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 #include "SamplerCore.hpp" 21 22 #include "Stream.hpp" 23 #include "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<4096> r; // Temporary registers 41 Vector4f a0; 42 Array<Int, 4> aL; 43 Vector4f p0; 44 45 Array<Int, 4> increment; 46 Array<Int, 4> iteration; 47 48 Int loopDepth; 49 Int stackIndex; // FIXME: Inc/decrement callStack 50 Array<UInt, 16> callStack; 51 52 Int enableIndex; 53 Array<Int4, 1 + 24> enableStack; 54 Int4 enableBreak; 55 Int4 enableContinue; 56 Int4 enableLeave; 57 58 Int instanceID; 59 60 typedef Shader::DestinationParameter Dst; 61 typedef Shader::SourceParameter Src; 62 typedef Shader::Control Control; 63 typedef Shader::Usage Usage; 64 65 void pipeline() override; 66 void program(); 67 void passThrough(); 68 69 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 70 Vector4f readConstant(const Src &src, unsigned int offset = 0); 71 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index); 72 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset); 73 Int relativeAddress(const Shader::Parameter &var, int bufferIndex = -1); 74 Int4 enableMask(const Shader::Instruction *instruction); 75 76 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1); 77 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1); 78 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1); 79 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1); 80 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1); 81 void BREAK(); 82 void BREAKC(Vector4f &src0, Vector4f &src1, Control); 83 void BREAKP(const Src &predicateRegister); 84 void BREAK(Int4 &condition); 85 void CONTINUE(); 86 void TEST(); 87 void CALL(int labelIndex, int callSiteIndex); 88 void CALLNZ(int labelIndex, int callSiteIndex, const Src &src); 89 void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister); 90 void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister); 91 void ELSE(); 92 void ENDIF(); 93 void ENDLOOP(); 94 void ENDREP(); 95 void ENDWHILE(); 96 void ENDSWITCH(); 97 void IF(const Src &src); 98 void IFb(const Src &boolRegister); 99 void IFp(const Src &predicateRegister); 100 void IFC(Vector4f &src0, Vector4f &src1, Control); 101 void IF(Int4 &condition); 102 void LABEL(int labelIndex); 103 void LOOP(const Src &integerRegister); 104 void REP(const Src &integerRegister); 105 void WHILE(const Src &temporaryRegister); 106 void SWITCH(); 107 void RET(); 108 void LEAVE(); 109 void TEXLDL(Vector4f &dst, Vector4f &src, const Src&); 110 void TEX(Vector4f &dst, Vector4f &src, const Src&); 111 void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); 112 void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); 113 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); 114 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); 115 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); 116 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4); 117 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&); 118 119 void sampleTexture(Vector4f &c, const Src &s, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, SamplerMethod method); 120 121 SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS]; 122 123 int ifDepth; 124 int loopRepDepth; 125 int breakDepth; 126 int currentLabel; 127 bool whileTest; 128 129 // FIXME: Get rid of llvm:: 130 llvm::BasicBlock *ifFalseBlock[24 + 24]; 131 llvm::BasicBlock *loopRepTestBlock[4]; 132 llvm::BasicBlock *loopRepEndBlock[4]; 133 llvm::BasicBlock *labelBlock[2048]; 134 std::vector<llvm::BasicBlock*> callRetBlock[2048]; 135 llvm::BasicBlock *returnBlock; 136 bool isConditionalIf[24 + 24]; 137 }; 138 } 139 140 #endif // sw_VertexProgram_hpp 141