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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 #ifndef sw_PixelProgram_hpp
16 #define sw_PixelProgram_hpp
17 
18 #include "PixelRoutine.hpp"
19 #include "SamplerCore.hpp"
20 
21 #include <unordered_map>
22 
23 namespace sw
24 {
25 	class PixelProgram : public PixelRoutine
26 	{
27 	public:
28 		PixelProgram(const PixelProcessor::State &state, const PixelShader *shader);
~PixelProgram()29 		virtual ~PixelProgram() {}
30 
31 	protected:
32 		virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
33 		virtual void applyShader(Int cMask[4]);
34 		virtual Bool alphaTest(Int cMask[4]);
35 		virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
36 
37 	private:
38 		// Temporary registers
39 		RegisterArray<NUM_TEMPORARY_REGISTERS> r;
40 
41 		// Color outputs
42 		Vector4f c[RENDERTARGETS];
43 		RegisterArray<RENDERTARGETS, true> oC;
44 
45 		// Shader variables
46 		Vector4f vPos;
47 		Vector4f vFace;
48 
49 		// DX9 specific variables
50 		Vector4f p0;
51 		Array<Int> aL; // loop counter register
52 		Array<Int> increment; // increment value per loop
53 		Array<Int> iteration; // iteration count
54 
55 		Int loopDepth;    // FIXME: Add support for switch
56 		Int stackIndex;   // FIXME: Inc/decrement callStack
57 		Array<UInt> callStack;
58 
59 		// Per pixel based on conditions reached
60 		Int enableIndex;
61 		Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack;
62 		Int4 enableBreak;
63 		Int4 enableContinue;
64 		Int4 enableLeave;
65 
66 		Vector4f sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
67 		Vector4f sampleTexture(int samplerIndex, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
68 
69 		// Raster operations
70 		void clampColor(Vector4f oC[RENDERTARGETS]);
71 
72 		Int4 enableMask(const Shader::Instruction *instruction);
73 
74 		Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
75 		Vector4f readConstant(const Src &src, unsigned int offset = 0);
76 		RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
77 		RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
78 		Int relativeAddress(const Shader::Relative &rel, int bufferIndex = -1);
79 		Int4 dynamicAddress(const Shader::Relative &rel);
80 
81 		Float4 linearToSRGB(const Float4 &x);
82 
83 		// Instructions
84 		typedef Shader::Control Control;
85 
86 		void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1);
87 		void M3X3(Vector4f &dst, Vector4f &src0, const Src &src1);
88 		void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);
89 		void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);
90 		void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
91 		void TEX(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
92 		void TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod);
93 		void TEXBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &bias);
94 		void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
95 		void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
96 		void TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset);
97 		void TEXOFFSETBIAS(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &bias);
98 		void TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod);
99 		void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src &, Float4 &lod);
100 		void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &offset, Float4 &lod);
101 		void TEXGRAD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &dsx, Vector4f &dsy);
102 		void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &dsx, Vector4f &dsy, Vector4f &offset);
103 		void DISCARD(Int cMask[4], const Shader::Instruction *instruction);
104 		void DFDX(Vector4f &dst, Vector4f &src);
105 		void DFDY(Vector4f &dst, Vector4f &src);
106 		void FWIDTH(Vector4f &dst, Vector4f &src);
107 		void BREAK();
108 		void BREAKC(Vector4f &src0, Vector4f &src1, Control);
109 		void BREAKP(const Src &predicateRegister);
110 		void BREAK(Int4 &condition);
111 		void CONTINUE();
112 		void TEST();
113 		void SCALAR();
114 		void CALL(int labelIndex, int callSiteIndex);
115 		void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
116 		void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
117 		void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
118 		void ELSE();
119 		void ENDIF();
120 		void ENDLOOP();
121 		void ENDREP();
122 		void ENDWHILE();
123 		void ENDSWITCH();
124 		void IF(const Src &src);
125 		void IFb(const Src &boolRegister);
126 		void IFp(const Src &predicateRegister);
127 		void IFC(Vector4f &src0, Vector4f &src1, Control);
128 		void IF(Int4 &condition);
129 		void LABEL(int labelIndex);
130 		void LOOP(const Src &integerRegister);
131 		void REP(const Src &integerRegister);
132 		void WHILE(const Src &temporaryRegister);
133 		void SWITCH();
134 		void RET();
135 		void LEAVE();
136 
137 		int ifDepth = 0;
138 		int loopRepDepth = 0;
139 		int currentLabel = -1;
140 		bool scalar = false;
141 
142 		std::vector<BasicBlock*> ifFalseBlock;
143 		std::vector<BasicBlock*> loopRepTestBlock;
144 		std::vector<BasicBlock*> loopRepEndBlock;
145 		std::vector<BasicBlock*> labelBlock;
146 		std::unordered_map<unsigned int, std::vector<BasicBlock*>> callRetBlock; // label -> list of call sites
147 		BasicBlock *returnBlock;
148 		std::vector<bool> isConditionalIf;
149 		std::vector<Int4> restoreContinue;
150 	};
151 }
152 
153 #endif
154