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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 #include "VertexProgram.hpp"
16 
17 #include "VertexShader.hpp"
18 #include "SamplerCore.hpp"
19 #include "Renderer/Renderer.hpp"
20 #include "Renderer/Vertex.hpp"
21 #include "Common/Half.hpp"
22 #include "Common/Debug.hpp"
23 
24 namespace sw
25 {
VertexProgram(const VertexProcessor::State & state,const VertexShader * shader)26 	VertexProgram::VertexProgram(const VertexProcessor::State &state, const VertexShader *shader)
27 		: VertexRoutine(state, shader),
28 		  shader(shader),
29 		  r(shader->indirectAddressableTemporaries),
30 		  aL(shader->getLimits().loops),
31 		  increment(shader->getLimits().loops),
32 		  iteration(shader->getLimits().loops),
33 		  callStack(shader->getLimits().stack)
34 	{
35 		auto limits = shader->getLimits();
36 		ifFalseBlock.resize(limits.ifs);
37 		loopRepTestBlock.resize(limits.loops);
38 		loopRepEndBlock.resize(limits.loops);
39 		labelBlock.resize(limits.maxLabel + 1);
40 		isConditionalIf.resize(limits.ifs);
41 
42 		loopDepth = -1;
43 		enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
44 
45 		if(shader->containsBreakInstruction())
46 		{
47 			enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
48 		}
49 
50 		if(shader->containsContinueInstruction())
51 		{
52 			enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
53 		}
54 
55 		if(shader->isInstanceIdDeclared())
56 		{
57 			instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
58 		}
59 	}
60 
~VertexProgram()61 	VertexProgram::~VertexProgram()
62 	{
63 	}
64 
pipeline(UInt & index)65 	void VertexProgram::pipeline(UInt &index)
66 	{
67 		if(!state.preTransformed)
68 		{
69 			program(index);
70 		}
71 		else
72 		{
73 			passThrough();
74 		}
75 	}
76 
program(UInt & index)77 	void VertexProgram::program(UInt &index)
78 	{
79 	//	shader->print("VertexShader-%0.8X.txt", state.shaderID);
80 
81 		unsigned short shaderModel = shader->getShaderModel();
82 
83 		enableIndex = 0;
84 		stackIndex = 0;
85 
86 		if(shader->containsLeaveInstruction())
87 		{
88 			enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
89 		}
90 
91 		if(shader->isVertexIdDeclared())
92 		{
93 			if(state.textureSampling)
94 			{
95 				vertexID = Int4(Int(index));
96 			}
97 			else
98 			{
99 				vertexID = Insert(vertexID, As<Int>(index), 0);
100 				vertexID = Insert(vertexID, As<Int>(index + 1), 1);
101 				vertexID = Insert(vertexID, As<Int>(index + 2), 2);
102 				vertexID = Insert(vertexID, As<Int>(index + 3), 3);
103 			}
104 		}
105 
106 		// Create all call site return blocks up front
107 		for(size_t i = 0; i < shader->getLength(); i++)
108 		{
109 			const Shader::Instruction *instruction = shader->getInstruction(i);
110 			Shader::Opcode opcode = instruction->opcode;
111 
112 			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
113 			{
114 				const Dst &dst = instruction->dst;
115 
116 				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
117 				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
118 			}
119 		}
120 
121 		for(size_t i = 0; i < shader->getLength(); i++)
122 		{
123 			const Shader::Instruction *instruction = shader->getInstruction(i);
124 			Shader::Opcode opcode = instruction->opcode;
125 
126 			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
127 			{
128 				continue;
129 			}
130 
131 			Dst dst = instruction->dst;
132 			Src src0 = instruction->src[0];
133 			Src src1 = instruction->src[1];
134 			Src src2 = instruction->src[2];
135 			Src src3 = instruction->src[3];
136 			Src src4 = instruction->src[4];
137 
138 			bool predicate = instruction->predicate;
139 			Control control = instruction->control;
140 			bool integer = dst.type == Shader::PARAMETER_ADDR;
141 			bool pp = dst.partialPrecision;
142 
143 			Vector4f d;
144 			Vector4f s0;
145 			Vector4f s1;
146 			Vector4f s2;
147 			Vector4f s3;
148 			Vector4f s4;
149 
150 			if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
151 			if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
152 			if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
153 			if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
154 			if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
155 
156 			switch(opcode)
157 			{
158 			case Shader::OPCODE_VS_1_0:                                     break;
159 			case Shader::OPCODE_VS_1_1:                                     break;
160 			case Shader::OPCODE_VS_2_0:                                     break;
161 			case Shader::OPCODE_VS_2_x:                                     break;
162 			case Shader::OPCODE_VS_2_sw:                                    break;
163 			case Shader::OPCODE_VS_3_0:                                     break;
164 			case Shader::OPCODE_VS_3_sw:                                    break;
165 			case Shader::OPCODE_DCL:                                        break;
166 			case Shader::OPCODE_DEF:                                        break;
167 			case Shader::OPCODE_DEFI:                                       break;
168 			case Shader::OPCODE_DEFB:                                       break;
169 			case Shader::OPCODE_NOP:                                        break;
170 			case Shader::OPCODE_ABS:        abs(d, s0);                     break;
171 			case Shader::OPCODE_IABS:       iabs(d, s0);                    break;
172 			case Shader::OPCODE_ADD:        add(d, s0, s1);                 break;
173 			case Shader::OPCODE_IADD:       iadd(d, s0, s1);                break;
174 			case Shader::OPCODE_CRS:        crs(d, s0, s1);                 break;
175 			case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);        break;
176 			case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);        break;
177 			case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);        break;
178 			case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);        break;
179 			case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);            break;
180 			case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);            break;
181 			case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);            break;
182 			case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);            break;
183 			case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);      break;
184 			case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);      break;
185 			case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);      break;
186 			case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);      break;
187 			case Shader::OPCODE_DP1:        dp1(d, s0, s1);                 break;
188 			case Shader::OPCODE_DP2:        dp2(d, s0, s1);                 break;
189 			case Shader::OPCODE_DP3:        dp3(d, s0, s1);                 break;
190 			case Shader::OPCODE_DP4:        dp4(d, s0, s1);                 break;
191 			case Shader::OPCODE_DET2:       det2(d, s0, s1);                break;
192 			case Shader::OPCODE_DET3:       det3(d, s0, s1, s2);            break;
193 			case Shader::OPCODE_DET4:       det4(d, s0, s1, s2, s3);        break;
194 			case Shader::OPCODE_ATT:        att(d, s0, s1);                 break;
195 			case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);               break;
196 			case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                break;
197 			case Shader::OPCODE_EXPP:       expp(d, s0, shaderModel);       break;
198 			case Shader::OPCODE_EXP:        exp(d, s0, pp);                 break;
199 			case Shader::OPCODE_FRC:        frc(d, s0);                     break;
200 			case Shader::OPCODE_TRUNC:      trunc(d, s0);                   break;
201 			case Shader::OPCODE_FLOOR:      floor(d, s0);                   break;
202 			case Shader::OPCODE_ROUND:      round(d, s0);                   break;
203 			case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);               break;
204 			case Shader::OPCODE_CEIL:       ceil(d, s0);                    break;
205 			case Shader::OPCODE_LIT:        lit(d, s0);                     break;
206 			case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);               break;
207 			case Shader::OPCODE_LOG2:       log2(d, s0, pp);                break;
208 			case Shader::OPCODE_LOGP:       logp(d, s0, shaderModel);       break;
209 			case Shader::OPCODE_LOG:        log(d, s0, pp);                 break;
210 			case Shader::OPCODE_LRP:        lrp(d, s0, s1, s2);             break;
211 			case Shader::OPCODE_STEP:       step(d, s0, s1);                break;
212 			case Shader::OPCODE_SMOOTH:     smooth(d, s0, s1, s2);          break;
213 			case Shader::OPCODE_ISINF:      isinf(d, s0);                   break;
214 			case Shader::OPCODE_ISNAN:      isnan(d, s0);                   break;
215 			case Shader::OPCODE_FLOATBITSTOINT:
216 			case Shader::OPCODE_FLOATBITSTOUINT:
217 			case Shader::OPCODE_INTBITSTOFLOAT:
218 			case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    break;
219 			case Shader::OPCODE_PACKSNORM2x16:   packSnorm2x16(d, s0);      break;
220 			case Shader::OPCODE_PACKUNORM2x16:   packUnorm2x16(d, s0);      break;
221 			case Shader::OPCODE_PACKHALF2x16:    packHalf2x16(d, s0);       break;
222 			case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0);    break;
223 			case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0);    break;
224 			case Shader::OPCODE_UNPACKHALF2x16:  unpackHalf2x16(d, s0);     break;
225 			case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);              break;
226 			case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);              break;
227 			case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);              break;
228 			case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);              break;
229 			case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);              break;
230 			case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);             break;
231 			case Shader::OPCODE_IMAD:       imad(d, s0, s1, s2);            break;
232 			case Shader::OPCODE_MAX:        max(d, s0, s1);                 break;
233 			case Shader::OPCODE_IMAX:       imax(d, s0, s1);                break;
234 			case Shader::OPCODE_UMAX:       umax(d, s0, s1);                break;
235 			case Shader::OPCODE_MIN:        min(d, s0, s1);                 break;
236 			case Shader::OPCODE_IMIN:       imin(d, s0, s1);                break;
237 			case Shader::OPCODE_UMIN:       umin(d, s0, s1);                break;
238 			case Shader::OPCODE_MOV:        mov(d, s0, integer);            break;
239 			case Shader::OPCODE_MOVA:       mov(d, s0, true);               break;
240 			case Shader::OPCODE_NEG:        neg(d, s0);                     break;
241 			case Shader::OPCODE_INEG:       ineg(d, s0);                    break;
242 			case Shader::OPCODE_F2B:        f2b(d, s0);                     break;
243 			case Shader::OPCODE_B2F:        b2f(d, s0);                     break;
244 			case Shader::OPCODE_F2I:        f2i(d, s0);                     break;
245 			case Shader::OPCODE_I2F:        i2f(d, s0);                     break;
246 			case Shader::OPCODE_F2U:        f2u(d, s0);                     break;
247 			case Shader::OPCODE_U2F:        u2f(d, s0);                     break;
248 			case Shader::OPCODE_I2B:        i2b(d, s0);                     break;
249 			case Shader::OPCODE_B2I:        b2i(d, s0);                     break;
250 			case Shader::OPCODE_MUL:        mul(d, s0, s1);                 break;
251 			case Shader::OPCODE_IMUL:       imul(d, s0, s1);                break;
252 			case Shader::OPCODE_NRM2:       nrm2(d, s0, pp);                break;
253 			case Shader::OPCODE_NRM3:       nrm3(d, s0, pp);                break;
254 			case Shader::OPCODE_NRM4:       nrm4(d, s0, pp);                break;
255 			case Shader::OPCODE_POWX:       powx(d, s0, s1, pp);            break;
256 			case Shader::OPCODE_POW:        pow(d, s0, s1, pp);             break;
257 			case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                break;
258 			case Shader::OPCODE_DIV:        div(d, s0, s1);                 break;
259 			case Shader::OPCODE_IDIV:       idiv(d, s0, s1);                break;
260 			case Shader::OPCODE_UDIV:       udiv(d, s0, s1);                break;
261 			case Shader::OPCODE_MOD:        mod(d, s0, s1);                 break;
262 			case Shader::OPCODE_IMOD:       imod(d, s0, s1);                break;
263 			case Shader::OPCODE_UMOD:       umod(d, s0, s1);                break;
264 			case Shader::OPCODE_SHL:        shl(d, s0, s1);                 break;
265 			case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                break;
266 			case Shader::OPCODE_USHR:       ushr(d, s0, s1);                break;
267 			case Shader::OPCODE_RSQX:       rsqx(d, s0, pp);                break;
268 			case Shader::OPCODE_SQRT:       sqrt(d, s0, pp);                break;
269 			case Shader::OPCODE_RSQ:        rsq(d, s0, pp);                 break;
270 			case Shader::OPCODE_LEN2:       len2(d.x, s0, pp);              break;
271 			case Shader::OPCODE_LEN3:       len3(d.x, s0, pp);              break;
272 			case Shader::OPCODE_LEN4:       len4(d.x, s0, pp);              break;
273 			case Shader::OPCODE_DIST1:      dist1(d.x, s0, s1, pp);         break;
274 			case Shader::OPCODE_DIST2:      dist2(d.x, s0, s1, pp);         break;
275 			case Shader::OPCODE_DIST3:      dist3(d.x, s0, s1, pp);         break;
276 			case Shader::OPCODE_DIST4:      dist4(d.x, s0, s1, pp);         break;
277 			case Shader::OPCODE_SGE:        step(d, s1, s0);                break;
278 			case Shader::OPCODE_SGN:        sgn(d, s0);                     break;
279 			case Shader::OPCODE_ISGN:       isgn(d, s0);                    break;
280 			case Shader::OPCODE_SINCOS:     sincos(d, s0, pp);              break;
281 			case Shader::OPCODE_COS:        cos(d, s0, pp);                 break;
282 			case Shader::OPCODE_SIN:        sin(d, s0, pp);                 break;
283 			case Shader::OPCODE_TAN:        tan(d, s0);                     break;
284 			case Shader::OPCODE_ACOS:       acos(d, s0);                    break;
285 			case Shader::OPCODE_ASIN:       asin(d, s0);                    break;
286 			case Shader::OPCODE_ATAN:       atan(d, s0);                    break;
287 			case Shader::OPCODE_ATAN2:      atan2(d, s0, s1);               break;
288 			case Shader::OPCODE_COSH:       cosh(d, s0, pp);                break;
289 			case Shader::OPCODE_SINH:       sinh(d, s0, pp);                break;
290 			case Shader::OPCODE_TANH:       tanh(d, s0, pp);                break;
291 			case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);               break;
292 			case Shader::OPCODE_ASINH:      asinh(d, s0, pp);               break;
293 			case Shader::OPCODE_ATANH:      atanh(d, s0, pp);               break;
294 			case Shader::OPCODE_SLT:        slt(d, s0, s1);                 break;
295 			case Shader::OPCODE_SUB:        sub(d, s0, s1);                 break;
296 			case Shader::OPCODE_ISUB:       isub(d, s0, s1);                break;
297 			case Shader::OPCODE_BREAK:      BREAK();                        break;
298 			case Shader::OPCODE_BREAKC:     BREAKC(s0, s1, control);        break;
299 			case Shader::OPCODE_BREAKP:     BREAKP(src0);                   break;
300 			case Shader::OPCODE_CONTINUE:   CONTINUE();                     break;
301 			case Shader::OPCODE_TEST:       TEST();                         break;
302 			case Shader::OPCODE_SCALAR:     SCALAR();                       break;
303 			case Shader::OPCODE_CALL:       CALL(dst.label, dst.callSite);  break;
304 			case Shader::OPCODE_CALLNZ:     CALLNZ(dst.label, dst.callSite, src0); break;
305 			case Shader::OPCODE_ELSE:       ELSE();                         break;
306 			case Shader::OPCODE_ENDIF:      ENDIF();                        break;
307 			case Shader::OPCODE_ENDLOOP:    ENDLOOP();                      break;
308 			case Shader::OPCODE_ENDREP:     ENDREP();                       break;
309 			case Shader::OPCODE_ENDWHILE:   ENDWHILE();                     break;
310 			case Shader::OPCODE_ENDSWITCH:  ENDSWITCH();                    break;
311 			case Shader::OPCODE_IF:         IF(src0);                       break;
312 			case Shader::OPCODE_IFC:        IFC(s0, s1, control);           break;
313 			case Shader::OPCODE_LABEL:      LABEL(dst.index);               break;
314 			case Shader::OPCODE_LOOP:       LOOP(src1);                     break;
315 			case Shader::OPCODE_REP:        REP(src0);                      break;
316 			case Shader::OPCODE_WHILE:      WHILE(src0);                    break;
317 			case Shader::OPCODE_SWITCH:     SWITCH();                       break;
318 			case Shader::OPCODE_RET:        RET();                          break;
319 			case Shader::OPCODE_LEAVE:      LEAVE();                        break;
320 			case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);        break;
321 			case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);       break;
322 			case Shader::OPCODE_UCMP:       ucmp(d, s0, s1, control);       break;
323 			case Shader::OPCODE_SELECT:     select(d, s0, s1, s2);          break;
324 			case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);         break;
325 			case Shader::OPCODE_INSERT:     insert(d, s0, s1.x, s2.x);      break;
326 			case Shader::OPCODE_ALL:        all(d.x, s0);                   break;
327 			case Shader::OPCODE_ANY:        any(d.x, s0);                   break;
328 			case Shader::OPCODE_NOT:        bitwise_not(d, s0);             break;
329 			case Shader::OPCODE_OR:         bitwise_or(d, s0, s1);          break;
330 			case Shader::OPCODE_XOR:        bitwise_xor(d, s0, s1);         break;
331 			case Shader::OPCODE_AND:        bitwise_and(d, s0, s1);         break;
332 			case Shader::OPCODE_EQ:         equal(d, s0, s1);               break;
333 			case Shader::OPCODE_NE:         notEqual(d, s0, s1);            break;
334 			case Shader::OPCODE_TEXLDL:     TEXLOD(d, s0, src1, s0.w);      break;
335 			case Shader::OPCODE_TEXLOD:     TEXLOD(d, s0, src1, s2.x);      break;
336 			case Shader::OPCODE_TEX:        TEX(d, s0, src1);               break;
337 			case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2);     break;
338 			case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
339 			case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x);  break;
340 			case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
341 			case Shader::OPCODE_TEXGRAD:    TEXGRAD(d, s0, src1, s2, s3);   break;
342 			case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
343 			case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);         break;
344 			case Shader::OPCODE_END:                                        break;
345 			default:
346 				ASSERT(false);
347 			}
348 
349 			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
350 			{
351 				if(dst.saturate)
352 				{
353 					if(dst.x) d.x = Max(d.x, Float4(0.0f));
354 					if(dst.y) d.y = Max(d.y, Float4(0.0f));
355 					if(dst.z) d.z = Max(d.z, Float4(0.0f));
356 					if(dst.w) d.w = Max(d.w, Float4(0.0f));
357 
358 					if(dst.x) d.x = Min(d.x, Float4(1.0f));
359 					if(dst.y) d.y = Min(d.y, Float4(1.0f));
360 					if(dst.z) d.z = Min(d.z, Float4(1.0f));
361 					if(dst.w) d.w = Min(d.w, Float4(1.0f));
362 				}
363 
364 				if(instruction->isPredicated())
365 				{
366 					Vector4f pDst;   // FIXME: Rename
367 
368 					switch(dst.type)
369 					{
370 					case Shader::PARAMETER_VOID: break;
371 					case Shader::PARAMETER_TEMP:
372 						if(dst.rel.type == Shader::PARAMETER_VOID)
373 						{
374 							if(dst.x) pDst.x = r[dst.index].x;
375 							if(dst.y) pDst.y = r[dst.index].y;
376 							if(dst.z) pDst.z = r[dst.index].z;
377 							if(dst.w) pDst.w = r[dst.index].w;
378 						}
379 						else if(!dst.rel.dynamic)
380 						{
381 							Int a = dst.index + relativeAddress(dst.rel);
382 
383 							if(dst.x) pDst.x = r[a].x;
384 							if(dst.y) pDst.y = r[a].y;
385 							if(dst.z) pDst.z = r[a].z;
386 							if(dst.w) pDst.w = r[a].w;
387 						}
388 						else
389 						{
390 							Int4 a = dst.index + dynamicAddress(dst.rel);
391 
392 							if(dst.x) pDst.x = r[a].x;
393 							if(dst.y) pDst.y = r[a].y;
394 							if(dst.z) pDst.z = r[a].z;
395 							if(dst.w) pDst.w = r[a].w;
396 						}
397 						break;
398 					case Shader::PARAMETER_ADDR: pDst = a0; break;
399 					case Shader::PARAMETER_RASTOUT:
400 						switch(dst.index)
401 						{
402 						case 0:
403 							if(dst.x) pDst.x = o[Pos].x;
404 							if(dst.y) pDst.y = o[Pos].y;
405 							if(dst.z) pDst.z = o[Pos].z;
406 							if(dst.w) pDst.w = o[Pos].w;
407 							break;
408 						case 1:
409 							pDst.x = o[Fog].x;
410 							break;
411 						case 2:
412 							pDst.x = o[Pts].y;
413 							break;
414 						default:
415 							ASSERT(false);
416 						}
417 						break;
418 					case Shader::PARAMETER_ATTROUT:
419 						if(dst.x) pDst.x = o[C0 + dst.index].x;
420 						if(dst.y) pDst.y = o[C0 + dst.index].y;
421 						if(dst.z) pDst.z = o[C0 + dst.index].z;
422 						if(dst.w) pDst.w = o[C0 + dst.index].w;
423 						break;
424 					case Shader::PARAMETER_TEXCRDOUT:
425 				//	case Shader::PARAMETER_OUTPUT:
426 						if(shaderModel < 0x0300)
427 						{
428 							if(dst.x) pDst.x = o[T0 + dst.index].x;
429 							if(dst.y) pDst.y = o[T0 + dst.index].y;
430 							if(dst.z) pDst.z = o[T0 + dst.index].z;
431 							if(dst.w) pDst.w = o[T0 + dst.index].w;
432 						}
433 						else if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
434 						{
435 							if(dst.x) pDst.x = o[dst.index].x;
436 							if(dst.y) pDst.y = o[dst.index].y;
437 							if(dst.z) pDst.z = o[dst.index].z;
438 							if(dst.w) pDst.w = o[dst.index].w;
439 						}
440 						else if(!dst.rel.dynamic)
441 						{
442 							Int a = dst.index + relativeAddress(dst.rel);
443 
444 							if(dst.x) pDst.x = o[a].x;
445 							if(dst.y) pDst.y = o[a].y;
446 							if(dst.z) pDst.z = o[a].z;
447 							if(dst.w) pDst.w = o[a].w;
448 						}
449 						else
450 						{
451 							Int4 a = dst.index + dynamicAddress(dst.rel);
452 
453 							if(dst.x) pDst.x = o[a].x;
454 							if(dst.y) pDst.y = o[a].y;
455 							if(dst.z) pDst.z = o[a].z;
456 							if(dst.w) pDst.w = o[a].w;
457 						}
458 						break;
459 					case Shader::PARAMETER_LABEL:                break;
460 					case Shader::PARAMETER_PREDICATE: pDst = p0; break;
461 					case Shader::PARAMETER_INPUT:                break;
462 					default:
463 						ASSERT(false);
464 					}
465 
466 					Int4 enable = enableMask(instruction);
467 
468 					Int4 xEnable = enable;
469 					Int4 yEnable = enable;
470 					Int4 zEnable = enable;
471 					Int4 wEnable = enable;
472 
473 					if(predicate)
474 					{
475 						unsigned char pSwizzle = instruction->predicateSwizzle;
476 
477 						Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
478 						Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
479 						Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
480 						Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
481 
482 						if(!instruction->predicateNot)
483 						{
484 							if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
485 							if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
486 							if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
487 							if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
488 						}
489 						else
490 						{
491 							if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
492 							if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
493 							if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
494 							if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
495 						}
496 					}
497 
498 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
499 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
500 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
501 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
502 
503 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
504 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
505 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
506 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
507 				}
508 
509 				switch(dst.type)
510 				{
511 				case Shader::PARAMETER_VOID:
512 					break;
513 				case Shader::PARAMETER_TEMP:
514 					if(dst.rel.type == Shader::PARAMETER_VOID)
515 					{
516 						if(dst.x) r[dst.index].x = d.x;
517 						if(dst.y) r[dst.index].y = d.y;
518 						if(dst.z) r[dst.index].z = d.z;
519 						if(dst.w) r[dst.index].w = d.w;
520 					}
521 					else if(!dst.rel.dynamic)
522 					{
523 						Int a = dst.index + relativeAddress(dst.rel);
524 
525 						if(dst.x) r[a].x = d.x;
526 						if(dst.y) r[a].y = d.y;
527 						if(dst.z) r[a].z = d.z;
528 						if(dst.w) r[a].w = d.w;
529 					}
530 					else
531 					{
532 						Int4 a = dst.index + dynamicAddress(dst.rel);
533 
534 						if(dst.x) r.scatter_x(a, d.x);
535 						if(dst.y) r.scatter_y(a, d.y);
536 						if(dst.z) r.scatter_z(a, d.z);
537 						if(dst.w) r.scatter_w(a, d.w);
538 					}
539 					break;
540 				case Shader::PARAMETER_ADDR:
541 					if(dst.x) a0.x = d.x;
542 					if(dst.y) a0.y = d.y;
543 					if(dst.z) a0.z = d.z;
544 					if(dst.w) a0.w = d.w;
545 					break;
546 				case Shader::PARAMETER_RASTOUT:
547 					switch(dst.index)
548 					{
549 					case 0:
550 						if(dst.x) o[Pos].x = d.x;
551 						if(dst.y) o[Pos].y = d.y;
552 						if(dst.z) o[Pos].z = d.z;
553 						if(dst.w) o[Pos].w = d.w;
554 						break;
555 					case 1:
556 						o[Fog].x = d.x;
557 						break;
558 					case 2:
559 						o[Pts].y = d.x;
560 						break;
561 					default:	ASSERT(false);
562 					}
563 					break;
564 				case Shader::PARAMETER_ATTROUT:
565 					if(dst.x) o[C0 + dst.index].x = d.x;
566 					if(dst.y) o[C0 + dst.index].y = d.y;
567 					if(dst.z) o[C0 + dst.index].z = d.z;
568 					if(dst.w) o[C0 + dst.index].w = d.w;
569 					break;
570 				case Shader::PARAMETER_TEXCRDOUT:
571 			//	case Shader::PARAMETER_OUTPUT:
572 					if(shaderModel < 0x0300)
573 					{
574 						if(dst.x) o[T0 + dst.index].x = d.x;
575 						if(dst.y) o[T0 + dst.index].y = d.y;
576 						if(dst.z) o[T0 + dst.index].z = d.z;
577 						if(dst.w) o[T0 + dst.index].w = d.w;
578 					}
579 					else if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
580 					{
581 						if(dst.x) o[dst.index].x = d.x;
582 						if(dst.y) o[dst.index].y = d.y;
583 						if(dst.z) o[dst.index].z = d.z;
584 						if(dst.w) o[dst.index].w = d.w;
585 					}
586 					else if(!dst.rel.dynamic)
587 					{
588 						Int a = dst.index + relativeAddress(dst.rel);
589 
590 						if(dst.x) o[a].x = d.x;
591 						if(dst.y) o[a].y = d.y;
592 						if(dst.z) o[a].z = d.z;
593 						if(dst.w) o[a].w = d.w;
594 					}
595 					else
596 					{
597 						Int4 a = dst.index + dynamicAddress(dst.rel);
598 
599 						if(dst.x) o.scatter_x(a, d.x);
600 						if(dst.y) o.scatter_y(a, d.y);
601 						if(dst.z) o.scatter_z(a, d.z);
602 						if(dst.w) o.scatter_w(a, d.w);
603 					}
604 					break;
605 				case Shader::PARAMETER_LABEL:             break;
606 				case Shader::PARAMETER_PREDICATE: p0 = d; break;
607 				case Shader::PARAMETER_INPUT:             break;
608 				default:
609 					ASSERT(false);
610 				}
611 			}
612 		}
613 
614 		if(currentLabel != -1)
615 		{
616 			Nucleus::setInsertBlock(returnBlock);
617 		}
618 	}
619 
passThrough()620 	void VertexProgram::passThrough()
621 	{
622 		if(shader)
623 		{
624 			for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
625 			{
626 				unsigned char usage = shader->getOutput(i, 0).usage;
627 
628 				switch(usage)
629 				{
630 				case 0xFF:
631 					continue;
632 				case Shader::USAGE_PSIZE:
633 					o[i].y = v[i].x;
634 					break;
635 				case Shader::USAGE_TEXCOORD:
636 					o[i].x = v[i].x;
637 					o[i].y = v[i].y;
638 					o[i].z = v[i].z;
639 					o[i].w = v[i].w;
640 					break;
641 				case Shader::USAGE_POSITION:
642 					o[i].x = v[i].x;
643 					o[i].y = v[i].y;
644 					o[i].z = v[i].z;
645 					o[i].w = v[i].w;
646 					break;
647 				case Shader::USAGE_COLOR:
648 					o[i].x = v[i].x;
649 					o[i].y = v[i].y;
650 					o[i].z = v[i].z;
651 					o[i].w = v[i].w;
652 					break;
653 				case Shader::USAGE_FOG:
654 					o[i].x = v[i].x;
655 					break;
656 				default:
657 					ASSERT(false);
658 				}
659 			}
660 		}
661 		else
662 		{
663 			o[Pos].x = v[PositionT].x;
664 			o[Pos].y = v[PositionT].y;
665 			o[Pos].z = v[PositionT].z;
666 			o[Pos].w = v[PositionT].w;
667 
668 			for(int i = 0; i < 2; i++)
669 			{
670 				o[C0 + i].x = v[Color0 + i].x;
671 				o[C0 + i].y = v[Color0 + i].y;
672 				o[C0 + i].z = v[Color0 + i].z;
673 				o[C0 + i].w = v[Color0 + i].w;
674 			}
675 
676 			for(int i = 0; i < 8; i++)
677 			{
678 				o[T0 + i].x = v[TexCoord0 + i].x;
679 				o[T0 + i].y = v[TexCoord0 + i].y;
680 				o[T0 + i].z = v[TexCoord0 + i].z;
681 				o[T0 + i].w = v[TexCoord0 + i].w;
682 			}
683 
684 			o[Pts].y = v[PointSize].x;
685 		}
686 	}
687 
fetchRegister(const Src & src,unsigned int offset)688 	Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
689 	{
690 		Vector4f reg;
691 		unsigned int i = src.index + offset;
692 
693 		switch(src.type)
694 		{
695 		case Shader::PARAMETER_TEMP:
696 			if(src.rel.type == Shader::PARAMETER_VOID)
697 			{
698 				reg = r[i];
699 			}
700 			else if(!src.rel.dynamic)
701 			{
702 				reg = r[i + relativeAddress(src.rel, src.bufferIndex)];
703 			}
704 			else
705 			{
706 				reg = r[i + dynamicAddress(src.rel)];
707 			}
708 			break;
709 		case Shader::PARAMETER_CONST:
710 			reg = readConstant(src, offset);
711 			break;
712 		case Shader::PARAMETER_INPUT:
713 			if(src.rel.type == Shader::PARAMETER_VOID)
714 			{
715 				reg = v[i];
716 			}
717 			else if(!src.rel.dynamic)
718 			{
719 				reg = v[i + relativeAddress(src.rel, src.bufferIndex)];
720 			}
721 			else
722 			{
723 				reg = v[i + dynamicAddress(src.rel)];
724 			}
725 			break;
726 		case Shader::PARAMETER_VOID: return r[0];   // Dummy
727 		case Shader::PARAMETER_FLOAT4LITERAL:
728 			// This is used for all literal types, and since Reactor doesn't guarantee
729 			// preserving the bit pattern of float constants, we must construct them
730 			// as integer constants and bitcast.
731 			reg.x = As<Float4>(Int4(src.integer[0]));
732 			reg.y = As<Float4>(Int4(src.integer[1]));
733 			reg.z = As<Float4>(Int4(src.integer[2]));
734 			reg.w = As<Float4>(Int4(src.integer[3]));
735 			break;
736 		case Shader::PARAMETER_ADDR:      reg = a0; break;
737 		case Shader::PARAMETER_CONSTBOOL: return r[0];   // Dummy
738 		case Shader::PARAMETER_CONSTINT:  return r[0];   // Dummy
739 		case Shader::PARAMETER_LOOP:      return r[0];   // Dummy
740 		case Shader::PARAMETER_PREDICATE: return r[0];   // Dummy
741 		case Shader::PARAMETER_SAMPLER:
742 			if(src.rel.type == Shader::PARAMETER_VOID)
743 			{
744 				reg.x = As<Float4>(Int4(i));
745 			}
746 			else if(src.rel.type == Shader::PARAMETER_TEMP)
747 			{
748 				reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
749 			}
750 			return reg;
751 		case Shader::PARAMETER_OUTPUT:
752 			if(src.rel.type == Shader::PARAMETER_VOID)
753 			{
754 				reg = o[i];
755 			}
756 			else if(!src.rel.dynamic)
757 			{
758 				reg = o[i + relativeAddress(src.rel, src.bufferIndex)];
759 			}
760 			else
761 			{
762 				reg = o[i + dynamicAddress(src.rel)];
763 			}
764 			break;
765 		case Shader::PARAMETER_MISCTYPE:
766 			if(src.index == Shader::InstanceIDIndex)
767 			{
768 				reg.x = As<Float>(instanceID);
769 			}
770 			else if(src.index == Shader::VertexIDIndex)
771 			{
772 				reg.x = As<Float4>(vertexID);
773 			}
774 			else ASSERT(false);
775 			return reg;
776 		default:
777 			ASSERT(false);
778 		}
779 
780 		const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
781 		const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
782 		const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
783 		const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
784 
785 		Vector4f mod;
786 
787 		switch(src.modifier)
788 		{
789 		case Shader::MODIFIER_NONE:
790 			mod.x = x;
791 			mod.y = y;
792 			mod.z = z;
793 			mod.w = w;
794 			break;
795 		case Shader::MODIFIER_NEGATE:
796 			mod.x = -x;
797 			mod.y = -y;
798 			mod.z = -z;
799 			mod.w = -w;
800 			break;
801 		case Shader::MODIFIER_ABS:
802 			mod.x = Abs(x);
803 			mod.y = Abs(y);
804 			mod.z = Abs(z);
805 			mod.w = Abs(w);
806 			break;
807 		case Shader::MODIFIER_ABS_NEGATE:
808 			mod.x = -Abs(x);
809 			mod.y = -Abs(y);
810 			mod.z = -Abs(z);
811 			mod.w = -Abs(w);
812 			break;
813 		case Shader::MODIFIER_NOT:
814 			mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
815 			mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
816 			mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
817 			mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
818 			break;
819 		default:
820 			ASSERT(false);
821 		}
822 
823 		return mod;
824 	}
825 
uniformAddress(int bufferIndex,unsigned int index)826 	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
827 	{
828 		if(bufferIndex == -1)
829 		{
830 			return data + OFFSET(DrawData, vs.c[index]);
831 		}
832 		else
833 		{
834 			return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
835 		}
836 	}
837 
uniformAddress(int bufferIndex,unsigned int index,Int & offset)838 	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset)
839 	{
840 		return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
841 	}
842 
readConstant(const Src & src,unsigned int offset)843 	Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
844 	{
845 		Vector4f c;
846 		unsigned int i = src.index + offset;
847 
848 		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
849 		{
850 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
851 
852 			c.x = c.x.xxxx;
853 			c.y = c.y.yyyy;
854 			c.z = c.z.zzzz;
855 			c.w = c.w.wwww;
856 
857 			if(shader->containsDefineInstruction())   // Constant may be known at compile time
858 			{
859 				for(size_t j = 0; j < shader->getLength(); j++)
860 				{
861 					const Shader::Instruction &instruction = *shader->getInstruction(j);
862 
863 					if(instruction.opcode == Shader::OPCODE_DEF)
864 					{
865 						if(instruction.dst.index == i)
866 						{
867 							c.x = Float4(instruction.src[0].value[0]);
868 							c.y = Float4(instruction.src[0].value[1]);
869 							c.z = Float4(instruction.src[0].value[2]);
870 							c.w = Float4(instruction.src[0].value[3]);
871 
872 							break;
873 						}
874 					}
875 				}
876 			}
877 		}
878 		else if(!src.rel.dynamic || src.rel.type == Shader::PARAMETER_LOOP)
879 		{
880 			Int a = relativeAddress(src.rel, src.bufferIndex);
881 
882 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
883 
884 			c.x = c.x.xxxx;
885 			c.y = c.y.yyyy;
886 			c.z = c.z.zzzz;
887 			c.w = c.w.wwww;
888 		}
889 		else
890 		{
891 			int component = src.rel.swizzle & 0x03;
892 			Float4 a;
893 
894 			switch(src.rel.type)
895 			{
896 			case Shader::PARAMETER_ADDR:     a = a0[component]; break;
897 			case Shader::PARAMETER_TEMP:     a = r[src.rel.index][component]; break;
898 			case Shader::PARAMETER_INPUT:    a = v[src.rel.index][component]; break;
899 			case Shader::PARAMETER_OUTPUT:   a = o[src.rel.index][component]; break;
900 			case Shader::PARAMETER_CONST:    a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
901 			case Shader::PARAMETER_MISCTYPE:
902 				switch(src.rel.index)
903 				{
904 				case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break;
905 				case Shader::VertexIDIndex:   a = As<Float4>(vertexID);         break;
906 				default: ASSERT(false);
907 				}
908 				break;
909 			default: ASSERT(false);
910 			}
911 
912 			Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
913 
914 			if (src.bufferIndex == -1)
915 			{
916 				index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
917 			}
918 
919 			Int index0 = Extract(index, 0);
920 			Int index1 = Extract(index, 1);
921 			Int index2 = Extract(index, 2);
922 			Int index3 = Extract(index, 3);
923 
924 			c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
925 			c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
926 			c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
927 			c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
928 
929 			transpose4x4(c.x, c.y, c.z, c.w);
930 		}
931 
932 		return c;
933 	}
934 
relativeAddress(const Shader::Relative & rel,int bufferIndex)935 	Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex)
936 	{
937 		ASSERT(!rel.dynamic);
938 
939 		if(rel.type == Shader::PARAMETER_TEMP)
940 		{
941 			return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale;
942 		}
943 		else if(rel.type == Shader::PARAMETER_INPUT)
944 		{
945 			return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale;
946 		}
947 		else if(rel.type == Shader::PARAMETER_OUTPUT)
948 		{
949 			return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale;
950 		}
951 		else if(rel.type == Shader::PARAMETER_CONST)
952 		{
953 			return *Pointer<Int>(uniformAddress(bufferIndex, rel.index)) * rel.scale;
954 		}
955 		else if(rel.type == Shader::PARAMETER_LOOP)
956 		{
957 			return aL[loopDepth];
958 		}
959 		else ASSERT(false);
960 
961 		return 0;
962 	}
963 
dynamicAddress(const Shader::Relative & rel)964 	Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel)
965 	{
966 		int component = rel.swizzle & 0x03;
967 		Float4 a;
968 
969 		switch(rel.type)
970 		{
971 		case Shader::PARAMETER_ADDR:     a = a0[component]; break;
972 		case Shader::PARAMETER_TEMP:     a = r[rel.index][component]; break;
973 		case Shader::PARAMETER_INPUT:    a = v[rel.index][component]; break;
974 		case Shader::PARAMETER_OUTPUT:   a = o[rel.index][component]; break;
975 		case Shader::PARAMETER_MISCTYPE:
976 			switch(rel.index)
977 			{
978 			case Shader::InstanceIDIndex: a = As<Float>(instanceID); break;
979 			case Shader::VertexIDIndex:   a = As<Float4>(vertexID);  break;
980 			default: ASSERT(false);
981 			}
982 			break;
983 		default: ASSERT(false);
984 		}
985 
986 		return As<Int4>(a) * Int4(rel.scale);
987 	}
988 
enableMask(const Shader::Instruction * instruction)989 	Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
990 	{
991 		if(scalar)
992 		{
993 			return Int4(0xFFFFFFFF);
994 		}
995 
996 		Int4 enable = instruction->analysisBranch ? Int4(enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]) : Int4(0xFFFFFFFF);
997 
998 		if(shader->containsBreakInstruction() && instruction->analysisBreak)
999 		{
1000 			enable &= enableBreak;
1001 		}
1002 
1003 		if(shader->containsContinueInstruction() && instruction->analysisContinue)
1004 		{
1005 			enable &= enableContinue;
1006 		}
1007 
1008 		if(shader->containsLeaveInstruction() && instruction->analysisLeave)
1009 		{
1010 			enable &= enableLeave;
1011 		}
1012 
1013 		return enable;
1014 	}
1015 
M3X2(Vector4f & dst,Vector4f & src0,Src & src1)1016 	void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
1017 	{
1018 		Vector4f row0 = fetchRegister(src1, 0);
1019 		Vector4f row1 = fetchRegister(src1, 1);
1020 
1021 		dst.x = dot3(src0, row0);
1022 		dst.y = dot3(src0, row1);
1023 	}
1024 
M3X3(Vector4f & dst,Vector4f & src0,Src & src1)1025 	void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
1026 	{
1027 		Vector4f row0 = fetchRegister(src1, 0);
1028 		Vector4f row1 = fetchRegister(src1, 1);
1029 		Vector4f row2 = fetchRegister(src1, 2);
1030 
1031 		dst.x = dot3(src0, row0);
1032 		dst.y = dot3(src0, row1);
1033 		dst.z = dot3(src0, row2);
1034 	}
1035 
M3X4(Vector4f & dst,Vector4f & src0,Src & src1)1036 	void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
1037 	{
1038 		Vector4f row0 = fetchRegister(src1, 0);
1039 		Vector4f row1 = fetchRegister(src1, 1);
1040 		Vector4f row2 = fetchRegister(src1, 2);
1041 		Vector4f row3 = fetchRegister(src1, 3);
1042 
1043 		dst.x = dot3(src0, row0);
1044 		dst.y = dot3(src0, row1);
1045 		dst.z = dot3(src0, row2);
1046 		dst.w = dot3(src0, row3);
1047 	}
1048 
M4X3(Vector4f & dst,Vector4f & src0,Src & src1)1049 	void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
1050 	{
1051 		Vector4f row0 = fetchRegister(src1, 0);
1052 		Vector4f row1 = fetchRegister(src1, 1);
1053 		Vector4f row2 = fetchRegister(src1, 2);
1054 
1055 		dst.x = dot4(src0, row0);
1056 		dst.y = dot4(src0, row1);
1057 		dst.z = dot4(src0, row2);
1058 	}
1059 
M4X4(Vector4f & dst,Vector4f & src0,Src & src1)1060 	void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
1061 	{
1062 		Vector4f row0 = fetchRegister(src1, 0);
1063 		Vector4f row1 = fetchRegister(src1, 1);
1064 		Vector4f row2 = fetchRegister(src1, 2);
1065 		Vector4f row3 = fetchRegister(src1, 3);
1066 
1067 		dst.x = dot4(src0, row0);
1068 		dst.y = dot4(src0, row1);
1069 		dst.z = dot4(src0, row2);
1070 		dst.w = dot4(src0, row3);
1071 	}
1072 
BREAK()1073 	void VertexProgram::BREAK()
1074 	{
1075 		enableBreak = enableBreak & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1076 	}
1077 
BREAKC(Vector4f & src0,Vector4f & src1,Control control)1078 	void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1079 	{
1080 		Int4 condition;
1081 
1082 		switch(control)
1083 		{
1084 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1085 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1086 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1087 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1088 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1089 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1090 		default:
1091 			ASSERT(false);
1092 		}
1093 
1094 		BREAK(condition);
1095 	}
1096 
BREAKP(const Src & predicateRegister)1097 	void VertexProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
1098 	{
1099 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1100 
1101 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1102 		{
1103 			condition = ~condition;
1104 		}
1105 
1106 		BREAK(condition);
1107 	}
1108 
BREAK(Int4 & condition)1109 	void VertexProgram::BREAK(Int4 &condition)
1110 	{
1111 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1112 
1113 		enableBreak = enableBreak & ~condition;
1114 	}
1115 
CONTINUE()1116 	void VertexProgram::CONTINUE()
1117 	{
1118 		enableContinue = enableContinue & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1119 	}
1120 
TEST()1121 	void VertexProgram::TEST()
1122 	{
1123 		enableContinue = restoreContinue.back();
1124 		restoreContinue.pop_back();
1125 	}
1126 
SCALAR()1127 	void VertexProgram::SCALAR()
1128 	{
1129 		scalar = true;
1130 	}
1131 
CALL(int labelIndex,int callSiteIndex)1132 	void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1133 	{
1134 		if(!labelBlock[labelIndex])
1135 		{
1136 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1137 		}
1138 
1139 		if(callRetBlock[labelIndex].size() > 1)
1140 		{
1141 			callStack[stackIndex++] = UInt(callSiteIndex);
1142 		}
1143 
1144 		Int4 restoreLeave = enableLeave;
1145 
1146 		Nucleus::createBr(labelBlock[labelIndex]);
1147 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1148 
1149 		enableLeave = restoreLeave;
1150 	}
1151 
CALLNZ(int labelIndex,int callSiteIndex,const Src & src)1152 	void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1153 	{
1154 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1155 		{
1156 			CALLNZb(labelIndex, callSiteIndex, src);
1157 		}
1158 		else if(src.type == Shader::PARAMETER_PREDICATE)
1159 		{
1160 			CALLNZp(labelIndex, callSiteIndex, src);
1161 		}
1162 		else ASSERT(false);
1163 	}
1164 
CALLNZb(int labelIndex,int callSiteIndex,const Src & boolRegister)1165 	void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1166 	{
1167 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
1168 
1169 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1170 		{
1171 			condition = !condition;
1172 		}
1173 
1174 		if(!labelBlock[labelIndex])
1175 		{
1176 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1177 		}
1178 
1179 		if(callRetBlock[labelIndex].size() > 1)
1180 		{
1181 			callStack[stackIndex++] = UInt(callSiteIndex);
1182 		}
1183 
1184 		Int4 restoreLeave = enableLeave;
1185 
1186 		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1187 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1188 
1189 		enableLeave = restoreLeave;
1190 	}
1191 
CALLNZp(int labelIndex,int callSiteIndex,const Src & predicateRegister)1192 	void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1193 	{
1194 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1195 
1196 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1197 		{
1198 			condition = ~condition;
1199 		}
1200 
1201 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1202 
1203 		if(!labelBlock[labelIndex])
1204 		{
1205 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1206 		}
1207 
1208 		if(callRetBlock[labelIndex].size() > 1)
1209 		{
1210 			callStack[stackIndex++] = UInt(callSiteIndex);
1211 		}
1212 
1213 		enableIndex++;
1214 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition;
1215 		Int4 restoreLeave = enableLeave;
1216 
1217 		Bool notAllFalse = SignMask(condition) != 0;
1218 		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1219 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1220 
1221 		enableIndex--;
1222 		enableLeave = restoreLeave;
1223 	}
1224 
ELSE()1225 	void VertexProgram::ELSE()
1226 	{
1227 		ifDepth--;
1228 
1229 		BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1230 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1231 
1232 		if(isConditionalIf[ifDepth])
1233 		{
1234 			Int4 condition = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1235 			Bool notAllFalse = SignMask(condition) != 0;
1236 
1237 			branch(notAllFalse, falseBlock, endBlock);
1238 
1239 			enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1240 		}
1241 		else
1242 		{
1243 			Nucleus::createBr(endBlock);
1244 			Nucleus::setInsertBlock(falseBlock);
1245 		}
1246 
1247 		ifFalseBlock[ifDepth] = endBlock;
1248 
1249 		ifDepth++;
1250 	}
1251 
ENDIF()1252 	void VertexProgram::ENDIF()
1253 	{
1254 		ifDepth--;
1255 
1256 		BasicBlock *endBlock = ifFalseBlock[ifDepth];
1257 
1258 		Nucleus::createBr(endBlock);
1259 		Nucleus::setInsertBlock(endBlock);
1260 
1261 		if(isConditionalIf[ifDepth])
1262 		{
1263 			enableIndex--;
1264 		}
1265 	}
1266 
ENDLOOP()1267 	void VertexProgram::ENDLOOP()
1268 	{
1269 		loopRepDepth--;
1270 
1271 		aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
1272 
1273 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1274 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1275 
1276 		Nucleus::createBr(testBlock);
1277 		Nucleus::setInsertBlock(endBlock);
1278 
1279 		loopDepth--;
1280 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1281 	}
1282 
ENDREP()1283 	void VertexProgram::ENDREP()
1284 	{
1285 		loopRepDepth--;
1286 
1287 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1288 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1289 
1290 		Nucleus::createBr(testBlock);
1291 		Nucleus::setInsertBlock(endBlock);
1292 
1293 		loopDepth--;
1294 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1295 	}
1296 
ENDWHILE()1297 	void VertexProgram::ENDWHILE()
1298 	{
1299 		loopRepDepth--;
1300 
1301 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1302 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1303 
1304 		Nucleus::createBr(testBlock);
1305 		Nucleus::setInsertBlock(endBlock);
1306 
1307 		enableIndex--;
1308 		scalar = false;
1309 	}
1310 
ENDSWITCH()1311 	void VertexProgram::ENDSWITCH()
1312 	{
1313 		loopRepDepth--;
1314 
1315 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1316 
1317 		Nucleus::createBr(endBlock);
1318 		Nucleus::setInsertBlock(endBlock);
1319 	}
1320 
IF(const Src & src)1321 	void VertexProgram::IF(const Src &src)
1322 	{
1323 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1324 		{
1325 			IFb(src);
1326 		}
1327 		else if(src.type == Shader::PARAMETER_PREDICATE)
1328 		{
1329 			IFp(src);
1330 		}
1331 		else
1332 		{
1333 			Int4 condition = As<Int4>(fetchRegister(src).x);
1334 			IF(condition);
1335 		}
1336 	}
1337 
IFb(const Src & boolRegister)1338 	void VertexProgram::IFb(const Src &boolRegister)
1339 	{
1340 		ASSERT(ifDepth < 24 + 4);
1341 
1342 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
1343 
1344 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1345 		{
1346 			condition = !condition;
1347 		}
1348 
1349 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
1350 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
1351 
1352 		branch(condition, trueBlock, falseBlock);
1353 
1354 		isConditionalIf[ifDepth] = false;
1355 		ifFalseBlock[ifDepth] = falseBlock;
1356 
1357 		ifDepth++;
1358 	}
1359 
IFp(const Src & predicateRegister)1360 	void VertexProgram::IFp(const Src &predicateRegister)
1361 	{
1362 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1363 
1364 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1365 		{
1366 			condition = ~condition;
1367 		}
1368 
1369 		IF(condition);
1370 	}
1371 
IFC(Vector4f & src0,Vector4f & src1,Control control)1372 	void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1373 	{
1374 		Int4 condition;
1375 
1376 		switch(control)
1377 		{
1378 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1379 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1380 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1381 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1382 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1383 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1384 		default:
1385 			ASSERT(false);
1386 		}
1387 
1388 		IF(condition);
1389 	}
1390 
IF(Int4 & condition)1391 	void VertexProgram::IF(Int4 &condition)
1392 	{
1393 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1394 
1395 		enableIndex++;
1396 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition;
1397 
1398 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
1399 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
1400 
1401 		Bool notAllFalse = SignMask(condition) != 0;
1402 
1403 		branch(notAllFalse, trueBlock, falseBlock);
1404 
1405 		isConditionalIf[ifDepth] = true;
1406 		ifFalseBlock[ifDepth] = falseBlock;
1407 
1408 		ifDepth++;
1409 	}
1410 
LABEL(int labelIndex)1411 	void VertexProgram::LABEL(int labelIndex)
1412 	{
1413 		if(!labelBlock[labelIndex])
1414 		{
1415 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1416 		}
1417 
1418 		Nucleus::setInsertBlock(labelBlock[labelIndex]);
1419 		currentLabel = labelIndex;
1420 	}
1421 
LOOP(const Src & integerRegister)1422 	void VertexProgram::LOOP(const Src &integerRegister)
1423 	{
1424 		loopDepth++;
1425 
1426 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1427 		aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1428 		increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1429 
1430 		// FIXME: Compiles to two instructions?
1431 		If(increment[loopDepth] == 0)
1432 		{
1433 			increment[loopDepth] = 1;
1434 		}
1435 
1436 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1437 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1438 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1439 
1440 		loopRepTestBlock[loopRepDepth] = testBlock;
1441 		loopRepEndBlock[loopRepDepth] = endBlock;
1442 
1443 		// FIXME: jump(testBlock)
1444 		Nucleus::createBr(testBlock);
1445 		Nucleus::setInsertBlock(testBlock);
1446 
1447 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1448 		Nucleus::setInsertBlock(loopBlock);
1449 
1450 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1451 
1452 		loopRepDepth++;
1453 	}
1454 
REP(const Src & integerRegister)1455 	void VertexProgram::REP(const Src &integerRegister)
1456 	{
1457 		loopDepth++;
1458 
1459 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1460 		aL[loopDepth] = aL[loopDepth - 1];
1461 
1462 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1463 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1464 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1465 
1466 		loopRepTestBlock[loopRepDepth] = testBlock;
1467 		loopRepEndBlock[loopRepDepth] = endBlock;
1468 
1469 		// FIXME: jump(testBlock)
1470 		Nucleus::createBr(testBlock);
1471 		Nucleus::setInsertBlock(testBlock);
1472 
1473 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1474 		Nucleus::setInsertBlock(loopBlock);
1475 
1476 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1477 
1478 		loopRepDepth++;
1479 	}
1480 
WHILE(const Src & temporaryRegister)1481 	void VertexProgram::WHILE(const Src &temporaryRegister)
1482 	{
1483 		enableIndex++;
1484 
1485 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1486 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1487 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1488 
1489 		loopRepTestBlock[loopRepDepth] = testBlock;
1490 		loopRepEndBlock[loopRepDepth] = endBlock;
1491 
1492 		Int4 restoreBreak = enableBreak;
1493 		restoreContinue.push_back(enableContinue);
1494 
1495 		// TODO: jump(testBlock)
1496 		Nucleus::createBr(testBlock);
1497 		Nucleus::setInsertBlock(testBlock);
1498 
1499 		const Vector4f &src = fetchRegister(temporaryRegister);
1500 		Int4 condition = As<Int4>(src.x);
1501 		condition &= enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1502 		if(shader->containsLeaveInstruction()) condition &= enableLeave;
1503 		if(shader->containsBreakInstruction()) condition &= enableBreak;
1504 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition;
1505 
1506 		Bool notAllFalse = SignMask(condition) != 0;
1507 		branch(notAllFalse, loopBlock, endBlock);
1508 
1509 		Nucleus::setInsertBlock(endBlock);
1510 		enableBreak = restoreBreak;
1511 
1512 		Nucleus::setInsertBlock(loopBlock);
1513 
1514 		loopRepDepth++;
1515 		scalar = false;
1516 	}
1517 
SWITCH()1518 	void VertexProgram::SWITCH()
1519 	{
1520 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1521 
1522 		loopRepTestBlock[loopRepDepth] = nullptr;
1523 		loopRepEndBlock[loopRepDepth] = endBlock;
1524 
1525 		Int4 restoreBreak = enableBreak;
1526 
1527 		BasicBlock *currentBlock = Nucleus::getInsertBlock();
1528 
1529 		Nucleus::setInsertBlock(endBlock);
1530 		enableBreak = restoreBreak;
1531 
1532 		Nucleus::setInsertBlock(currentBlock);
1533 
1534 		loopRepDepth++;
1535 	}
1536 
RET()1537 	void VertexProgram::RET()
1538 	{
1539 		if(currentLabel == -1)
1540 		{
1541 			returnBlock = Nucleus::createBasicBlock();
1542 			Nucleus::createBr(returnBlock);
1543 		}
1544 		else
1545 		{
1546 			BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1547 
1548 			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
1549 			{
1550 				// FIXME: Encapsulate
1551 				UInt index = callStack[--stackIndex];
1552 
1553 				Value *value = index.loadValue();
1554 				SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1555 
1556 				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1557 				{
1558 					Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
1559 				}
1560 			}
1561 			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
1562 			{
1563 				Nucleus::createBr(callRetBlock[currentLabel][0]);
1564 			}
1565 			else   // Function isn't called
1566 			{
1567 				Nucleus::createBr(unreachableBlock);
1568 			}
1569 
1570 			Nucleus::setInsertBlock(unreachableBlock);
1571 			Nucleus::createUnreachable();
1572 		}
1573 	}
1574 
LEAVE()1575 	void VertexProgram::LEAVE()
1576 	{
1577 		enableLeave = enableLeave & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))];
1578 
1579 		// FIXME: Return from function if all instances left
1580 		// FIXME: Use enableLeave in other control-flow constructs
1581 	}
1582 
TEX(Vector4f & dst,Vector4f & src0,const Src & src1)1583 	void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1584 	{
1585 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base);
1586 	}
1587 
TEXOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset)1588 	void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1589 	{
1590 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset});
1591 	}
1592 
TEXLOD(Vector4f & dst,Vector4f & src0,const Src & src1,Float4 & lod)1593 	void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1594 	{
1595 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
1596 	}
1597 
TEXLODOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset,Float4 & lod)1598 	void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1599 	{
1600 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
1601 	}
1602 
TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Float4 & lod)1603 	void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1604 	{
1605 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
1606 	}
1607 
TEXELFETCHOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset,Float4 & lod)1608 	void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1609 	{
1610 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
1611 	}
1612 
TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & dsx,Vector4f & dsy)1613 	void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
1614 	{
1615 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad);
1616 	}
1617 
TEXGRADOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & dsx,Vector4f & dsy,Vector4f & offset)1618 	void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
1619 	{
1620 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
1621 	}
1622 
TEXSIZE(Vector4f & dst,Float4 & lod,const Src & src1)1623 	void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1624 	{
1625 		bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETER_VOID);
1626 		Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x)) * sizeof(Texture);
1627 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + offset;
1628 
1629 		dst = SamplerCore::textureSize(texture, lod);
1630 	}
1631 
sampleTexture(const Src & s,Vector4f & uvwq,Float4 & lod,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function)1632 	Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1633 	{
1634 		Vector4f tmp;
1635 
1636 		if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1637 		{
1638 			tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function);
1639 		}
1640 		else
1641 		{
1642 			Int index = As<Int>(Float(fetchRegister(s).x.x));
1643 
1644 			for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1645 			{
1646 				if(shader->usesSampler(i))
1647 				{
1648 					If(index == i)
1649 					{
1650 						tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function);
1651 						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1652 					}
1653 				}
1654 			}
1655 		}
1656 
1657 		Vector4f c;
1658 		c.x = tmp[(s.swizzle >> 0) & 0x3];
1659 		c.y = tmp[(s.swizzle >> 2) & 0x3];
1660 		c.z = tmp[(s.swizzle >> 4) & 0x3];
1661 		c.w = tmp[(s.swizzle >> 6) & 0x3];
1662 
1663 		return c;
1664 	}
1665 
sampleTexture(int sampler,Vector4f & uvwq,Float4 & lod,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function)1666 	Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1667 	{
1668 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture);
1669 		return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function);
1670 	}
1671 }
1672