer + 4 * x; |
| |
| value = *Pointer<Short4>(buffer); |
| |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) |
| { |
| Short4 masked = value; |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); |
| current.x |= masked; |
| } |
| |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD01Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); |
| current.x |= value; |
| *Pointer<Short4>(buffer) = current.x; |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| value = *Pointer<Short4>(buffer); |
| |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) |
| { |
| Short4 masked = value; |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); |
| current.y |= masked; |
| } |
| |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskD23Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); |
| current.y |= value; |
| *Pointer<Short4>(buffer) = current.y; |
| break; |
| case FORMAT_A16B16G16R16: |
| buffer = cBuffer + 8 * x; |
| |
| { |
| value = *Pointer<Short4>(buffer); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Short4 masked = value; |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); |
| current.x |= masked; |
| } |
| |
| current.x &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ0Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8); |
| current.x |= value; |
| *Pointer<Short4>(buffer) = current.x; |
| } |
| |
| { |
| value = *Pointer<Short4>(buffer + 8); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Short4 masked = value; |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); |
| current.y |= masked; |
| } |
| |
| current.y &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ1Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8); |
| current.y |= value; |
| *Pointer<Short4>(buffer + 8) = current.y; |
| } |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| { |
| value = *Pointer<Short4>(buffer); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Short4 masked = value; |
| current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); |
| current.z |= masked; |
| } |
| |
| current.z &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ2Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8); |
| current.z |= value; |
| *Pointer<Short4>(buffer) = current.z; |
| } |
| |
| { |
| value = *Pointer<Short4>(buffer + 8); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Short4 masked = value; |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); |
| masked &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); |
| current.w |= masked; |
| } |
| |
| current.w &= *Pointer<Short4>(r.constants + OFFSET(Constants,maskQ3Q) + xMask * 8); |
| value &= *Pointer<Short4>(r.constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8); |
| current.w |= value; |
| *Pointer<Short4>(buffer + 8) = current.w; |
| } |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorActive) |
| { |
| switch(blendFactorActive) |
| { |
| case Context::BLEND_ZERO: |
| // Optimized |
| break; |
| case Context::BLEND_ONE: |
| // Optimized |
| break; |
| case Context::BLEND_SOURCE: |
| blendFactor.x = oC.x; |
| blendFactor.y = oC.y; |
| blendFactor.z = oC.z; |
| break; |
| case Context::BLEND_INVSOURCE: |
| blendFactor.x = Float4(1.0f) - oC.x; |
| blendFactor.y = Float4(1.0f) - oC.y; |
| blendFactor.z = Float4(1.0f) - oC.z; |
| break; |
| case Context::BLEND_DEST: |
| blendFactor.x = pixel.x; |
| blendFactor.y = pixel.y; |
| blendFactor.z = pixel.z; |
| break; |
| case Context::BLEND_INVDEST: |
| blendFactor.x = Float4(1.0f) - pixel.x; |
| blendFactor.y = Float4(1.0f) - pixel.y; |
| blendFactor.z = Float4(1.0f) - pixel.z; |
| break; |
| case Context::BLEND_SOURCEALPHA: |
| blendFactor.x = oC.w; |
| blendFactor.y = oC.w; |
| blendFactor.z = oC.w; |
| break; |
| case Context::BLEND_INVSOURCEALPHA: |
| blendFactor.x = Float4(1.0f) - oC.w; |
| blendFactor.y = Float4(1.0f) - oC.w; |
| blendFactor.z = Float4(1.0f) - oC.w; |
| break; |
| case Context::BLEND_DESTALPHA: |
| blendFactor.x = pixel.w; |
| blendFactor.y = pixel.w; |
| blendFactor.z = pixel.w; |
| break; |
| case Context::BLEND_INVDESTALPHA: |
| blendFactor.x = Float4(1.0f) - pixel.w; |
| blendFactor.y = Float4(1.0f) - pixel.w; |
| blendFactor.z = Float4(1.0f) - pixel.w; |
| break; |
| case Context::BLEND_SRCALPHASAT: |
| blendFactor.x = Float4(1.0f) - pixel.w; |
| blendFactor.x = Min(blendFactor.x, oC.w); |
| blendFactor.y = blendFactor.x; |
| blendFactor.z = blendFactor.x; |
| break; |
| case Context::BLEND_CONSTANT: |
| blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[0])); |
| blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[1])); |
| blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[2])); |
| break; |
| case Context::BLEND_INVCONSTANT: |
| blendFactor.x = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[0])); |
| blendFactor.y = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[1])); |
| blendFactor.z = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[2])); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Context::BlendFactor blendFactorAlphaActive) |
| { |
| switch(blendFactorAlphaActive) |
| { |
| case Context::BLEND_ZERO: |
| // Optimized |
| break; |
| case Context::BLEND_ONE: |
| // Optimized |
| break; |
| case Context::BLEND_SOURCE: |
| blendFactor.w = oC.w; |
| break; |
| case Context::BLEND_INVSOURCE: |
| blendFactor.w = Float4(1.0f) - oC.w; |
| break; |
| case Context::BLEND_DEST: |
| blendFactor.w = pixel.w; |
| break; |
| case Context::BLEND_INVDEST: |
| blendFactor.w = Float4(1.0f) - pixel.w; |
| break; |
| case Context::BLEND_SOURCEALPHA: |
| blendFactor.w = oC.w; |
| break; |
| case Context::BLEND_INVSOURCEALPHA: |
| blendFactor.w = Float4(1.0f) - oC.w; |
| break; |
| case Context::BLEND_DESTALPHA: |
| blendFactor.w = pixel.w; |
| break; |
| case Context::BLEND_INVDESTALPHA: |
| blendFactor.w = Float4(1.0f) - pixel.w; |
| break; |
| case Context::BLEND_SRCALPHASAT: |
| blendFactor.w = Float4(1.0f); |
| break; |
| case Context::BLEND_CONSTANT: |
| blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.blendConstant4F[3])); |
| break; |
| case Context::BLEND_INVCONSTANT: |
| blendFactor.w = *Pointer<Float4>(r.data + OFFSET(DrawData,factor.invBlendConstant4F[3])); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x) |
| { |
| if(!state.alphaBlendActive) |
| { |
| return; |
| } |
| |
| Pointer<Byte> buffer; |
| Vector4f pixel; |
| |
| Vector4i color; |
| Short4 c01; |
| Short4 c23; |
| |
| // Read pixel |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_A8R8G8B8: |
| buffer = cBuffer + 4 * x; |
| c01 = *Pointer<Short4>(buffer); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| c23 = *Pointer<Short4>(buffer); |
| color.z = c01; |
| color.y = c01; |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23)); |
| color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23)); |
| color.x = color.z; |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y)); |
| color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y)); |
| color.y = color.z; |
| color.w = color.x; |
| color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x)); |
| color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y)); |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z)); |
| color.w = UnpackHigh(As<Byte8>(color.w), As<Byte8>(color.w)); |
| |
| pixel.x = convertUnsigned16(As<UShort4>(color.x)); |
| pixel.y = convertUnsigned16(As<UShort4>(color.y)); |
| pixel.z = convertUnsigned16(As<UShort4>(color.z)); |
| pixel.w = convertUnsigned16(As<UShort4>(color.w)); |
| break; |
| case FORMAT_X8R8G8B8: |
| buffer = cBuffer + 4 * x; |
| c01 = *Pointer<Short4>(buffer); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| c23 = *Pointer<Short4>(buffer); |
| color.z = c01; |
| color.y = c01; |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(c23)); |
| color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(c23)); |
| color.x = color.z; |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.y)); |
| color.x = UnpackHigh(As<Byte8>(color.x), As<Byte8>(color.y)); |
| color.y = color.z; |
| color.x = UnpackLow(As<Byte8>(color.x), As<Byte8>(color.x)); |
| color.y = UnpackHigh(As<Byte8>(color.y), As<Byte8>(color.y)); |
| color.z = UnpackLow(As<Byte8>(color.z), As<Byte8>(color.z)); |
| |
| pixel.x = convertUnsigned16(As<UShort4>(color.x)); |
| pixel.y = convertUnsigned16(As<UShort4>(color.y)); |
| pixel.z = convertUnsigned16(As<UShort4>(color.z)); |
| pixel.w = Float4(1.0f); |
| break; |
| case FORMAT_A8: |
| buffer = cBuffer + 1 * x; |
| c01 = Insert(c01, *Pointer<Short>(buffer), 0); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| c01 = Insert(c01, *Pointer<Short>(buffer), 1); |
| pixel.w = convertUnsigned16(As<UShort4>(UnpackLow(As<Byte8>(c01), As<Byte8>(c01)))); |
| pixel.x = Float4(0.0f); |
| pixel.y = Float4(0.0f); |
| pixel.z = Float4(0.0f); |
| break; |
| case FORMAT_A8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]); |
| // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]); |
| // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]); |
| // UnpackHigh(pixel.w, qword_ptr [cBuffer+8*x+8]); |
| break; |
| case FORMAT_X8G8R8B8Q: |
| UNIMPLEMENTED(); |
| // UnpackLow(pixel.z, qword_ptr [cBuffer+8*x+0]); |
| // UnpackHigh(pixel.x, qword_ptr [cBuffer+8*x+0]); |
| // UnpackLow(pixel.y, qword_ptr [cBuffer+8*x+8]); |
| // pixel.w = Short4(0xFFFFu); |
| break; |
| case FORMAT_A16B16G16R16: |
| buffer = cBuffer; |
| color.x = *Pointer<Short4>(buffer + 8 * x); |
| color.y = *Pointer<Short4>(buffer + 8 * x + 8); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| color.z = *Pointer<Short4>(buffer + 8 * x); |
| color.w = *Pointer<Short4>(buffer + 8 * x + 8); |
| |
| transpose4x4(color.x, color.y, color.z, color.w); |
| |
| pixel.x = convertUnsigned16(As<UShort4>(color.x)); |
| pixel.y = convertUnsigned16(As<UShort4>(color.y)); |
| pixel.z = convertUnsigned16(As<UShort4>(color.z)); |
| pixel.w = convertUnsigned16(As<UShort4>(color.w)); |
| break; |
| case FORMAT_G16R16: |
| buffer = cBuffer; |
| color.x = *Pointer<Short4>(buffer + 4 * x); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| color.y = *Pointer<Short4>(buffer + 4 * x); |
| color.z = color.x; |
| color.x = As<Short4>(UnpackLow(color.x, color.y)); |
| color.z = As<Short4>(UnpackHigh(color.z, color.y)); |
| color.y = color.z; |
| color.x = As<Short4>(UnpackLow(color.x, color.z)); |
| color.y = As<Short4>(UnpackHigh(color.y, color.z)); |
| |
| pixel.x = convertUnsigned16(As<UShort4>(color.x)); |
| pixel.y = convertUnsigned16(As<UShort4>(color.y)); |
| pixel.z = Float4(1.0f); |
| pixel.w = Float4(1.0f); |
| break; |
| case FORMAT_R32F: |
| buffer = cBuffer; |
| // FIXME: movlps |
| pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0); |
| pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| // FIXME: movhps |
| pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0); |
| pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4); |
| pixel.y = Float4(1.0f); |
| pixel.z = Float4(1.0f); |
| pixel.w = Float4(1.0f); |
| break; |
| case FORMAT_G32R32F: |
| buffer = cBuffer; |
| pixel.x = *Pointer<Float4>(buffer + 8 * x, 16); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| pixel.y = *Pointer<Float4>(buffer + 8 * x, 16); |
| pixel.z = pixel.x; |
| pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88); |
| pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD); |
| pixel.y = pixel.z; |
| pixel.z = Float4(1.0f); |
| pixel.w = Float4(1.0f); |
| break; |
| case FORMAT_A32B32G32R32F: |
| buffer = cBuffer; |
| pixel.x = *Pointer<Float4>(buffer + 16 * x, 16); |
| pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16); |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| pixel.z = *Pointer<Float4>(buffer + 16 * x, 16); |
| pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16); |
| transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if(postBlendSRGB && state.writeSRGB) |
| { |
| sRGBtoLinear(pixel.x); |
| sRGBtoLinear(pixel.y); |
| sRGBtoLinear(pixel.z); |
| } |
| |
| // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor |
| Vector4f sourceFactor; |
| Vector4f destFactor; |
| |
| blendFactor(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactor); |
| blendFactor(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactor); |
| |
| if(state.sourceBlendFactor != Context::BLEND_ONE && state.sourceBlendFactor != Context::BLEND_ZERO) |
| { |
| oC.x *= sourceFactor.x; |
| oC.y *= sourceFactor.y; |
| oC.z *= sourceFactor.z; |
| } |
| |
| if(state.destBlendFactor != Context::BLEND_ONE && state.destBlendFactor != Context::BLEND_ZERO) |
| { |
| pixel.x *= destFactor.x; |
| pixel.y *= destFactor.y; |
| pixel.z *= destFactor.z; |
| } |
| |
| switch(state.blendOperation) |
| { |
| case Context::BLENDOP_ADD: |
| oC.x += pixel.x; |
| oC.y += pixel.y; |
| oC.z += pixel.z; |
| break; |
| case Context::BLENDOP_SUB: |
| oC.x -= pixel.x; |
| oC.y -= pixel.y; |
| oC.z -= pixel.z; |
| break; |
| case Context::BLENDOP_INVSUB: |
| oC.x = pixel.x - oC.x; |
| oC.y = pixel.y - oC.y; |
| oC.z = pixel.z - oC.z; |
| break; |
| case Context::BLENDOP_MIN: |
| oC.x = Min(oC.x, pixel.x); |
| oC.y = Min(oC.y, pixel.y); |
| oC.z = Min(oC.z, pixel.z); |
| break; |
| case Context::BLENDOP_MAX: |
| oC.x = Max(oC.x, pixel.x); |
| oC.y = Max(oC.y, pixel.y); |
| oC.z = Max(oC.z, pixel.z); |
| break; |
| case Context::BLENDOP_SOURCE: |
| // No operation |
| break; |
| case Context::BLENDOP_DEST: |
| oC.x = pixel.x; |
| oC.y = pixel.y; |
| oC.z = pixel.z; |
| break; |
| case Context::BLENDOP_NULL: |
| oC.x = Float4(0.0f); |
| oC.y = Float4(0.0f); |
| oC.z = Float4(0.0f); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| blendFactorAlpha(r, sourceFactor, oC, pixel, (Context::BlendFactor)state.sourceBlendFactorAlpha); |
| blendFactorAlpha(r, destFactor, oC, pixel, (Context::BlendFactor)state.destBlendFactorAlpha); |
| |
| if(state.sourceBlendFactorAlpha != Context::BLEND_ONE && state.sourceBlendFactorAlpha != Context::BLEND_ZERO) |
| { |
| oC.w *= sourceFactor.w; |
| } |
| |
| if(state.destBlendFactorAlpha != Context::BLEND_ONE && state.destBlendFactorAlpha != Context::BLEND_ZERO) |
| { |
| pixel.w *= destFactor.w; |
| } |
| |
| switch(state.blendOperationAlpha) |
| { |
| case Context::BLENDOP_ADD: |
| oC.w += pixel.w; |
| break; |
| case Context::BLENDOP_SUB: |
| oC.w -= pixel.w; |
| break; |
| case Context::BLENDOP_INVSUB: |
| pixel.w -= oC.w; |
| oC.w = pixel.w; |
| break; |
| case Context::BLENDOP_MIN: |
| oC.w = Min(oC.w, pixel.w); |
| break; |
| case Context::BLENDOP_MAX: |
| oC.w = Max(oC.w, pixel.w); |
| break; |
| case Context::BLENDOP_SOURCE: |
| // No operation |
| break; |
| case Context::BLENDOP_DEST: |
| oC.w = pixel.w; |
| break; |
| case Context::BLENDOP_NULL: |
| oC.w = Float4(0.0f); |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask) |
| { |
| if(!state.colorWriteActive(index)) |
| { |
| return; |
| } |
| |
| Vector4i color; |
| |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_X8R8G8B8: |
| case FORMAT_A8R8G8B8: |
| case FORMAT_A8: |
| case FORMAT_G16R16: |
| case FORMAT_A16B16G16R16: |
| convertFixed16(color, oC, true); |
| writeColor(r, index, cBuffer, x, color, sMask, zMask, cMask); |
| return; |
| case FORMAT_R32F: |
| break; |
| case FORMAT_G32R32F: |
| oC.z = oC.x; |
| oC.x = UnpackLow(oC.x, oC.y); |
| oC.z = UnpackHigh(oC.z, oC.y); |
| oC.y = oC.z; |
| break; |
| case FORMAT_A32B32G32R32F: |
| transpose4x4(oC.x, oC.y, oC.z, oC.w); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| int rgbaWriteMask = state.colorWriteActive(index); |
| |
| Int xMask; // Combination of all masks |
| |
| if(state.depthTestActive) |
| { |
| xMask = zMask; |
| } |
| else |
| { |
| xMask = cMask; |
| } |
| |
| if(state.stencilActive) |
| { |
| xMask &= sMask; |
| } |
| |
| Pointer<Byte> buffer; |
| Float4 value; |
| |
| switch(state.targetFormat[index]) |
| { |
| case FORMAT_R32F: |
| if(rgbaWriteMask & 0x00000001) |
| { |
| buffer = cBuffer + 4 * x; |
| |
| // FIXME: movlps |
| value.x = *Pointer<Float>(buffer + 0); |
| value.y = *Pointer<Float>(buffer + 4); |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| // FIXME: movhps |
| value.z = *Pointer<Float>(buffer + 0); |
| value.w = *Pointer<Float>(buffer + 4); |
| |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16)); |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); |
| |
| // FIXME: movhps |
| *Pointer<Float>(buffer + 0) = oC.x.z; |
| *Pointer<Float>(buffer + 4) = oC.x.w; |
| |
| buffer -= *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| // FIXME: movlps |
| *Pointer<Float>(buffer + 0) = oC.x.x; |
| *Pointer<Float>(buffer + 4) = oC.x.y; |
| } |
| break; |
| case FORMAT_G32R32F: |
| buffer = cBuffer + 8 * x; |
| |
| value = *Pointer<Float4>(buffer); |
| |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) |
| { |
| Float4 masked = value; |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); |
| } |
| |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16)); |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); |
| *Pointer<Float4>(buffer) = oC.x; |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| value = *Pointer<Float4>(buffer); |
| |
| if((rgbaWriteMask & 0x00000003) != 0x00000003) |
| { |
| Float4 masked; |
| |
| masked = value; |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); |
| } |
| |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16)); |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); |
| *Pointer<Float4>(buffer) = oC.y; |
| break; |
| case FORMAT_A32B32G32R32F: |
| buffer = cBuffer + 16 * x; |
| |
| { |
| value = *Pointer<Float4>(buffer, 16); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Float4 masked = value; |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); |
| } |
| |
| oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX0X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16)); |
| oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); |
| *Pointer<Float4>(buffer, 16) = oC.x; |
| } |
| |
| { |
| value = *Pointer<Float4>(buffer + 16, 16); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Float4 masked = value; |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); |
| } |
| |
| oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX1X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16)); |
| oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); |
| *Pointer<Float4>(buffer + 16, 16) = oC.y; |
| } |
| |
| buffer += *Pointer<Int>(r.data + OFFSET(DrawData,colorPitchB[index])); |
| |
| { |
| value = *Pointer<Float4>(buffer, 16); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Float4 masked = value; |
| oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); |
| oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked)); |
| } |
| |
| oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX2X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16)); |
| oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value)); |
| *Pointer<Float4>(buffer, 16) = oC.z; |
| } |
| |
| { |
| value = *Pointer<Float4>(buffer + 16, 16); |
| |
| if(rgbaWriteMask != 0x0000000F) |
| { |
| Float4 masked = value; |
| oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); |
| masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); |
| oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked)); |
| } |
| |
| oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(r.constants + OFFSET(Constants,maskX3X) + xMask * 16, 16)); |
| value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(r.constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16)); |
| oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value)); |
| *Pointer<Float4>(buffer + 16, 16) = oC.w; |
| } |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| void PixelRoutine::ps_1_x(Registers &r, Int cMask[4]) |
| { |
| int pad = 0; // Count number of texm3x3pad instructions |
| Vector4i dPairing; // Destination for first pairing instruction |
| |
| for(int 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 |
| |
| Vector4i d; |
| Vector4i s0; |
| Vector4i s1; |
| Vector4i s2; |
| |
| if(src0.type != Shader::PARAMETER_VOID) s0 = regi(r, src0); |
| if(src1.type != Shader::PARAMETER_VOID) s1 = regi(r, src1); |
| if(src2.type != Shader::PARAMETER_VOID) s2 = regi(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.ri[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); |
| } |
| } |
| } |
| } |
| |
| void PixelRoutine::ps_2_x(Registers &r, Int cMask[4]) |
| { |
| r.enableIndex = 0; |
| r.stackIndex = 0; |
| |
| bool out[4][4] = {false}; |
| |
| // Create all call site return blocks up front |
| for(int 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(int 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 = reg(r, src0); |
| if(src1.type != Shader::PARAMETER_VOID) s1 = reg(r, src1); |
| if(src2.type != Shader::PARAMETER_VOID) s2 = reg(r, src2); |
| if(src3.type != Shader::PARAMETER_VOID) s3 = reg(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_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_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(shader->containsDynamicBranching()) |
| { |
| 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((Format)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); |
| } |
| } |
| } |
| |
| Short4 PixelRoutine::convertFixed12(RValue<Float4> cf) |
| { |
| return RoundShort4(cf * Float4(0x1000)); |
| } |
| |
| void PixelRoutine::convertFixed12(Vector4i &ci, Vector4f &cf) |
| { |
| ci.x = convertFixed12(cf.x); |
| ci.y = convertFixed12(cf.y); |
| ci.z = convertFixed12(cf.z); |
| ci.w = convertFixed12(cf.w); |
| } |
| |
| UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate) |
| { |
| return UShort4(cf * Float4(0xFFFF), saturate); |
| } |
| |
| void PixelRoutine::convertFixed16(Vector4i &ci, Vector4f &cf, bool saturate) |
| { |
| ci.x = convertFixed16(cf.x, saturate); |
| ci.y = convertFixed16(cf.y, saturate); |
| ci.z = convertFixed16(cf.z, saturate); |
| ci.w = convertFixed16(cf.w, saturate); |
| } |
| |
| Float4 PixelRoutine::convertSigned12(Short4 &ci) |
| { |
| return Float4(ci) * Float4(1.0f / 0x0FFE); |
| } |
| |
| void PixelRoutine::convertSigned12(Vector4f &cf, Vector4i &ci) |
| { |
| cf.x = convertSigned12(ci.x); |
| cf.y = convertSigned12(ci.y); |
| cf.z = convertSigned12(ci.z); |
| cf.w = convertSigned12(ci.w); |
| } |
| |
| Float4 PixelRoutine::convertUnsigned16(UShort4 ci) |
| { |
| return Float4(ci) * Float4(1.0f / 0xFFFF); |
| } |
| |
| void PixelRoutine::sRGBtoLinear16_16(Registers &r, Vector4i &c) |
| { |
| c.x = As<UShort4>(c.x) >> 4; |
| c.y = As<UShort4>(c.y) >> 4; |
| c.z = As<UShort4>(c.z) >> 4; |
| |
| sRGBtoLinear12_16(r, c); |
| } |
| |
| void PixelRoutine::sRGBtoLinear12_16(Registers &r, Vector4i &c) |
| { |
| Pointer<Byte> LUT = r.constants + OFFSET(Constants,sRGBtoLin12_16); |
| |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); |
| |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); |
| |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); |
| } |
| |
| void PixelRoutine::linearToSRGB16_16(Registers &r, Vector4i &c) |
| { |
| c.x = As<UShort4>(c.x) >> 4; |
| c.y = As<UShort4>(c.y) >> 4; |
| c.z = As<UShort4>(c.z) >> 4; |
| |
| linearToSRGB12_16(r, c); |
| } |
| |
| void PixelRoutine::linearToSRGB12_16(Registers &r, Vector4i &c) |
| { |
| Pointer<Byte> LUT = r.constants + OFFSET(Constants,linToSRGB12_16); |
| |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); |
| c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); |
| |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); |
| c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); |
| |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); |
| c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); |
| } |
| |
| Float4 PixelRoutine::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)); |
| } |
| |
| Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2 |
| { |
| Float4 linear = x * x; |
| linear = linear * Float4(0.73f) + linear * x * Float4(0.27f); |
| |
| return Min(Max(linear, Float4(0.0f)), Float4(1.0f)); |
| } |
| |
| void PixelRoutine::MOV(Vector4i &dst, Vector4i &src0) |
| { |
| dst.x = src0.x; |
| dst.y = src0.y; |
| dst.z = src0.z; |
| dst.w = src0.w; |
| } |
| |
| void PixelRoutine::ADD(Vector4i &dst, Vector4i &src0, Vector4i &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 PixelRoutine::SUB(Vector4i &dst, Vector4i &src0, Vector4i &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 PixelRoutine::MAD(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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 PixelRoutine::MUL(Vector4i &dst, Vector4i &src0, Vector4i &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 PixelRoutine::DP3(Vector4i &dst, Vector4i &src0, Vector4i &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 PixelRoutine::DP4(Vector4i &dst, Vector4i &src0, Vector4i &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 PixelRoutine::LRP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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 PixelRoutine::TEXCOORD(Vector4i &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 PixelRoutine::TEXCRD(Vector4i &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 PixelRoutine::TEXDP3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &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 PixelRoutine::TEXDP3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &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 PixelRoutine::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 PixelRoutine::TEXKILL(Int cMask[4], Vector4i &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 PixelRoutine::TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project) |
| { |
| sampleTexture(r, dst, sampler, u, v, s, s, project); |
| } |
| |
| void PixelRoutine::TEXLD(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXBEM(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXBEML(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXREG2AR(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXREG2GB(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXREG2RGB(Registers &r, Vector4i &dst, Vector4i &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 PixelRoutine::TEXM3X2DEPTH(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &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 PixelRoutine::TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &src0, int component, bool signedScaling) |
| { |
| TEXM3X3PAD(r, u, v, s, src0, component, signedScaling); |
| } |
| |
| void PixelRoutine::TEXM3X2TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &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 PixelRoutine::TEXM3X3(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, Vector4i &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 PixelRoutine::TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4i &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 PixelRoutine::TEXM3X3SPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, Vector4i &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 PixelRoutine::TEXM3X3TEX(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &src0, bool signedScaling) |
| { |
| TEXM3X3PAD(r, u, v, s, src0, 2, signedScaling); |
| |
| sampleTexture(r, dst, stage, r.u_, r.v_, r.w_, r.w_); |
| } |
| |
| void PixelRoutine::TEXM3X3VSPEC(Registers &r, Vector4i &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4i &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 PixelRoutine::TEXDEPTH(Registers &r) |
| { |
| r.u_ = Float4(r.ri[5].x); |
| r.v_ = Float4(r.ri[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 PixelRoutine::CND(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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 PixelRoutine::CMP(Vector4i &dst, Vector4i &src0, Vector4i &src1, Vector4i &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 PixelRoutine::BEM(Registers &r, Vector4i &dst, Vector4i &src0, Vector4i &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; |
| } |
| |
| void PixelRoutine::M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| Vector4f row0 = reg(r, src1, 0); |
| Vector4f row1 = reg(r, src1, 1); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| } |
| |
| void PixelRoutine::M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| Vector4f row0 = reg(r, src1, 0); |
| Vector4f row1 = reg(r, src1, 1); |
| Vector4f row2 = reg(r, src1, 2); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| dst.z = dot3(src0, row2); |
| } |
| |
| void PixelRoutine::M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| Vector4f row0 = reg(r, src1, 0); |
| Vector4f row1 = reg(r, src1, 1); |
| Vector4f row2 = reg(r, src1, 2); |
| Vector4f row3 = reg(r, src1, 3); |
| |
| dst.x = dot3(src0, row0); |
| dst.y = dot3(src0, row1); |
| dst.z = dot3(src0, row2); |
| dst.w = dot3(src0, row3); |
| } |
| |
| void PixelRoutine::M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| Vector4f row0 = reg(r, src1, 0); |
| Vector4f row1 = reg(r, src1, 1); |
| Vector4f row2 = reg(r, src1, 2); |
| |
| dst.x = dot4(src0, row0); |
| dst.y = dot4(src0, row1); |
| dst.z = dot4(src0, row2); |
| } |
| |
| void PixelRoutine::M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1) |
| { |
| Vector4f row0 = reg(r, src1, 0); |
| Vector4f row1 = reg(r, src1, 1); |
| Vector4f row2 = reg(r, src1, 2); |
| Vector4f row3 = reg(r, src1, 3); |
| |
| dst.x = dot4(src0, row0); |
| dst.y = dot4(src0, row1); |
| dst.z = dot4(src0, row2); |
| dst.w = dot4(src0, row3); |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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.x.xxzz) + Abs(src.y.zwzw - src.y.xyxy); |
| dst.z = Abs(src.z.yyww - src.x.xxzz) + Abs(src.z.zwzw - src.z.xyxy); |
| dst.w = Abs(src.w.yyww - src.x.xxzz) + Abs(src.w.zwzw - src.w.xyxy); |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::CONTINUE(Registers &r) |
| { |
| r.enableContinue = r.enableContinue & ~r.enableStack[r.enableIndex]; |
| } |
| |
| void PixelRoutine::TEST() |
| { |
| whileTest = true; |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::ENDIF(Registers &r) |
| { |
| ifDepth--; |
| |
| llvm::BasicBlock *endBlock = ifFalseBlock[ifDepth]; |
| |
| Nucleus::createBr(endBlock); |
| Nucleus::setInsertBlock(endBlock); |
| |
| if(isConditionalIf[ifDepth]) |
| { |
| breakDepth--; |
| r.enableIndex--; |
| } |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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>(reg(r, src).x); |
| IF(r, condition); |
| } |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 PixelRoutine::LABEL(int labelIndex) |
| { |
| if(!labelBlock[labelIndex]) |
| { |
| labelBlock[labelIndex] = Nucleus::createBasicBlock(); |
| } |
| |
| Nucleus::setInsertBlock(labelBlock[labelIndex]); |
| currentLabel = labelIndex; |
| } |
| |
| void PixelRoutine::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 PixelRoutine::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 PixelRoutine::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 = reg(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 PixelRoutine::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 PixelRoutine::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 |
| } |
| |
| void PixelRoutine::writeDestination(Registers &r, Vector4i &d, const Dst &dst) |
| { |
| switch(dst.type) |
| { |
| case Shader::PARAMETER_TEMP: |
| if(dst.mask & 0x1) r.ri[dst.index].x = d.x; |
| if(dst.mask & 0x2) r.ri[dst.index].y = d.y; |
| if(dst.mask & 0x4) r.ri[dst.index].z = d.z; |
| if(dst.mask & 0x8) r.ri[dst.index].w = d.w; |
| break; |
| case Shader::PARAMETER_INPUT: |
| if(dst.mask & 0x1) r.vi[dst.index].x = d.x; |
| if(dst.mask & 0x2) r.vi[dst.index].y = d.y; |
| if(dst.mask & 0x4) r.vi[dst.index].z = d.z; |
| if(dst.mask & 0x8) r.vi[dst.index].w = d.w; |
| break; |
| case Shader::PARAMETER_CONST: ASSERT(false); break; |
| case Shader::PARAMETER_TEXTURE: |
| if(dst.mask & 0x1) r.ti[dst.index].x = d.x; |
| if(dst.mask & 0x2) r.ti[dst.index].y = d.y; |
| if(dst.mask & 0x4) r.ti[dst.index].z = d.z; |
| if(dst.mask & 0x8) r.ti[dst.index].w = d.w; |
| break; |
| case Shader::PARAMETER_COLOROUT: |
| if(dst.mask & 0x1) r.vi[dst.index].x = d.x; |
| if(dst.mask & 0x2) r.vi[dst.index].y = d.y; |
| if(dst.mask & 0x4) r.vi[dst.index].z = d.z; |
| if(dst.mask & 0x8) r.vi[dst.index].w = d.w; |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| |
| Vector4i PixelRoutine::regi(Registers &r, const Src &src) |
| { |
| Vector4i *reg; |
| int i = src.index; |
| |
| Vector4i 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.ri[i]; break; |
| case Shader::PARAMETER_INPUT: reg = &r.vi[i]; break; |
| case Shader::PARAMETER_CONST: reg = &c; break; |
| case Shader::PARAMETER_TEXTURE: reg = &r.ti[i]; break; |
| case Shader::PARAMETER_VOID: return r.ri[0]; // Dummy |
| case Shader::PARAMETER_FLOAT4LITERAL: return r.ri[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]; |
| |
| Vector4i 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; |
| } |
| |
| Vector4f PixelRoutine::reg(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 PixelRoutine::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(localShaderConstants) // Constant may be known at compile time |
| { |
| for(int 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 PixelRoutine::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,vs.c[var.rel.index])); |
| |
| return RoundInt(Extract(c, 0)) * var.rel.scale; |
| } |
| else ASSERT(false); |
| |
| return 0; |
| } |
| |
| Int4 PixelRoutine::enableMask(Registers &r, const Shader::Instruction *instruction) |
| { |
| Int4 enable = instruction->analysisBranch ? Int4(r.enableStack[r.enableIndex]) : Int4(0xFFFFFFFF); |
| |
| if(shader->containsBreakInstruction() && !whileTest && instruction->analysisBreak) |
| { |
| enable &= r.enableBreak; |
| } |
| |
| if(shader->containsContinueInstruction() && !whileTest && instruction->analysisContinue) |
| { |
| enable &= r.enableContinue; |
| } |
| |
| if(shader->containsLeaveInstruction() && instruction->analysisLeave) |
| { |
| enable &= r.enableLeave; |
| } |
| |
| return enable; |
| } |
| |
| bool PixelRoutine::colorUsed() |
| { |
| return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill; |
| } |
| |
| unsigned short PixelRoutine::shaderVersion() const |
| { |
| return shader ? shader->getVersion() : 0x0000; |
| } |
| |
| bool PixelRoutine::interpolateZ() const |
| { |
| return state.depthTestActive || state.pixelFogActive() || (shader && shader->vPosDeclared && fullPixelPositionRegister); |
| } |
| |
| bool PixelRoutine::interpolateW() const |
| { |
| return state.perspective || (shader && shader->vPosDeclared && fullPixelPositionRegister); |
| } |
| } |