• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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), shader(shader), r(shader->dynamicallyIndexedTemporaries)
28 	{
29 		ifDepth = 0;
30 		loopRepDepth = 0;
31 		currentLabel = -1;
32 		whileTest = false;
33 
34 		for(int i = 0; i < 2048; i++)
35 		{
36 			labelBlock[i] = 0;
37 		}
38 
39 		loopDepth = -1;
40 		enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
41 
42 		if(shader->containsBreakInstruction())
43 		{
44 			enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
45 		}
46 
47 		if(shader->containsContinueInstruction())
48 		{
49 			enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
50 		}
51 
52 		if(shader->isInstanceIdDeclared())
53 		{
54 			instanceID = *Pointer<Int>(data + OFFSET(DrawData,instanceID));
55 		}
56 	}
57 
~VertexProgram()58 	VertexProgram::~VertexProgram()
59 	{
60 	}
61 
pipeline(UInt & index)62 	void VertexProgram::pipeline(UInt& index)
63 	{
64 		if(!state.preTransformed)
65 		{
66 			program(index);
67 		}
68 		else
69 		{
70 			passThrough();
71 		}
72 	}
73 
program(UInt & index)74 	void VertexProgram::program(UInt& index)
75 	{
76 	//	shader->print("VertexShader-%0.8X.txt", state.shaderID);
77 
78 		unsigned short shaderModel = shader->getShaderModel();
79 
80 		enableIndex = 0;
81 		stackIndex = 0;
82 
83 		if(shader->containsLeaveInstruction())
84 		{
85 			enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
86 		}
87 
88 		if(shader->isVertexIdDeclared())
89 		{
90 			if(state.textureSampling)
91 			{
92 				vertexID = Int4(index);
93 			}
94 			else
95 			{
96 				vertexID = Insert(vertexID, As<Int>(index), 0);
97 				vertexID = Insert(vertexID, As<Int>(index + 1), 1);
98 				vertexID = Insert(vertexID, As<Int>(index + 2), 2);
99 				vertexID = Insert(vertexID, As<Int>(index + 3), 3);
100 			}
101 		}
102 
103 		// Create all call site return blocks up front
104 		for(size_t i = 0; i < shader->getLength(); i++)
105 		{
106 			const Shader::Instruction *instruction = shader->getInstruction(i);
107 			Shader::Opcode opcode = instruction->opcode;
108 
109 			if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ)
110 			{
111 				const Dst &dst = instruction->dst;
112 
113 				ASSERT(callRetBlock[dst.label].size() == dst.callSite);
114 				callRetBlock[dst.label].push_back(Nucleus::createBasicBlock());
115 			}
116 		}
117 
118 		for(size_t i = 0; i < shader->getLength(); i++)
119 		{
120 			const Shader::Instruction *instruction = shader->getInstruction(i);
121 			Shader::Opcode opcode = instruction->opcode;
122 
123 			if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB)
124 			{
125 				continue;
126 			}
127 
128 			Dst dst = instruction->dst;
129 			Src src0 = instruction->src[0];
130 			Src src1 = instruction->src[1];
131 			Src src2 = instruction->src[2];
132 			Src src3 = instruction->src[3];
133 			Src src4 = instruction->src[4];
134 
135 			bool predicate = instruction->predicate;
136 			Control control = instruction->control;
137 			bool integer = dst.type == Shader::PARAMETER_ADDR;
138 			bool pp = dst.partialPrecision;
139 
140 			Vector4f d;
141 			Vector4f s0;
142 			Vector4f s1;
143 			Vector4f s2;
144 			Vector4f s3;
145 			Vector4f s4;
146 
147 			if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
148 			if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1);
149 			if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2);
150 			if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3);
151 			if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4);
152 
153 			switch(opcode)
154 			{
155 			case Shader::OPCODE_VS_1_0:                                     break;
156 			case Shader::OPCODE_VS_1_1:                                     break;
157 			case Shader::OPCODE_VS_2_0:                                     break;
158 			case Shader::OPCODE_VS_2_x:                                     break;
159 			case Shader::OPCODE_VS_2_sw:                                    break;
160 			case Shader::OPCODE_VS_3_0:                                     break;
161 			case Shader::OPCODE_VS_3_sw:                                    break;
162 			case Shader::OPCODE_DCL:                                        break;
163 			case Shader::OPCODE_DEF:                                        break;
164 			case Shader::OPCODE_DEFI:                                       break;
165 			case Shader::OPCODE_DEFB:                                       break;
166 			case Shader::OPCODE_NOP:                                        break;
167 			case Shader::OPCODE_ABS:        abs(d, s0);                     break;
168 			case Shader::OPCODE_IABS:       iabs(d, s0);                    break;
169 			case Shader::OPCODE_ADD:        add(d, s0, s1);                 break;
170 			case Shader::OPCODE_IADD:       iadd(d, s0, s1);                break;
171 			case Shader::OPCODE_CRS:        crs(d, s0, s1);                 break;
172 			case Shader::OPCODE_FORWARD1:   forward1(d, s0, s1, s2);        break;
173 			case Shader::OPCODE_FORWARD2:   forward2(d, s0, s1, s2);        break;
174 			case Shader::OPCODE_FORWARD3:   forward3(d, s0, s1, s2);        break;
175 			case Shader::OPCODE_FORWARD4:   forward4(d, s0, s1, s2);        break;
176 			case Shader::OPCODE_REFLECT1:   reflect1(d, s0, s1);            break;
177 			case Shader::OPCODE_REFLECT2:   reflect2(d, s0, s1);            break;
178 			case Shader::OPCODE_REFLECT3:   reflect3(d, s0, s1);            break;
179 			case Shader::OPCODE_REFLECT4:   reflect4(d, s0, s1);            break;
180 			case Shader::OPCODE_REFRACT1:   refract1(d, s0, s1, s2.x);      break;
181 			case Shader::OPCODE_REFRACT2:   refract2(d, s0, s1, s2.x);      break;
182 			case Shader::OPCODE_REFRACT3:   refract3(d, s0, s1, s2.x);      break;
183 			case Shader::OPCODE_REFRACT4:   refract4(d, s0, s1, s2.x);      break;
184 			case Shader::OPCODE_DP1:        dp1(d, s0, s1);                 break;
185 			case Shader::OPCODE_DP2:        dp2(d, s0, s1);                 break;
186 			case Shader::OPCODE_DP3:        dp3(d, s0, s1);                 break;
187 			case Shader::OPCODE_DP4:        dp4(d, s0, s1);                 break;
188 			case Shader::OPCODE_DET2:       det2(d, s0, s1);                break;
189 			case Shader::OPCODE_DET3:       det3(d, s0, s1, s2);            break;
190 			case Shader::OPCODE_DET4:       det4(d, s0, s1, s2, s3);        break;
191 			case Shader::OPCODE_ATT:        att(d, s0, s1);                 break;
192 			case Shader::OPCODE_EXP2X:      exp2x(d, s0, pp);               break;
193 			case Shader::OPCODE_EXP2:       exp2(d, s0, pp);                break;
194 			case Shader::OPCODE_EXPP:       expp(d, s0, shaderModel);       break;
195 			case Shader::OPCODE_EXP:        exp(d, s0, pp);                 break;
196 			case Shader::OPCODE_FRC:        frc(d, s0);                     break;
197 			case Shader::OPCODE_TRUNC:      trunc(d, s0);                   break;
198 			case Shader::OPCODE_FLOOR:      floor(d, s0);                   break;
199 			case Shader::OPCODE_ROUND:      round(d, s0);                   break;
200 			case Shader::OPCODE_ROUNDEVEN:  roundEven(d, s0);               break;
201 			case Shader::OPCODE_CEIL:       ceil(d, s0);                    break;
202 			case Shader::OPCODE_LIT:        lit(d, s0);                     break;
203 			case Shader::OPCODE_LOG2X:      log2x(d, s0, pp);               break;
204 			case Shader::OPCODE_LOG2:       log2(d, s0, pp);                break;
205 			case Shader::OPCODE_LOGP:       logp(d, s0, shaderModel);       break;
206 			case Shader::OPCODE_LOG:        log(d, s0, pp);                 break;
207 			case Shader::OPCODE_LRP:        lrp(d, s0, s1, s2);             break;
208 			case Shader::OPCODE_STEP:       step(d, s0, s1);                break;
209 			case Shader::OPCODE_SMOOTH:     smooth(d, s0, s1, s2);          break;
210 			case Shader::OPCODE_ISINF:      isinf(d, s0);                   break;
211 			case Shader::OPCODE_ISNAN:      isnan(d, s0);                   break;
212 			case Shader::OPCODE_FLOATBITSTOINT:
213 			case Shader::OPCODE_FLOATBITSTOUINT:
214 			case Shader::OPCODE_INTBITSTOFLOAT:
215 			case Shader::OPCODE_UINTBITSTOFLOAT: d = s0;                    break;
216 			case Shader::OPCODE_PACKSNORM2x16:   packSnorm2x16(d, s0);      break;
217 			case Shader::OPCODE_PACKUNORM2x16:   packUnorm2x16(d, s0);      break;
218 			case Shader::OPCODE_PACKHALF2x16:    packHalf2x16(d, s0);       break;
219 			case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0);    break;
220 			case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0);    break;
221 			case Shader::OPCODE_UNPACKHALF2x16:  unpackHalf2x16(d, s0);     break;
222 			case Shader::OPCODE_M3X2:       M3X2(d, s0, src1);              break;
223 			case Shader::OPCODE_M3X3:       M3X3(d, s0, src1);              break;
224 			case Shader::OPCODE_M3X4:       M3X4(d, s0, src1);              break;
225 			case Shader::OPCODE_M4X3:       M4X3(d, s0, src1);              break;
226 			case Shader::OPCODE_M4X4:       M4X4(d, s0, src1);              break;
227 			case Shader::OPCODE_MAD:        mad(d, s0, s1, s2);             break;
228 			case Shader::OPCODE_IMAD:       imad(d, s0, s1, s2);            break;
229 			case Shader::OPCODE_MAX:        max(d, s0, s1);                 break;
230 			case Shader::OPCODE_IMAX:       imax(d, s0, s1);                break;
231 			case Shader::OPCODE_UMAX:       umax(d, s0, s1);                break;
232 			case Shader::OPCODE_MIN:        min(d, s0, s1);                 break;
233 			case Shader::OPCODE_IMIN:       imin(d, s0, s1);                break;
234 			case Shader::OPCODE_UMIN:       umin(d, s0, s1);                break;
235 			case Shader::OPCODE_MOV:        mov(d, s0, integer);            break;
236 			case Shader::OPCODE_MOVA:       mov(d, s0, true);               break;
237 			case Shader::OPCODE_NEG:        neg(d, s0);                     break;
238 			case Shader::OPCODE_INEG:       ineg(d, s0);                    break;
239 			case Shader::OPCODE_F2B:        f2b(d, s0);                     break;
240 			case Shader::OPCODE_B2F:        b2f(d, s0);                     break;
241 			case Shader::OPCODE_F2I:        f2i(d, s0);                     break;
242 			case Shader::OPCODE_I2F:        i2f(d, s0);                     break;
243 			case Shader::OPCODE_F2U:        f2u(d, s0);                     break;
244 			case Shader::OPCODE_U2F:        u2f(d, s0);                     break;
245 			case Shader::OPCODE_I2B:        i2b(d, s0);                     break;
246 			case Shader::OPCODE_B2I:        b2i(d, s0);                     break;
247 			case Shader::OPCODE_MUL:        mul(d, s0, s1);                 break;
248 			case Shader::OPCODE_IMUL:       imul(d, s0, s1);                break;
249 			case Shader::OPCODE_NRM2:       nrm2(d, s0, pp);                break;
250 			case Shader::OPCODE_NRM3:       nrm3(d, s0, pp);                break;
251 			case Shader::OPCODE_NRM4:       nrm4(d, s0, pp);                break;
252 			case Shader::OPCODE_POWX:       powx(d, s0, s1, pp);            break;
253 			case Shader::OPCODE_POW:        pow(d, s0, s1, pp);             break;
254 			case Shader::OPCODE_RCPX:       rcpx(d, s0, pp);                break;
255 			case Shader::OPCODE_DIV:        div(d, s0, s1);                 break;
256 			case Shader::OPCODE_IDIV:       idiv(d, s0, s1);                break;
257 			case Shader::OPCODE_UDIV:       udiv(d, s0, s1);                break;
258 			case Shader::OPCODE_MOD:        mod(d, s0, s1);                 break;
259 			case Shader::OPCODE_IMOD:       imod(d, s0, s1);                break;
260 			case Shader::OPCODE_UMOD:       umod(d, s0, s1);                break;
261 			case Shader::OPCODE_SHL:        shl(d, s0, s1);                 break;
262 			case Shader::OPCODE_ISHR:       ishr(d, s0, s1);                break;
263 			case Shader::OPCODE_USHR:       ushr(d, s0, s1);                break;
264 			case Shader::OPCODE_RSQX:       rsqx(d, s0, pp);                break;
265 			case Shader::OPCODE_SQRT:       sqrt(d, s0, pp);                break;
266 			case Shader::OPCODE_RSQ:        rsq(d, s0, pp);                 break;
267 			case Shader::OPCODE_LEN2:       len2(d.x, s0, pp);              break;
268 			case Shader::OPCODE_LEN3:       len3(d.x, s0, pp);              break;
269 			case Shader::OPCODE_LEN4:       len4(d.x, s0, pp);              break;
270 			case Shader::OPCODE_DIST1:      dist1(d.x, s0, s1, pp);         break;
271 			case Shader::OPCODE_DIST2:      dist2(d.x, s0, s1, pp);         break;
272 			case Shader::OPCODE_DIST3:      dist3(d.x, s0, s1, pp);         break;
273 			case Shader::OPCODE_DIST4:      dist4(d.x, s0, s1, pp);         break;
274 			case Shader::OPCODE_SGE:        step(d, s1, s0);                break;
275 			case Shader::OPCODE_SGN:        sgn(d, s0);                     break;
276 			case Shader::OPCODE_ISGN:       isgn(d, s0);                    break;
277 			case Shader::OPCODE_SINCOS:     sincos(d, s0, pp);              break;
278 			case Shader::OPCODE_COS:        cos(d, s0, pp);                 break;
279 			case Shader::OPCODE_SIN:        sin(d, s0, pp);                 break;
280 			case Shader::OPCODE_TAN:        tan(d, s0);                     break;
281 			case Shader::OPCODE_ACOS:       acos(d, s0);                    break;
282 			case Shader::OPCODE_ASIN:       asin(d, s0);                    break;
283 			case Shader::OPCODE_ATAN:       atan(d, s0);                    break;
284 			case Shader::OPCODE_ATAN2:      atan2(d, s0, s1);               break;
285 			case Shader::OPCODE_COSH:       cosh(d, s0, pp);                break;
286 			case Shader::OPCODE_SINH:       sinh(d, s0, pp);                break;
287 			case Shader::OPCODE_TANH:       tanh(d, s0, pp);                break;
288 			case Shader::OPCODE_ACOSH:      acosh(d, s0, pp);               break;
289 			case Shader::OPCODE_ASINH:      asinh(d, s0, pp);               break;
290 			case Shader::OPCODE_ATANH:      atanh(d, s0, pp);               break;
291 			case Shader::OPCODE_SLT:        slt(d, s0, s1);                 break;
292 			case Shader::OPCODE_SUB:        sub(d, s0, s1);                 break;
293 			case Shader::OPCODE_ISUB:       isub(d, s0, s1);                break;
294 			case Shader::OPCODE_BREAK:      BREAK();                        break;
295 			case Shader::OPCODE_BREAKC:     BREAKC(s0, s1, control);        break;
296 			case Shader::OPCODE_BREAKP:     BREAKP(src0);                   break;
297 			case Shader::OPCODE_CONTINUE:   CONTINUE();                     break;
298 			case Shader::OPCODE_TEST:       TEST();                         break;
299 			case Shader::OPCODE_CALL:       CALL(dst.label, dst.callSite);  break;
300 			case Shader::OPCODE_CALLNZ:     CALLNZ(dst.label, dst.callSite, src0); break;
301 			case Shader::OPCODE_ELSE:       ELSE();                         break;
302 			case Shader::OPCODE_ENDIF:      ENDIF();                        break;
303 			case Shader::OPCODE_ENDLOOP:    ENDLOOP();                      break;
304 			case Shader::OPCODE_ENDREP:     ENDREP();                       break;
305 			case Shader::OPCODE_ENDWHILE:   ENDWHILE();                     break;
306 			case Shader::OPCODE_ENDSWITCH:  ENDSWITCH();                    break;
307 			case Shader::OPCODE_IF:         IF(src0);                       break;
308 			case Shader::OPCODE_IFC:        IFC(s0, s1, control);           break;
309 			case Shader::OPCODE_LABEL:      LABEL(dst.index);               break;
310 			case Shader::OPCODE_LOOP:       LOOP(src1);                     break;
311 			case Shader::OPCODE_REP:        REP(src0);                      break;
312 			case Shader::OPCODE_WHILE:      WHILE(src0);                    break;
313 			case Shader::OPCODE_SWITCH:     SWITCH();                       break;
314 			case Shader::OPCODE_RET:        RET();                          break;
315 			case Shader::OPCODE_LEAVE:      LEAVE();                        break;
316 			case Shader::OPCODE_CMP:        cmp(d, s0, s1, control);        break;
317 			case Shader::OPCODE_ICMP:       icmp(d, s0, s1, control);       break;
318 			case Shader::OPCODE_UCMP:       ucmp(d, s0, s1, control);       break;
319 			case Shader::OPCODE_SELECT:     select(d, s0, s1, s2);          break;
320 			case Shader::OPCODE_EXTRACT:    extract(d.x, s0, s1.x);         break;
321 			case Shader::OPCODE_INSERT:     insert(d, s0, s1.x, s2.x);      break;
322 			case Shader::OPCODE_ALL:        all(d.x, s0);                   break;
323 			case Shader::OPCODE_ANY:        any(d.x, s0);                   break;
324 			case Shader::OPCODE_NOT:        bitwise_not(d, s0);             break;
325 			case Shader::OPCODE_OR:         bitwise_or(d, s0, s1);          break;
326 			case Shader::OPCODE_XOR:        bitwise_xor(d, s0, s1);         break;
327 			case Shader::OPCODE_AND:        bitwise_and(d, s0, s1);         break;
328 			case Shader::OPCODE_EQ:         equal(d, s0, s1);               break;
329 			case Shader::OPCODE_NE:         notEqual(d, s0, s1);            break;
330 			case Shader::OPCODE_TEXLDL:     TEXLOD(d, s0, src1, s0.w);      break;
331 			case Shader::OPCODE_TEXLOD:     TEXLOD(d, s0, src1, s2.x);      break;
332 			case Shader::OPCODE_TEX:        TEX(d, s0, src1);               break;
333 			case Shader::OPCODE_TEXOFFSET:  TEXOFFSET(d, s0, src1, s2);     break;
334 			case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
335 			case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x);  break;
336 			case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
337 			case Shader::OPCODE_TEXGRAD:    TEXGRAD(d, s0, src1, s2, s3);   break;
338 			case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
339 			case Shader::OPCODE_TEXSIZE:    TEXSIZE(d, s0.x, src1);         break;
340 			case Shader::OPCODE_END:                                        break;
341 			default:
342 				ASSERT(false);
343 			}
344 
345 			if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::OPCODE_NOP)
346 			{
347 				if(dst.saturate)
348 				{
349 					if(dst.x) d.x = Max(d.x, Float4(0.0f));
350 					if(dst.y) d.y = Max(d.y, Float4(0.0f));
351 					if(dst.z) d.z = Max(d.z, Float4(0.0f));
352 					if(dst.w) d.w = Max(d.w, Float4(0.0f));
353 
354 					if(dst.x) d.x = Min(d.x, Float4(1.0f));
355 					if(dst.y) d.y = Min(d.y, Float4(1.0f));
356 					if(dst.z) d.z = Min(d.z, Float4(1.0f));
357 					if(dst.w) d.w = Min(d.w, Float4(1.0f));
358 				}
359 
360 				if(instruction->isPredicated())
361 				{
362 					Vector4f pDst;   // FIXME: Rename
363 
364 					switch(dst.type)
365 					{
366 					case Shader::PARAMETER_VOID: break;
367 					case Shader::PARAMETER_TEMP:
368 						if(dst.rel.type == Shader::PARAMETER_VOID)
369 						{
370 							if(dst.x) pDst.x = r[dst.index].x;
371 							if(dst.y) pDst.y = r[dst.index].y;
372 							if(dst.z) pDst.z = r[dst.index].z;
373 							if(dst.w) pDst.w = r[dst.index].w;
374 						}
375 						else
376 						{
377 							Int a = relativeAddress(dst);
378 
379 							if(dst.x) pDst.x = r[dst.index + a].x;
380 							if(dst.y) pDst.y = r[dst.index + a].y;
381 							if(dst.z) pDst.z = r[dst.index + a].z;
382 							if(dst.w) pDst.w = r[dst.index + a].w;
383 						}
384 						break;
385 					case Shader::PARAMETER_ADDR: pDst = a0; break;
386 					case Shader::PARAMETER_RASTOUT:
387 						switch(dst.index)
388 						{
389 						case 0:
390 							if(dst.x) pDst.x = o[Pos].x;
391 							if(dst.y) pDst.y = o[Pos].y;
392 							if(dst.z) pDst.z = o[Pos].z;
393 							if(dst.w) pDst.w = o[Pos].w;
394 							break;
395 						case 1:
396 							pDst.x = o[Fog].x;
397 							break;
398 						case 2:
399 							pDst.x = o[Pts].y;
400 							break;
401 						default:
402 							ASSERT(false);
403 						}
404 						break;
405 					case Shader::PARAMETER_ATTROUT:
406 						if(dst.x) pDst.x = o[C0 + dst.index].x;
407 						if(dst.y) pDst.y = o[C0 + dst.index].y;
408 						if(dst.z) pDst.z = o[C0 + dst.index].z;
409 						if(dst.w) pDst.w = o[C0 + dst.index].w;
410 						break;
411 					case Shader::PARAMETER_TEXCRDOUT:
412 				//	case Shader::PARAMETER_OUTPUT:
413 						if(shaderModel < 0x0300)
414 						{
415 							if(dst.x) pDst.x = o[T0 + dst.index].x;
416 							if(dst.y) pDst.y = o[T0 + dst.index].y;
417 							if(dst.z) pDst.z = o[T0 + dst.index].z;
418 							if(dst.w) pDst.w = o[T0 + dst.index].w;
419 						}
420 						else
421 						{
422 							if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
423 							{
424 								if(dst.x) pDst.x = o[dst.index].x;
425 								if(dst.y) pDst.y = o[dst.index].y;
426 								if(dst.z) pDst.z = o[dst.index].z;
427 								if(dst.w) pDst.w = o[dst.index].w;
428 							}
429 							else
430 							{
431 								Int a = relativeAddress(dst);
432 
433 								if(dst.x) pDst.x = o[dst.index + a].x;
434 								if(dst.y) pDst.y = o[dst.index + a].y;
435 								if(dst.z) pDst.z = o[dst.index + a].z;
436 								if(dst.w) pDst.w = o[dst.index + a].w;
437 							}
438 						}
439 						break;
440 					case Shader::PARAMETER_LABEL:                break;
441 					case Shader::PARAMETER_PREDICATE: pDst = p0; break;
442 					case Shader::PARAMETER_INPUT:                break;
443 					default:
444 						ASSERT(false);
445 					}
446 
447 					Int4 enable = enableMask(instruction);
448 
449 					Int4 xEnable = enable;
450 					Int4 yEnable = enable;
451 					Int4 zEnable = enable;
452 					Int4 wEnable = enable;
453 
454 					if(predicate)
455 					{
456 						unsigned char pSwizzle = instruction->predicateSwizzle;
457 
458 						Float4 xPredicate = p0[(pSwizzle >> 0) & 0x03];
459 						Float4 yPredicate = p0[(pSwizzle >> 2) & 0x03];
460 						Float4 zPredicate = p0[(pSwizzle >> 4) & 0x03];
461 						Float4 wPredicate = p0[(pSwizzle >> 6) & 0x03];
462 
463 						if(!instruction->predicateNot)
464 						{
465 							if(dst.x) xEnable = xEnable & As<Int4>(xPredicate);
466 							if(dst.y) yEnable = yEnable & As<Int4>(yPredicate);
467 							if(dst.z) zEnable = zEnable & As<Int4>(zPredicate);
468 							if(dst.w) wEnable = wEnable & As<Int4>(wPredicate);
469 						}
470 						else
471 						{
472 							if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate);
473 							if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate);
474 							if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate);
475 							if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate);
476 						}
477 					}
478 
479 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable);
480 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable);
481 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable);
482 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable);
483 
484 					if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable));
485 					if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable));
486 					if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable));
487 					if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable));
488 				}
489 
490 				switch(dst.type)
491 				{
492 				case Shader::PARAMETER_VOID:
493 					break;
494 				case Shader::PARAMETER_TEMP:
495 					if(dst.rel.type == Shader::PARAMETER_VOID)
496 					{
497 						if(dst.x) r[dst.index].x = d.x;
498 						if(dst.y) r[dst.index].y = d.y;
499 						if(dst.z) r[dst.index].z = d.z;
500 						if(dst.w) r[dst.index].w = d.w;
501 					}
502 					else
503 					{
504 						Int a = relativeAddress(dst);
505 
506 						if(dst.x) r[dst.index + a].x = d.x;
507 						if(dst.y) r[dst.index + a].y = d.y;
508 						if(dst.z) r[dst.index + a].z = d.z;
509 						if(dst.w) r[dst.index + a].w = d.w;
510 					}
511 					break;
512 				case Shader::PARAMETER_ADDR:
513 					if(dst.x) a0.x = d.x;
514 					if(dst.y) a0.y = d.y;
515 					if(dst.z) a0.z = d.z;
516 					if(dst.w) a0.w = d.w;
517 					break;
518 				case Shader::PARAMETER_RASTOUT:
519 					switch(dst.index)
520 					{
521 					case 0:
522 						if(dst.x) o[Pos].x = d.x;
523 						if(dst.y) o[Pos].y = d.y;
524 						if(dst.z) o[Pos].z = d.z;
525 						if(dst.w) o[Pos].w = d.w;
526 						break;
527 					case 1:
528 						o[Fog].x = d.x;
529 						break;
530 					case 2:
531 						o[Pts].y = d.x;
532 						break;
533 					default:	ASSERT(false);
534 					}
535 					break;
536 				case Shader::PARAMETER_ATTROUT:
537 					if(dst.x) o[C0 + dst.index].x = d.x;
538 					if(dst.y) o[C0 + dst.index].y = d.y;
539 					if(dst.z) o[C0 + dst.index].z = d.z;
540 					if(dst.w) o[C0 + dst.index].w = d.w;
541 					break;
542 				case Shader::PARAMETER_TEXCRDOUT:
543 			//	case Shader::PARAMETER_OUTPUT:
544 					if(shaderModel < 0x0300)
545 					{
546 						if(dst.x) o[T0 + dst.index].x = d.x;
547 						if(dst.y) o[T0 + dst.index].y = d.y;
548 						if(dst.z) o[T0 + dst.index].z = d.z;
549 						if(dst.w) o[T0 + dst.index].w = d.w;
550 					}
551 					else
552 					{
553 						if(dst.rel.type == Shader::PARAMETER_VOID)   // Not relative
554 						{
555 							if(dst.x) o[dst.index].x = d.x;
556 							if(dst.y) o[dst.index].y = d.y;
557 							if(dst.z) o[dst.index].z = d.z;
558 							if(dst.w) o[dst.index].w = d.w;
559 						}
560 						else
561 						{
562 							Int a = relativeAddress(dst);
563 
564 							if(dst.x) o[dst.index + a].x = d.x;
565 							if(dst.y) o[dst.index + a].y = d.y;
566 							if(dst.z) o[dst.index + a].z = d.z;
567 							if(dst.w) o[dst.index + a].w = d.w;
568 						}
569 					}
570 					break;
571 				case Shader::PARAMETER_LABEL:             break;
572 				case Shader::PARAMETER_PREDICATE: p0 = d; break;
573 				case Shader::PARAMETER_INPUT:             break;
574 				default:
575 					ASSERT(false);
576 				}
577 			}
578 		}
579 
580 		if(currentLabel != -1)
581 		{
582 			Nucleus::setInsertBlock(returnBlock);
583 		}
584 	}
585 
passThrough()586 	void VertexProgram::passThrough()
587 	{
588 		if(shader)
589 		{
590 			for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
591 			{
592 				unsigned char usage = shader->getOutput(i, 0).usage;
593 
594 				switch(usage)
595 				{
596 				case 0xFF:
597 					continue;
598 				case Shader::USAGE_PSIZE:
599 					o[i].y = v[i].x;
600 					break;
601 				case Shader::USAGE_TEXCOORD:
602 					o[i].x = v[i].x;
603 					o[i].y = v[i].y;
604 					o[i].z = v[i].z;
605 					o[i].w = v[i].w;
606 					break;
607 				case Shader::USAGE_POSITION:
608 					o[i].x = v[i].x;
609 					o[i].y = v[i].y;
610 					o[i].z = v[i].z;
611 					o[i].w = v[i].w;
612 					break;
613 				case Shader::USAGE_COLOR:
614 					o[i].x = v[i].x;
615 					o[i].y = v[i].y;
616 					o[i].z = v[i].z;
617 					o[i].w = v[i].w;
618 					break;
619 				case Shader::USAGE_FOG:
620 					o[i].x = v[i].x;
621 					break;
622 				default:
623 					ASSERT(false);
624 				}
625 			}
626 		}
627 		else
628 		{
629 			o[Pos].x = v[PositionT].x;
630 			o[Pos].y = v[PositionT].y;
631 			o[Pos].z = v[PositionT].z;
632 			o[Pos].w = v[PositionT].w;
633 
634 			for(int i = 0; i < 2; i++)
635 			{
636 				o[C0 + i].x = v[Color0 + i].x;
637 				o[C0 + i].y = v[Color0 + i].y;
638 				o[C0 + i].z = v[Color0 + i].z;
639 				o[C0 + i].w = v[Color0 + i].w;
640 			}
641 
642 			for(int i = 0; i < 8; i++)
643 			{
644 				o[T0 + i].x = v[TexCoord0 + i].x;
645 				o[T0 + i].y = v[TexCoord0 + i].y;
646 				o[T0 + i].z = v[TexCoord0 + i].z;
647 				o[T0 + i].w = v[TexCoord0 + i].w;
648 			}
649 
650 			o[Pts].y = v[PointSize].x;
651 		}
652 	}
653 
fetchRegister(const Src & src,unsigned int offset)654 	Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset)
655 	{
656 		Vector4f reg;
657 		unsigned int i = src.index + offset;
658 
659 		switch(src.type)
660 		{
661 		case Shader::PARAMETER_TEMP:
662 			if(src.rel.type == Shader::PARAMETER_VOID)
663 			{
664 				reg = r[i];
665 			}
666 			else
667 			{
668 				reg = r[i + relativeAddress(src, src.bufferIndex)];
669 			}
670 			break;
671 		case Shader::PARAMETER_CONST:
672 			reg = readConstant(src, offset);
673 			break;
674 		case Shader::PARAMETER_INPUT:
675 			if(src.rel.type == Shader::PARAMETER_VOID)
676 			{
677 				reg = v[i];
678 			}
679 			else
680 			{
681 				reg = v[i + relativeAddress(src, src.bufferIndex)];
682 			}
683 			break;
684 		case Shader::PARAMETER_VOID: return r[0];   // Dummy
685 		case Shader::PARAMETER_FLOAT4LITERAL:
686 			reg.x = Float4(src.value[0]);
687 			reg.y = Float4(src.value[1]);
688 			reg.z = Float4(src.value[2]);
689 			reg.w = Float4(src.value[3]);
690 			break;
691 		case Shader::PARAMETER_ADDR:      reg = a0; break;
692 		case Shader::PARAMETER_CONSTBOOL: return r[0];   // Dummy
693 		case Shader::PARAMETER_CONSTINT:  return r[0];   // Dummy
694 		case Shader::PARAMETER_LOOP:      return r[0];   // Dummy
695 		case Shader::PARAMETER_PREDICATE: return r[0];   // Dummy
696 		case Shader::PARAMETER_SAMPLER:
697 			if(src.rel.type == Shader::PARAMETER_VOID)
698 			{
699 				reg.x = As<Float4>(Int4(i));
700 			}
701 			else if(src.rel.type == Shader::PARAMETER_TEMP)
702 			{
703 				reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x));
704 			}
705 			return reg;
706 		case Shader::PARAMETER_OUTPUT:
707 			if(src.rel.type == Shader::PARAMETER_VOID)
708 			{
709 				reg = o[i];
710 			}
711 			else
712 			{
713 				reg = o[i + relativeAddress(src, src.bufferIndex)];
714 			}
715 			break;
716 		case Shader::PARAMETER_MISCTYPE:
717 			if(src.index == Shader::InstanceIDIndex)
718 			{
719 				reg.x = As<Float>(instanceID);
720 			}
721 			else if(src.index == Shader::VertexIDIndex)
722 			{
723 				reg.x = As<Float4>(vertexID);
724 			}
725 			else ASSERT(false);
726 			return reg;
727 		default:
728 			ASSERT(false);
729 		}
730 
731 		const Float4 &x = reg[(src.swizzle >> 0) & 0x3];
732 		const Float4 &y = reg[(src.swizzle >> 2) & 0x3];
733 		const Float4 &z = reg[(src.swizzle >> 4) & 0x3];
734 		const Float4 &w = reg[(src.swizzle >> 6) & 0x3];
735 
736 		Vector4f mod;
737 
738 		switch(src.modifier)
739 		{
740 		case Shader::MODIFIER_NONE:
741 			mod.x = x;
742 			mod.y = y;
743 			mod.z = z;
744 			mod.w = w;
745 			break;
746 		case Shader::MODIFIER_NEGATE:
747 			mod.x = -x;
748 			mod.y = -y;
749 			mod.z = -z;
750 			mod.w = -w;
751 			break;
752 		case Shader::MODIFIER_ABS:
753 			mod.x = Abs(x);
754 			mod.y = Abs(y);
755 			mod.z = Abs(z);
756 			mod.w = Abs(w);
757 			break;
758 		case Shader::MODIFIER_ABS_NEGATE:
759 			mod.x = -Abs(x);
760 			mod.y = -Abs(y);
761 			mod.z = -Abs(z);
762 			mod.w = -Abs(w);
763 			break;
764 		case Shader::MODIFIER_NOT:
765 			mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF));
766 			mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF));
767 			mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF));
768 			mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF));
769 			break;
770 		default:
771 			ASSERT(false);
772 		}
773 
774 		return mod;
775 	}
776 
uniformAddress(int bufferIndex,unsigned int index)777 	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
778 	{
779 		if(bufferIndex == -1)
780 		{
781 			return data + OFFSET(DrawData, vs.c[index]);
782 		}
783 		else
784 		{
785 			return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
786 		}
787 	}
788 
uniformAddress(int bufferIndex,unsigned int index,Int & offset)789 	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
790 	{
791 		return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
792 	}
793 
readConstant(const Src & src,unsigned int offset)794 	Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
795 	{
796 		Vector4f c;
797 		unsigned int i = src.index + offset;
798 
799 		if(src.rel.type == Shader::PARAMETER_VOID)   // Not relative
800 		{
801 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
802 
803 			c.x = c.x.xxxx;
804 			c.y = c.y.yyyy;
805 			c.z = c.z.zzzz;
806 			c.w = c.w.wwww;
807 
808 			if(shader->containsDefineInstruction())   // Constant may be known at compile time
809 			{
810 				for(size_t j = 0; j < shader->getLength(); j++)
811 				{
812 					const Shader::Instruction &instruction = *shader->getInstruction(j);
813 
814 					if(instruction.opcode == Shader::OPCODE_DEF)
815 					{
816 						if(instruction.dst.index == i)
817 						{
818 							c.x = Float4(instruction.src[0].value[0]);
819 							c.y = Float4(instruction.src[0].value[1]);
820 							c.z = Float4(instruction.src[0].value[2]);
821 							c.w = Float4(instruction.src[0].value[3]);
822 
823 							break;
824 						}
825 					}
826 				}
827 			}
828 		}
829 		else if(src.rel.type == Shader::PARAMETER_LOOP)
830 		{
831 			Int loopCounter = aL[loopDepth];
832 
833 			c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
834 
835 			c.x = c.x.xxxx;
836 			c.y = c.y.yyyy;
837 			c.z = c.z.zzzz;
838 			c.w = c.w.wwww;
839 		}
840 		else
841 		{
842 			if(src.rel.deterministic)
843 			{
844 				Int a = relativeAddress(src, src.bufferIndex);
845 
846 				c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
847 
848 				c.x = c.x.xxxx;
849 				c.y = c.y.yyyy;
850 				c.z = c.z.zzzz;
851 				c.w = c.w.wwww;
852 			}
853 			else
854 			{
855 				int component = src.rel.swizzle & 0x03;
856 				Float4 a;
857 
858 				switch(src.rel.type)
859 				{
860 				case Shader::PARAMETER_ADDR:     a = a0[component]; break;
861 				case Shader::PARAMETER_TEMP:     a = r[src.rel.index][component]; break;
862 				case Shader::PARAMETER_INPUT:    a = v[src.rel.index][component]; break;
863 				case Shader::PARAMETER_OUTPUT:   a = o[src.rel.index][component]; break;
864 				case Shader::PARAMETER_CONST:    a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
865 				case Shader::PARAMETER_MISCTYPE:
866 					if(src.rel.index == Shader::InstanceIDIndex)
867 					{
868 						a = As<Float4>(Int4(instanceID)); break;
869 					}
870 					else if(src.rel.index == Shader::VertexIDIndex)
871 					{
872 						a = As<Float4>(vertexID); break;
873 					}
874 					else ASSERT(false);
875 					break;
876 				default: ASSERT(false);
877 				}
878 
879 				Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
880 
881 				index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
882 
883 				Int index0 = Extract(index, 0);
884 				Int index1 = Extract(index, 1);
885 				Int index2 = Extract(index, 2);
886 				Int index3 = Extract(index, 3);
887 
888 				c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
889 				c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
890 				c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
891 				c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
892 
893 				transpose4x4(c.x, c.y, c.z, c.w);
894 			}
895 		}
896 
897 		return c;
898 	}
899 
relativeAddress(const Shader::Parameter & var,int bufferIndex)900 	Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
901 	{
902 		ASSERT(var.rel.deterministic);
903 
904 		if(var.rel.type == Shader::PARAMETER_TEMP)
905 		{
906 			return As<Int>(Extract(r[var.rel.index].x, 0)) * var.rel.scale;
907 		}
908 		else if(var.rel.type == Shader::PARAMETER_INPUT)
909 		{
910 			return As<Int>(Extract(v[var.rel.index].x, 0)) * var.rel.scale;
911 		}
912 		else if(var.rel.type == Shader::PARAMETER_OUTPUT)
913 		{
914 			return As<Int>(Extract(o[var.rel.index].x, 0)) * var.rel.scale;
915 		}
916 		else if(var.rel.type == Shader::PARAMETER_CONST)
917 		{
918 			return *Pointer<Int>(uniformAddress(bufferIndex, var.rel.index)) * var.rel.scale;
919 		}
920 		else if(var.rel.type == Shader::PARAMETER_LOOP)
921 		{
922 			return aL[loopDepth];
923 		}
924 		else ASSERT(false);
925 
926 		return 0;
927 	}
928 
enableMask(const Shader::Instruction * instruction)929 	Int4 VertexProgram::enableMask(const Shader::Instruction *instruction)
930 	{
931 		Int4 enable = instruction->analysisBranch ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
932 
933 		if(!whileTest)
934 		{
935 			if(shader->containsBreakInstruction() && instruction->analysisBreak)
936 			{
937 				enable &= enableBreak;
938 			}
939 
940 			if(shader->containsContinueInstruction() && instruction->analysisContinue)
941 			{
942 				enable &= enableContinue;
943 			}
944 
945 			if(shader->containsLeaveInstruction() && instruction->analysisLeave)
946 			{
947 				enable &= enableLeave;
948 			}
949 		}
950 
951 		return enable;
952 	}
953 
M3X2(Vector4f & dst,Vector4f & src0,Src & src1)954 	void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1)
955 	{
956 		Vector4f row0 = fetchRegister(src1, 0);
957 		Vector4f row1 = fetchRegister(src1, 1);
958 
959 		dst.x = dot3(src0, row0);
960 		dst.y = dot3(src0, row1);
961 	}
962 
M3X3(Vector4f & dst,Vector4f & src0,Src & src1)963 	void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1)
964 	{
965 		Vector4f row0 = fetchRegister(src1, 0);
966 		Vector4f row1 = fetchRegister(src1, 1);
967 		Vector4f row2 = fetchRegister(src1, 2);
968 
969 		dst.x = dot3(src0, row0);
970 		dst.y = dot3(src0, row1);
971 		dst.z = dot3(src0, row2);
972 	}
973 
M3X4(Vector4f & dst,Vector4f & src0,Src & src1)974 	void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1)
975 	{
976 		Vector4f row0 = fetchRegister(src1, 0);
977 		Vector4f row1 = fetchRegister(src1, 1);
978 		Vector4f row2 = fetchRegister(src1, 2);
979 		Vector4f row3 = fetchRegister(src1, 3);
980 
981 		dst.x = dot3(src0, row0);
982 		dst.y = dot3(src0, row1);
983 		dst.z = dot3(src0, row2);
984 		dst.w = dot3(src0, row3);
985 	}
986 
M4X3(Vector4f & dst,Vector4f & src0,Src & src1)987 	void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1)
988 	{
989 		Vector4f row0 = fetchRegister(src1, 0);
990 		Vector4f row1 = fetchRegister(src1, 1);
991 		Vector4f row2 = fetchRegister(src1, 2);
992 
993 		dst.x = dot4(src0, row0);
994 		dst.y = dot4(src0, row1);
995 		dst.z = dot4(src0, row2);
996 	}
997 
M4X4(Vector4f & dst,Vector4f & src0,Src & src1)998 	void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1)
999 	{
1000 		Vector4f row0 = fetchRegister(src1, 0);
1001 		Vector4f row1 = fetchRegister(src1, 1);
1002 		Vector4f row2 = fetchRegister(src1, 2);
1003 		Vector4f row3 = fetchRegister(src1, 3);
1004 
1005 		dst.x = dot4(src0, row0);
1006 		dst.y = dot4(src0, row1);
1007 		dst.z = dot4(src0, row2);
1008 		dst.w = dot4(src0, row3);
1009 	}
1010 
BREAK()1011 	void VertexProgram::BREAK()
1012 	{
1013 		enableBreak = enableBreak & ~enableStack[enableIndex];
1014 	}
1015 
BREAKC(Vector4f & src0,Vector4f & src1,Control control)1016 	void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control)
1017 	{
1018 		Int4 condition;
1019 
1020 		switch(control)
1021 		{
1022 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1023 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1024 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1025 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1026 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1027 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1028 		default:
1029 			ASSERT(false);
1030 		}
1031 
1032 		BREAK(condition);
1033 	}
1034 
BREAKP(const Src & predicateRegister)1035 	void VertexProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC
1036 	{
1037 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1038 
1039 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1040 		{
1041 			condition = ~condition;
1042 		}
1043 
1044 		BREAK(condition);
1045 	}
1046 
BREAK(Int4 & condition)1047 	void VertexProgram::BREAK(Int4 &condition)
1048 	{
1049 		condition &= enableStack[enableIndex];
1050 
1051 		enableBreak = enableBreak & ~condition;
1052 	}
1053 
CONTINUE()1054 	void VertexProgram::CONTINUE()
1055 	{
1056 		enableContinue = enableContinue & ~enableStack[enableIndex];
1057 	}
1058 
TEST()1059 	void VertexProgram::TEST()
1060 	{
1061 		whileTest = true;
1062 	}
1063 
CALL(int labelIndex,int callSiteIndex)1064 	void VertexProgram::CALL(int labelIndex, int callSiteIndex)
1065 	{
1066 		if(!labelBlock[labelIndex])
1067 		{
1068 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1069 		}
1070 
1071 		if(callRetBlock[labelIndex].size() > 1)
1072 		{
1073 			callStack[stackIndex++] = UInt(callSiteIndex);
1074 		}
1075 
1076 		Int4 restoreLeave = enableLeave;
1077 
1078 		Nucleus::createBr(labelBlock[labelIndex]);
1079 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1080 
1081 		enableLeave = restoreLeave;
1082 	}
1083 
CALLNZ(int labelIndex,int callSiteIndex,const Src & src)1084 	void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src)
1085 	{
1086 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1087 		{
1088 			CALLNZb(labelIndex, callSiteIndex, src);
1089 		}
1090 		else if(src.type == Shader::PARAMETER_PREDICATE)
1091 		{
1092 			CALLNZp(labelIndex, callSiteIndex, src);
1093 		}
1094 		else ASSERT(false);
1095 	}
1096 
CALLNZb(int labelIndex,int callSiteIndex,const Src & boolRegister)1097 	void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister)
1098 	{
1099 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
1100 
1101 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1102 		{
1103 			condition = !condition;
1104 		}
1105 
1106 		if(!labelBlock[labelIndex])
1107 		{
1108 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1109 		}
1110 
1111 		if(callRetBlock[labelIndex].size() > 1)
1112 		{
1113 			callStack[stackIndex++] = UInt(callSiteIndex);
1114 		}
1115 
1116 		Int4 restoreLeave = enableLeave;
1117 
1118 		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1119 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1120 
1121 		enableLeave = restoreLeave;
1122 	}
1123 
CALLNZp(int labelIndex,int callSiteIndex,const Src & predicateRegister)1124 	void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister)
1125 	{
1126 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1127 
1128 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1129 		{
1130 			condition = ~condition;
1131 		}
1132 
1133 		condition &= enableStack[enableIndex];
1134 
1135 		if(!labelBlock[labelIndex])
1136 		{
1137 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1138 		}
1139 
1140 		if(callRetBlock[labelIndex].size() > 1)
1141 		{
1142 			callStack[stackIndex++] = UInt(callSiteIndex);
1143 		}
1144 
1145 		enableIndex++;
1146 		enableStack[enableIndex] = condition;
1147 		Int4 restoreLeave = enableLeave;
1148 
1149 		Bool notAllFalse = SignMask(condition) != 0;
1150 		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]);
1151 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]);
1152 
1153 		enableIndex--;
1154 		enableLeave = restoreLeave;
1155 	}
1156 
ELSE()1157 	void VertexProgram::ELSE()
1158 	{
1159 		ifDepth--;
1160 
1161 		BasicBlock *falseBlock = ifFalseBlock[ifDepth];
1162 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1163 
1164 		if(isConditionalIf[ifDepth])
1165 		{
1166 			Int4 condition = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1167 			Bool notAllFalse = SignMask(condition) != 0;
1168 
1169 			branch(notAllFalse, falseBlock, endBlock);
1170 
1171 			enableStack[enableIndex] = ~enableStack[enableIndex] & enableStack[enableIndex - 1];
1172 		}
1173 		else
1174 		{
1175 			Nucleus::createBr(endBlock);
1176 			Nucleus::setInsertBlock(falseBlock);
1177 		}
1178 
1179 		ifFalseBlock[ifDepth] = endBlock;
1180 
1181 		ifDepth++;
1182 	}
1183 
ENDIF()1184 	void VertexProgram::ENDIF()
1185 	{
1186 		ifDepth--;
1187 
1188 		BasicBlock *endBlock = ifFalseBlock[ifDepth];
1189 
1190 		Nucleus::createBr(endBlock);
1191 		Nucleus::setInsertBlock(endBlock);
1192 
1193 		if(isConditionalIf[ifDepth])
1194 		{
1195 			enableIndex--;
1196 		}
1197 	}
1198 
ENDLOOP()1199 	void VertexProgram::ENDLOOP()
1200 	{
1201 		loopRepDepth--;
1202 
1203 		aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: +=
1204 
1205 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1206 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1207 
1208 		Nucleus::createBr(testBlock);
1209 		Nucleus::setInsertBlock(endBlock);
1210 
1211 		loopDepth--;
1212 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1213 	}
1214 
ENDREP()1215 	void VertexProgram::ENDREP()
1216 	{
1217 		loopRepDepth--;
1218 
1219 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1220 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1221 
1222 		Nucleus::createBr(testBlock);
1223 		Nucleus::setInsertBlock(endBlock);
1224 
1225 		loopDepth--;
1226 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
1227 	}
1228 
ENDWHILE()1229 	void VertexProgram::ENDWHILE()
1230 	{
1231 		loopRepDepth--;
1232 
1233 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth];
1234 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1235 
1236 		Nucleus::createBr(testBlock);
1237 		Nucleus::setInsertBlock(endBlock);
1238 
1239 		enableIndex--;
1240 		whileTest = false;
1241 	}
1242 
ENDSWITCH()1243 	void VertexProgram::ENDSWITCH()
1244 	{
1245 		loopRepDepth--;
1246 
1247 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth];
1248 
1249 		Nucleus::createBr(endBlock);
1250 		Nucleus::setInsertBlock(endBlock);
1251 	}
1252 
IF(const Src & src)1253 	void VertexProgram::IF(const Src &src)
1254 	{
1255 		if(src.type == Shader::PARAMETER_CONSTBOOL)
1256 		{
1257 			IFb(src);
1258 		}
1259 		else if(src.type == Shader::PARAMETER_PREDICATE)
1260 		{
1261 			IFp(src);
1262 		}
1263 		else
1264 		{
1265 			Int4 condition = As<Int4>(fetchRegister(src).x);
1266 			IF(condition);
1267 		}
1268 	}
1269 
IFb(const Src & boolRegister)1270 	void VertexProgram::IFb(const Src &boolRegister)
1271 	{
1272 		ASSERT(ifDepth < 24 + 4);
1273 
1274 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME
1275 
1276 		if(boolRegister.modifier == Shader::MODIFIER_NOT)
1277 		{
1278 			condition = !condition;
1279 		}
1280 
1281 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
1282 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
1283 
1284 		branch(condition, trueBlock, falseBlock);
1285 
1286 		isConditionalIf[ifDepth] = false;
1287 		ifFalseBlock[ifDepth] = falseBlock;
1288 
1289 		ifDepth++;
1290 	}
1291 
IFp(const Src & predicateRegister)1292 	void VertexProgram::IFp(const Src &predicateRegister)
1293 	{
1294 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]);
1295 
1296 		if(predicateRegister.modifier == Shader::MODIFIER_NOT)
1297 		{
1298 			condition = ~condition;
1299 		}
1300 
1301 		IF(condition);
1302 	}
1303 
IFC(Vector4f & src0,Vector4f & src1,Control control)1304 	void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control)
1305 	{
1306 		Int4 condition;
1307 
1308 		switch(control)
1309 		{
1310 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break;
1311 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break;
1312 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break;
1313 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break;
1314 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break;
1315 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break;
1316 		default:
1317 			ASSERT(false);
1318 		}
1319 
1320 		IF(condition);
1321 	}
1322 
IF(Int4 & condition)1323 	void VertexProgram::IF(Int4 &condition)
1324 	{
1325 		condition &= enableStack[enableIndex];
1326 
1327 		enableIndex++;
1328 		enableStack[enableIndex] = condition;
1329 
1330 		BasicBlock *trueBlock = Nucleus::createBasicBlock();
1331 		BasicBlock *falseBlock = Nucleus::createBasicBlock();
1332 
1333 		Bool notAllFalse = SignMask(condition) != 0;
1334 
1335 		branch(notAllFalse, trueBlock, falseBlock);
1336 
1337 		isConditionalIf[ifDepth] = true;
1338 		ifFalseBlock[ifDepth] = falseBlock;
1339 
1340 		ifDepth++;
1341 	}
1342 
LABEL(int labelIndex)1343 	void VertexProgram::LABEL(int labelIndex)
1344 	{
1345 		if(!labelBlock[labelIndex])
1346 		{
1347 			labelBlock[labelIndex] = Nucleus::createBasicBlock();
1348 		}
1349 
1350 		Nucleus::setInsertBlock(labelBlock[labelIndex]);
1351 		currentLabel = labelIndex;
1352 	}
1353 
LOOP(const Src & integerRegister)1354 	void VertexProgram::LOOP(const Src &integerRegister)
1355 	{
1356 		loopDepth++;
1357 
1358 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1359 		aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1]));
1360 		increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2]));
1361 
1362 		// FIXME: Compiles to two instructions?
1363 		If(increment[loopDepth] == 0)
1364 		{
1365 			increment[loopDepth] = 1;
1366 		}
1367 
1368 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1369 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1370 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1371 
1372 		loopRepTestBlock[loopRepDepth] = testBlock;
1373 		loopRepEndBlock[loopRepDepth] = endBlock;
1374 
1375 		// FIXME: jump(testBlock)
1376 		Nucleus::createBr(testBlock);
1377 		Nucleus::setInsertBlock(testBlock);
1378 
1379 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1380 		Nucleus::setInsertBlock(loopBlock);
1381 
1382 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1383 
1384 		loopRepDepth++;
1385 	}
1386 
REP(const Src & integerRegister)1387 	void VertexProgram::REP(const Src &integerRegister)
1388 	{
1389 		loopDepth++;
1390 
1391 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0]));
1392 		aL[loopDepth] = aL[loopDepth - 1];
1393 
1394 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1395 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1396 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1397 
1398 		loopRepTestBlock[loopRepDepth] = testBlock;
1399 		loopRepEndBlock[loopRepDepth] = endBlock;
1400 
1401 		// FIXME: jump(testBlock)
1402 		Nucleus::createBr(testBlock);
1403 		Nucleus::setInsertBlock(testBlock);
1404 
1405 		branch(iteration[loopDepth] > 0, loopBlock, endBlock);
1406 		Nucleus::setInsertBlock(loopBlock);
1407 
1408 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: --
1409 
1410 		loopRepDepth++;
1411 	}
1412 
WHILE(const Src & temporaryRegister)1413 	void VertexProgram::WHILE(const Src &temporaryRegister)
1414 	{
1415 		enableIndex++;
1416 
1417 		BasicBlock *loopBlock = Nucleus::createBasicBlock();
1418 		BasicBlock *testBlock = Nucleus::createBasicBlock();
1419 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1420 
1421 		loopRepTestBlock[loopRepDepth] = testBlock;
1422 		loopRepEndBlock[loopRepDepth] = endBlock;
1423 
1424 		Int4 restoreBreak = enableBreak;
1425 		Int4 restoreContinue = enableContinue;
1426 
1427 		// TODO: jump(testBlock)
1428 		Nucleus::createBr(testBlock);
1429 		Nucleus::setInsertBlock(testBlock);
1430 		enableContinue = restoreContinue;
1431 
1432 		const Vector4f &src = fetchRegister(temporaryRegister);
1433 		Int4 condition = As<Int4>(src.x);
1434 		condition &= enableStack[enableIndex - 1];
1435 		if(shader->containsLeaveInstruction()) condition &= enableLeave;
1436 		if(shader->containsBreakInstruction()) condition &= enableBreak;
1437 		enableStack[enableIndex] = condition;
1438 
1439 		Bool notAllFalse = SignMask(condition) != 0;
1440 		branch(notAllFalse, loopBlock, endBlock);
1441 
1442 		Nucleus::setInsertBlock(endBlock);
1443 		enableBreak = restoreBreak;
1444 
1445 		Nucleus::setInsertBlock(loopBlock);
1446 
1447 		loopRepDepth++;
1448 	}
1449 
SWITCH()1450 	void VertexProgram::SWITCH()
1451 	{
1452 		BasicBlock *endBlock = Nucleus::createBasicBlock();
1453 
1454 		loopRepTestBlock[loopRepDepth] = nullptr;
1455 		loopRepEndBlock[loopRepDepth] = endBlock;
1456 
1457 		Int4 restoreBreak = enableBreak;
1458 
1459 		BasicBlock *currentBlock = Nucleus::getInsertBlock();
1460 
1461 		Nucleus::setInsertBlock(endBlock);
1462 		enableBreak = restoreBreak;
1463 
1464 		Nucleus::setInsertBlock(currentBlock);
1465 
1466 		loopRepDepth++;
1467 	}
1468 
RET()1469 	void VertexProgram::RET()
1470 	{
1471 		if(currentLabel == -1)
1472 		{
1473 			returnBlock = Nucleus::createBasicBlock();
1474 			Nucleus::createBr(returnBlock);
1475 		}
1476 		else
1477 		{
1478 			BasicBlock *unreachableBlock = Nucleus::createBasicBlock();
1479 
1480 			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack
1481 			{
1482 				// FIXME: Encapsulate
1483 				UInt index = callStack[--stackIndex];
1484 
1485 				Value *value = index.loadValue();
1486 				SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size());
1487 
1488 				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++)
1489 				{
1490 					Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]);
1491 				}
1492 			}
1493 			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination
1494 			{
1495 				Nucleus::createBr(callRetBlock[currentLabel][0]);
1496 			}
1497 			else   // Function isn't called
1498 			{
1499 				Nucleus::createBr(unreachableBlock);
1500 			}
1501 
1502 			Nucleus::setInsertBlock(unreachableBlock);
1503 			Nucleus::createUnreachable();
1504 		}
1505 	}
1506 
LEAVE()1507 	void VertexProgram::LEAVE()
1508 	{
1509 		enableLeave = enableLeave & ~enableStack[enableIndex];
1510 
1511 		// FIXME: Return from function if all instances left
1512 		// FIXME: Use enableLeave in other control-flow constructs
1513 	}
1514 
TEX(Vector4f & dst,Vector4f & src0,const Src & src1)1515 	void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1)
1516 	{
1517 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base);
1518 	}
1519 
TEXOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset)1520 	void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset)
1521 	{
1522 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset});
1523 	}
1524 
TEXLOD(Vector4f & dst,Vector4f & src0,const Src & src1,Float4 & lod)1525 	void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1526 	{
1527 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod);
1528 	}
1529 
TEXLODOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset,Float4 & lod)1530 	void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1531 	{
1532 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset});
1533 	}
1534 
TEXELFETCH(Vector4f & dst,Vector4f & src0,const Src & src1,Float4 & lod)1535 	void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod)
1536 	{
1537 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch);
1538 	}
1539 
TEXELFETCHOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & offset,Float4 & lod)1540 	void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod)
1541 	{
1542 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset});
1543 	}
1544 
TEXGRAD(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & dsx,Vector4f & dsy)1545 	void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy)
1546 	{
1547 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad);
1548 	}
1549 
TEXGRADOFFSET(Vector4f & dst,Vector4f & src0,const Src & src1,Vector4f & dsx,Vector4f & dsy,Vector4f & offset)1550 	void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset)
1551 	{
1552 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset});
1553 	}
1554 
TEXSIZE(Vector4f & dst,Float4 & lod,const Src & src1)1555 	void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1)
1556 	{
1557 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + src1.index * sizeof(Texture);
1558 		dst = SamplerCore::textureSize(texture, lod);
1559 	}
1560 
sampleTexture(const Src & s,Vector4f & uvwq,Float4 & lod,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function)1561 	Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1562 	{
1563 		Vector4f tmp;
1564 
1565 		if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID)
1566 		{
1567 			tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function);
1568 		}
1569 		else
1570 		{
1571 			Int index = As<Int>(Float(fetchRegister(s).x.x));
1572 
1573 			for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++)
1574 			{
1575 				if(shader->usesSampler(i))
1576 				{
1577 					If(index == i)
1578 					{
1579 						tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function);
1580 						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture
1581 					}
1582 				}
1583 			}
1584 		}
1585 
1586 		Vector4f c;
1587 		c.x = tmp[(s.swizzle >> 0) & 0x3];
1588 		c.y = tmp[(s.swizzle >> 2) & 0x3];
1589 		c.z = tmp[(s.swizzle >> 4) & 0x3];
1590 		c.w = tmp[(s.swizzle >> 6) & 0x3];
1591 
1592 		return c;
1593 	}
1594 
sampleTexture(int sampler,Vector4f & uvwq,Float4 & lod,Vector4f & dsx,Vector4f & dsy,Vector4f & offset,SamplerFunction function)1595 	Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
1596 	{
1597 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture);
1598 		return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function);
1599 	}
1600 }
1601