1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef sw_VertexProgram_hpp 16 #define sw_VertexProgram_hpp 17 18 #include "VertexRoutine.hpp" 19 #include "ShaderCore.hpp" 20 21 #include "SamplerCore.hpp" 22 #include "Renderer/Stream.hpp" 23 #include "Common/Types.hpp" 24 25 namespace sw 26 { 27 struct Stream; 28 class VertexShader; 29 30 class VertexProgram : public VertexRoutine, public ShaderCore 31 { 32 public: 33 VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader); 34 35 virtual ~VertexProgram(); 36 37 private: 38 const VertexShader *const shader; 39 40 RegisterArray<NUM_TEMPORARY_REGISTERS> r; // Temporary registers 41 Vector4f a0; 42 Array<Int, MAX_SHADER_NESTED_LOOPS> aL; 43 Vector4f p0; 44 45 Array<Int, MAX_SHADER_NESTED_LOOPS> increment; 46 Array<Int, MAX_SHADER_NESTED_LOOPS> iteration; 47 48 Int loopDepth; 49 Int stackIndex; // FIXME: Inc/decrement callStack 50 Array<UInt, MAX_SHADER_CALL_STACK_SIZE> callStack; 51 52 Int enableIndex; 53 Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack; 54 Int4 enableBreak; 55 Int4 enableContinue; 56 Int4 enableLeave; 57 58 Int instanceID; 59 Int4 vertexID; 60 61 typedef Shader::DestinationParameter Dst; 62 typedef Shader::SourceParameter Src; 63 typedef Shader::Control Control; 64 typedef Shader::Usage Usage; 65 66 void pipeline(UInt &index) override; 67 void program(UInt &index); 68 void passThrough(); 69 70 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 71 Vector4f readConstant(const Src &src, unsigned int offset = 0); 72 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index); 73 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int &offset); 74 Int relativeAddress(const Shader::Relative &rel, int bufferIndex = -1); 75 Int4 dynamicAddress(const Shader::Relative &rel); 76 Int4 enableMask(const Shader::Instruction *instruction); 77 78 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1); 79 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1); 80 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1); 81 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1); 82 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1); 83 void BREAK(); 84 void BREAKC(Vector4f &src0, Vector4f &src1, Control); 85 void BREAKP(const Src &predicateRegister); 86 void BREAK(Int4 &condition); 87 void CONTINUE(); 88 void TEST(); 89 void SCALAR(); 90 void CALL(int labelIndex, int callSiteIndex); 91 void CALLNZ(int labelIndex, int callSiteIndex, const Src &src); 92 void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister); 93 void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister); 94 void ELSE(); 95 void ENDIF(); 96 void ENDLOOP(); 97 void ENDREP(); 98 void ENDWHILE(); 99 void ENDSWITCH(); 100 void IF(const Src &src); 101 void IFb(const Src &boolRegister); 102 void IFp(const Src &predicateRegister); 103 void IFC(Vector4f &src0, Vector4f &src1, Control); 104 void IF(Int4 &condition); 105 void LABEL(int labelIndex); 106 void LOOP(const Src &integerRegister); 107 void REP(const Src &integerRegister); 108 void WHILE(const Src &temporaryRegister); 109 void SWITCH(); 110 void RET(); 111 void LEAVE(); 112 void TEX(Vector4f &dst, Vector4f &src, const Src&); 113 void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset); 114 void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod); 115 void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod); 116 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod); 117 void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod); 118 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy); 119 void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy, Vector4f &offset); 120 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&); 121 122 Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); 123 Vector4f sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); 124 125 BoundedIndex<MAX_SHADER_NESTED_IFS> ifDepth = 0; 126 BoundedIndex<MAX_SHADER_NESTED_LOOPS> loopRepDepth = 0; 127 BoundedIndex<MAX_SHADER_CALL_SITES> currentLabel = -1; 128 bool scalar = false; 129 130 BasicBlock *ifFalseBlock[MAX_SHADER_NESTED_IFS]; 131 BasicBlock *loopRepTestBlock[MAX_SHADER_NESTED_LOOPS]; 132 BasicBlock *loopRepEndBlock[MAX_SHADER_NESTED_LOOPS]; 133 BasicBlock *labelBlock[MAX_SHADER_CALL_SITES]; 134 std::vector<BasicBlock*> callRetBlock[MAX_SHADER_CALL_SITES]; 135 BasicBlock *returnBlock; 136 bool isConditionalIf[MAX_SHADER_NESTED_IFS]; 137 std::vector<Int4> restoreContinue; 138 }; 139 } 140 141 #endif // sw_VertexProgram_hpp 142