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 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::Parameter &var, int bufferIndex = -1); 75 Int4 enableMask(const Shader::Instruction *instruction); 76 77 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1); 78 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1); 79 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1); 80 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1); 81 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1); 82 void BREAK(); 83 void BREAKC(Vector4f &src0, Vector4f &src1, Control); 84 void BREAKP(const Src &predicateRegister); 85 void BREAK(Int4 &condition); 86 void CONTINUE(); 87 void TEST(); 88 void CALL(int labelIndex, int callSiteIndex); 89 void CALLNZ(int labelIndex, int callSiteIndex, const Src &src); 90 void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister); 91 void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister); 92 void ELSE(); 93 void ENDIF(); 94 void ENDLOOP(); 95 void ENDREP(); 96 void ENDWHILE(); 97 void ENDSWITCH(); 98 void IF(const Src &src); 99 void IFb(const Src &boolRegister); 100 void IFp(const Src &predicateRegister); 101 void IFC(Vector4f &src0, Vector4f &src1, Control); 102 void IF(Int4 &condition); 103 void LABEL(int labelIndex); 104 void LOOP(const Src &integerRegister); 105 void REP(const Src &integerRegister); 106 void WHILE(const Src &temporaryRegister); 107 void SWITCH(); 108 void RET(); 109 void LEAVE(); 110 void TEXLDL(Vector4f &dst, Vector4f &src, const Src&); 111 void TEX(Vector4f &dst, Vector4f &src, const Src&); 112 void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); 113 void TEXLDL(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); 114 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&); 115 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2); 116 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); 117 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4); 118 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&); 119 120 void sampleTexture(Vector4f &c, const Src &s, Vector4f &uvwq, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); 121 122 SamplerCore *sampler[VERTEX_TEXTURE_IMAGE_UNITS]; 123 124 int ifDepth; 125 int loopRepDepth; 126 int breakDepth; 127 int currentLabel; 128 bool whileTest; 129 130 BasicBlock *ifFalseBlock[24 + 24]; 131 BasicBlock *loopRepTestBlock[4]; 132 BasicBlock *loopRepEndBlock[4]; 133 BasicBlock *labelBlock[2048]; 134 std::vector<BasicBlock*> callRetBlock[2048]; 135 BasicBlock *returnBlock; 136 bool isConditionalIf[24 + 24]; 137 }; 138 } 139 140 #endif // sw_VertexProgram_hpp 141