| 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 | { | 
| 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 |  | 
| 61 | 	VertexProgram::~VertexProgram() | 
| 62 | 	{ | 
| 63 | 	} | 
| 64 |  | 
| 65 | 	void VertexProgram::pipeline(UInt &index) | 
| 66 | 	{ | 
| 67 | 		if(!state.preTransformed) | 
| 68 | 		{ | 
| 69 | 			program(index); | 
| 70 | 		} | 
| 71 | 		else | 
| 72 | 		{ | 
| 73 | 			passThrough(); | 
| 74 | 		} | 
| 75 | 	} | 
| 76 |  | 
| 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 |  | 
| 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 |  | 
| 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 |  | 
| 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 |  | 
| 838 | 	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset) | 
| 839 | 	{ | 
| 840 | 		return uniformAddress(bufferIndex, index) + offset * sizeof(float4); | 
| 841 | 	} | 
| 842 |  | 
| 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 | 			index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} | 
| 915 |  | 
| 916 | 			Int index0 = Extract(index, 0); | 
| 917 | 			Int index1 = Extract(index, 1); | 
| 918 | 			Int index2 = Extract(index, 2); | 
| 919 | 			Int index3 = Extract(index, 3); | 
| 920 |  | 
| 921 | 			c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); | 
| 922 | 			c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); | 
| 923 | 			c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); | 
| 924 | 			c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); | 
| 925 |  | 
| 926 | 			transpose4x4(c.x, c.y, c.z, c.w); | 
| 927 | 		} | 
| 928 |  | 
| 929 | 		return c; | 
| 930 | 	} | 
| 931 |  | 
| 932 | 	Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex) | 
| 933 | 	{ | 
| 934 | 		ASSERT(!rel.dynamic); | 
| 935 |  | 
| 936 | 		if(rel.type == Shader::PARAMETER_TEMP) | 
| 937 | 		{ | 
| 938 | 			return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale; | 
| 939 | 		} | 
| 940 | 		else if(rel.type == Shader::PARAMETER_INPUT) | 
| 941 | 		{ | 
| 942 | 			return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale; | 
| 943 | 		} | 
| 944 | 		else if(rel.type == Shader::PARAMETER_OUTPUT) | 
| 945 | 		{ | 
| 946 | 			return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale; | 
| 947 | 		} | 
| 948 | 		else if(rel.type == Shader::PARAMETER_CONST) | 
| 949 | 		{ | 
| 950 | 			return *Pointer<Int>(uniformAddress(bufferIndex, rel.index)) * rel.scale; | 
| 951 | 		} | 
| 952 | 		else if(rel.type == Shader::PARAMETER_LOOP) | 
| 953 | 		{ | 
| 954 | 			return aL[loopDepth]; | 
| 955 | 		} | 
| 956 | 		else ASSERT(false); | 
| 957 |  | 
| 958 | 		return 0; | 
| 959 | 	} | 
| 960 |  | 
| 961 | 	Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel) | 
| 962 | 	{ | 
| 963 | 		int component = rel.swizzle & 0x03; | 
| 964 | 		Float4 a; | 
| 965 |  | 
| 966 | 		switch(rel.type) | 
| 967 | 		{ | 
| 968 | 		case Shader::PARAMETER_ADDR:     a = a0[component]; break; | 
| 969 | 		case Shader::PARAMETER_TEMP:     a = r[rel.index][component]; break; | 
| 970 | 		case Shader::PARAMETER_INPUT:    a = v[rel.index][component]; break; | 
| 971 | 		case Shader::PARAMETER_OUTPUT:   a = o[rel.index][component]; break; | 
| 972 | 		case Shader::PARAMETER_MISCTYPE: | 
| 973 | 			switch(rel.index) | 
| 974 | 			{ | 
| 975 | 			case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; | 
| 976 | 			case Shader::VertexIDIndex:   a = As<Float4>(vertexID);  break; | 
| 977 | 			default: ASSERT(false); | 
| 978 | 			} | 
| 979 | 			break; | 
| 980 | 		default: ASSERT(false); | 
| 981 | 		} | 
| 982 |  | 
| 983 | 		return As<Int4>(a) * Int4(rel.scale); | 
| 984 | 	} | 
| 985 |  | 
| 986 | 	Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) | 
| 987 | 	{ | 
| 988 | 		if(scalar) | 
| 989 | 		{ | 
| 990 | 			return Int4(0xFFFFFFFF); | 
| 991 | 		} | 
| 992 |  | 
| 993 | 		Int4 enable = instruction->analysisBranch ? Int4(enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]) : Int4(0xFFFFFFFF); | 
| 994 |  | 
| 995 | 		if(shader->containsBreakInstruction() && instruction->analysisBreak) | 
| 996 | 		{ | 
| 997 | 			enable &= enableBreak; | 
| 998 | 		} | 
| 999 |  | 
| 1000 | 		if(shader->containsContinueInstruction() && instruction->analysisContinue) | 
| 1001 | 		{ | 
| 1002 | 			enable &= enableContinue; | 
| 1003 | 		} | 
| 1004 |  | 
| 1005 | 		if(shader->containsLeaveInstruction() && instruction->analysisLeave) | 
| 1006 | 		{ | 
| 1007 | 			enable &= enableLeave; | 
| 1008 | 		} | 
| 1009 |  | 
| 1010 | 		return enable; | 
| 1011 | 	} | 
| 1012 |  | 
| 1013 | 	void VertexProgram::M3X2(Vector4f &dst, Vector4f &src0, Src &src1) | 
| 1014 | 	{ | 
| 1015 | 		Vector4f row0 = fetchRegister(src1, 0); | 
| 1016 | 		Vector4f row1 = fetchRegister(src1, 1); | 
| 1017 |  | 
| 1018 | 		dst.x = dot3(src0, row0); | 
| 1019 | 		dst.y = dot3(src0, row1); | 
| 1020 | 	} | 
| 1021 |  | 
| 1022 | 	void VertexProgram::M3X3(Vector4f &dst, Vector4f &src0, Src &src1) | 
| 1023 | 	{ | 
| 1024 | 		Vector4f row0 = fetchRegister(src1, 0); | 
| 1025 | 		Vector4f row1 = fetchRegister(src1, 1); | 
| 1026 | 		Vector4f row2 = fetchRegister(src1, 2); | 
| 1027 |  | 
| 1028 | 		dst.x = dot3(src0, row0); | 
| 1029 | 		dst.y = dot3(src0, row1); | 
| 1030 | 		dst.z = dot3(src0, row2); | 
| 1031 | 	} | 
| 1032 |  | 
| 1033 | 	void VertexProgram::M3X4(Vector4f &dst, Vector4f &src0, Src &src1) | 
| 1034 | 	{ | 
| 1035 | 		Vector4f row0 = fetchRegister(src1, 0); | 
| 1036 | 		Vector4f row1 = fetchRegister(src1, 1); | 
| 1037 | 		Vector4f row2 = fetchRegister(src1, 2); | 
| 1038 | 		Vector4f row3 = fetchRegister(src1, 3); | 
| 1039 |  | 
| 1040 | 		dst.x = dot3(src0, row0); | 
| 1041 | 		dst.y = dot3(src0, row1); | 
| 1042 | 		dst.z = dot3(src0, row2); | 
| 1043 | 		dst.w = dot3(src0, row3); | 
| 1044 | 	} | 
| 1045 |  | 
| 1046 | 	void VertexProgram::M4X3(Vector4f &dst, Vector4f &src0, Src &src1) | 
| 1047 | 	{ | 
| 1048 | 		Vector4f row0 = fetchRegister(src1, 0); | 
| 1049 | 		Vector4f row1 = fetchRegister(src1, 1); | 
| 1050 | 		Vector4f row2 = fetchRegister(src1, 2); | 
| 1051 |  | 
| 1052 | 		dst.x = dot4(src0, row0); | 
| 1053 | 		dst.y = dot4(src0, row1); | 
| 1054 | 		dst.z = dot4(src0, row2); | 
| 1055 | 	} | 
| 1056 |  | 
| 1057 | 	void VertexProgram::M4X4(Vector4f &dst, Vector4f &src0, Src &src1) | 
| 1058 | 	{ | 
| 1059 | 		Vector4f row0 = fetchRegister(src1, 0); | 
| 1060 | 		Vector4f row1 = fetchRegister(src1, 1); | 
| 1061 | 		Vector4f row2 = fetchRegister(src1, 2); | 
| 1062 | 		Vector4f row3 = fetchRegister(src1, 3); | 
| 1063 |  | 
| 1064 | 		dst.x = dot4(src0, row0); | 
| 1065 | 		dst.y = dot4(src0, row1); | 
| 1066 | 		dst.z = dot4(src0, row2); | 
| 1067 | 		dst.w = dot4(src0, row3); | 
| 1068 | 	} | 
| 1069 |  | 
| 1070 | 	void VertexProgram::BREAK() | 
| 1071 | 	{ | 
| 1072 | 		enableBreak = enableBreak & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1073 | 	} | 
| 1074 |  | 
| 1075 | 	void VertexProgram::BREAKC(Vector4f &src0, Vector4f &src1, Control control) | 
| 1076 | 	{ | 
| 1077 | 		Int4 condition; | 
| 1078 |  | 
| 1079 | 		switch(control) | 
| 1080 | 		{ | 
| 1081 | 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; | 
| 1082 | 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break; | 
| 1083 | 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; | 
| 1084 | 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break; | 
| 1085 | 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; | 
| 1086 | 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break; | 
| 1087 | 		default: | 
| 1088 | 			ASSERT(false); | 
| 1089 | 		} | 
| 1090 |  | 
| 1091 | 		BREAK(condition); | 
| 1092 | 	} | 
| 1093 |  | 
| 1094 | 	void VertexProgram::BREAKP(const Src &predicateRegister)   // FIXME: Factor out parts common with BREAKC | 
| 1095 | 	{ | 
| 1096 | 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
| 1097 |  | 
| 1098 | 		if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
| 1099 | 		{ | 
| 1100 | 			condition = ~condition; | 
| 1101 | 		} | 
| 1102 |  | 
| 1103 | 		BREAK(condition); | 
| 1104 | 	} | 
| 1105 |  | 
| 1106 | 	void VertexProgram::BREAK(Int4 &condition) | 
| 1107 | 	{ | 
| 1108 | 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1109 |  | 
| 1110 | 		enableBreak = enableBreak & ~condition; | 
| 1111 | 	} | 
| 1112 |  | 
| 1113 | 	void VertexProgram::CONTINUE() | 
| 1114 | 	{ | 
| 1115 | 		enableContinue = enableContinue & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1116 | 	} | 
| 1117 |  | 
| 1118 | 	void VertexProgram::TEST() | 
| 1119 | 	{ | 
| 1120 | 		enableContinue = restoreContinue.back(); | 
| 1121 | 		restoreContinue.pop_back(); | 
| 1122 | 	} | 
| 1123 |  | 
| 1124 | 	void VertexProgram::SCALAR() | 
| 1125 | 	{ | 
| 1126 | 		scalar = true; | 
| 1127 | 	} | 
| 1128 |  | 
| 1129 | 	void VertexProgram::CALL(int labelIndex, int callSiteIndex) | 
| 1130 | 	{ | 
| 1131 | 		if(!labelBlock[labelIndex]) | 
| 1132 | 		{ | 
| 1133 | 			labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
| 1134 | 		} | 
| 1135 |  | 
| 1136 | 		if(callRetBlock[labelIndex].size() > 1) | 
| 1137 | 		{ | 
| 1138 | 			callStack[stackIndex++] = UInt(callSiteIndex); | 
| 1139 | 		} | 
| 1140 |  | 
| 1141 | 		Int4 restoreLeave = enableLeave; | 
| 1142 |  | 
| 1143 | 		Nucleus::createBr(labelBlock[labelIndex]); | 
| 1144 | 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
| 1145 |  | 
| 1146 | 		enableLeave = restoreLeave; | 
| 1147 | 	} | 
| 1148 |  | 
| 1149 | 	void VertexProgram::CALLNZ(int labelIndex, int callSiteIndex, const Src &src) | 
| 1150 | 	{ | 
| 1151 | 		if(src.type == Shader::PARAMETER_CONSTBOOL) | 
| 1152 | 		{ | 
| 1153 | 			CALLNZb(labelIndex, callSiteIndex, src); | 
| 1154 | 		} | 
| 1155 | 		else if(src.type == Shader::PARAMETER_PREDICATE) | 
| 1156 | 		{ | 
| 1157 | 			CALLNZp(labelIndex, callSiteIndex, src); | 
| 1158 | 		} | 
| 1159 | 		else ASSERT(false); | 
| 1160 | 	} | 
| 1161 |  | 
| 1162 | 	void VertexProgram::CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister) | 
| 1163 | 	{ | 
| 1164 | 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME | 
| 1165 |  | 
| 1166 | 		if(boolRegister.modifier == Shader::MODIFIER_NOT) | 
| 1167 | 		{ | 
| 1168 | 			condition = !condition; | 
| 1169 | 		} | 
| 1170 |  | 
| 1171 | 		if(!labelBlock[labelIndex]) | 
| 1172 | 		{ | 
| 1173 | 			labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
| 1174 | 		} | 
| 1175 |  | 
| 1176 | 		if(callRetBlock[labelIndex].size() > 1) | 
| 1177 | 		{ | 
| 1178 | 			callStack[stackIndex++] = UInt(callSiteIndex); | 
| 1179 | 		} | 
| 1180 |  | 
| 1181 | 		Int4 restoreLeave = enableLeave; | 
| 1182 |  | 
| 1183 | 		branch(condition, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
| 1184 | 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
| 1185 |  | 
| 1186 | 		enableLeave = restoreLeave; | 
| 1187 | 	} | 
| 1188 |  | 
| 1189 | 	void VertexProgram::CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister) | 
| 1190 | 	{ | 
| 1191 | 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
| 1192 |  | 
| 1193 | 		if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
| 1194 | 		{ | 
| 1195 | 			condition = ~condition; | 
| 1196 | 		} | 
| 1197 |  | 
| 1198 | 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1199 |  | 
| 1200 | 		if(!labelBlock[labelIndex]) | 
| 1201 | 		{ | 
| 1202 | 			labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
| 1203 | 		} | 
| 1204 |  | 
| 1205 | 		if(callRetBlock[labelIndex].size() > 1) | 
| 1206 | 		{ | 
| 1207 | 			callStack[stackIndex++] = UInt(callSiteIndex); | 
| 1208 | 		} | 
| 1209 |  | 
| 1210 | 		enableIndex++; | 
| 1211 | 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
| 1212 | 		Int4 restoreLeave = enableLeave; | 
| 1213 |  | 
| 1214 | 		Bool notAllFalse = SignMask(condition) != 0; | 
| 1215 | 		branch(notAllFalse, labelBlock[labelIndex], callRetBlock[labelIndex][callSiteIndex]); | 
| 1216 | 		Nucleus::setInsertBlock(callRetBlock[labelIndex][callSiteIndex]); | 
| 1217 |  | 
| 1218 | 		enableIndex--; | 
| 1219 | 		enableLeave = restoreLeave; | 
| 1220 | 	} | 
| 1221 |  | 
| 1222 | 	void VertexProgram::ELSE() | 
| 1223 | 	{ | 
| 1224 | 		ifDepth--; | 
| 1225 |  | 
| 1226 | 		BasicBlock *falseBlock = ifFalseBlock[ifDepth]; | 
| 1227 | 		BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
| 1228 |  | 
| 1229 | 		if(isConditionalIf[ifDepth]) | 
| 1230 | 		{ | 
| 1231 | 			Int4 condition = ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] & enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1232 | 			Bool notAllFalse = SignMask(condition) != 0; | 
| 1233 |  | 
| 1234 | 			branch(notAllFalse, falseBlock, endBlock); | 
| 1235 |  | 
| 1236 | 			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))]; | 
| 1237 | 		} | 
| 1238 | 		else | 
| 1239 | 		{ | 
| 1240 | 			Nucleus::createBr(endBlock); | 
| 1241 | 			Nucleus::setInsertBlock(falseBlock); | 
| 1242 | 		} | 
| 1243 |  | 
| 1244 | 		ifFalseBlock[ifDepth] = endBlock; | 
| 1245 |  | 
| 1246 | 		ifDepth++; | 
| 1247 | 	} | 
| 1248 |  | 
| 1249 | 	void VertexProgram::ENDIF() | 
| 1250 | 	{ | 
| 1251 | 		ifDepth--; | 
| 1252 |  | 
| 1253 | 		BasicBlock *endBlock = ifFalseBlock[ifDepth]; | 
| 1254 |  | 
| 1255 | 		Nucleus::createBr(endBlock); | 
| 1256 | 		Nucleus::setInsertBlock(endBlock); | 
| 1257 |  | 
| 1258 | 		if(isConditionalIf[ifDepth]) | 
| 1259 | 		{ | 
| 1260 | 			enableIndex--; | 
| 1261 | 		} | 
| 1262 | 	} | 
| 1263 |  | 
| 1264 | 	void VertexProgram::ENDLOOP() | 
| 1265 | 	{ | 
| 1266 | 		loopRepDepth--; | 
| 1267 |  | 
| 1268 | 		aL[loopDepth] = aL[loopDepth] + increment[loopDepth];   // FIXME: += | 
| 1269 |  | 
| 1270 | 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
| 1271 | 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
| 1272 |  | 
| 1273 | 		Nucleus::createBr(testBlock); | 
| 1274 | 		Nucleus::setInsertBlock(endBlock); | 
| 1275 |  | 
| 1276 | 		loopDepth--; | 
| 1277 | 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
| 1278 | 	} | 
| 1279 |  | 
| 1280 | 	void VertexProgram::ENDREP() | 
| 1281 | 	{ | 
| 1282 | 		loopRepDepth--; | 
| 1283 |  | 
| 1284 | 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
| 1285 | 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
| 1286 |  | 
| 1287 | 		Nucleus::createBr(testBlock); | 
| 1288 | 		Nucleus::setInsertBlock(endBlock); | 
| 1289 |  | 
| 1290 | 		loopDepth--; | 
| 1291 | 		enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | 
| 1292 | 	} | 
| 1293 |  | 
| 1294 | 	void VertexProgram::ENDWHILE() | 
| 1295 | 	{ | 
| 1296 | 		loopRepDepth--; | 
| 1297 |  | 
| 1298 | 		BasicBlock *testBlock = loopRepTestBlock[loopRepDepth]; | 
| 1299 | 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
| 1300 |  | 
| 1301 | 		Nucleus::createBr(testBlock); | 
| 1302 | 		Nucleus::setInsertBlock(endBlock); | 
| 1303 |  | 
| 1304 | 		enableIndex--; | 
| 1305 | 		scalar = false; | 
| 1306 | 	} | 
| 1307 |  | 
| 1308 | 	void VertexProgram::ENDSWITCH() | 
| 1309 | 	{ | 
| 1310 | 		loopRepDepth--; | 
| 1311 |  | 
| 1312 | 		BasicBlock *endBlock = loopRepEndBlock[loopRepDepth]; | 
| 1313 |  | 
| 1314 | 		Nucleus::createBr(endBlock); | 
| 1315 | 		Nucleus::setInsertBlock(endBlock); | 
| 1316 | 	} | 
| 1317 |  | 
| 1318 | 	void VertexProgram::IF(const Src &src) | 
| 1319 | 	{ | 
| 1320 | 		if(src.type == Shader::PARAMETER_CONSTBOOL) | 
| 1321 | 		{ | 
| 1322 | 			IFb(src); | 
| 1323 | 		} | 
| 1324 | 		else if(src.type == Shader::PARAMETER_PREDICATE) | 
| 1325 | 		{ | 
| 1326 | 			IFp(src); | 
| 1327 | 		} | 
| 1328 | 		else | 
| 1329 | 		{ | 
| 1330 | 			Int4 condition = As<Int4>(fetchRegister(src).x); | 
| 1331 | 			IF(condition); | 
| 1332 | 		} | 
| 1333 | 	} | 
| 1334 |  | 
| 1335 | 	void VertexProgram::IFb(const Src &boolRegister) | 
| 1336 | 	{ | 
| 1337 | 		ASSERT(ifDepth < 24 + 4); | 
| 1338 |  | 
| 1339 | 		Bool condition = (*Pointer<Byte>(data + OFFSET(DrawData,vs.b[boolRegister.index])) != Byte(0));   // FIXME | 
| 1340 |  | 
| 1341 | 		if(boolRegister.modifier == Shader::MODIFIER_NOT) | 
| 1342 | 		{ | 
| 1343 | 			condition = !condition; | 
| 1344 | 		} | 
| 1345 |  | 
| 1346 | 		BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
| 1347 | 		BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
| 1348 |  | 
| 1349 | 		branch(condition, trueBlock, falseBlock); | 
| 1350 |  | 
| 1351 | 		isConditionalIf[ifDepth] = false; | 
| 1352 | 		ifFalseBlock[ifDepth] = falseBlock; | 
| 1353 |  | 
| 1354 | 		ifDepth++; | 
| 1355 | 	} | 
| 1356 |  | 
| 1357 | 	void VertexProgram::IFp(const Src &predicateRegister) | 
| 1358 | 	{ | 
| 1359 | 		Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); | 
| 1360 |  | 
| 1361 | 		if(predicateRegister.modifier == Shader::MODIFIER_NOT) | 
| 1362 | 		{ | 
| 1363 | 			condition = ~condition; | 
| 1364 | 		} | 
| 1365 |  | 
| 1366 | 		IF(condition); | 
| 1367 | 	} | 
| 1368 |  | 
| 1369 | 	void VertexProgram::IFC(Vector4f &src0, Vector4f &src1, Control control) | 
| 1370 | 	{ | 
| 1371 | 		Int4 condition; | 
| 1372 |  | 
| 1373 | 		switch(control) | 
| 1374 | 		{ | 
| 1375 | 		case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; | 
| 1376 | 		case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x);  break; | 
| 1377 | 		case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; | 
| 1378 | 		case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x);  break; | 
| 1379 | 		case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; | 
| 1380 | 		case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x);  break; | 
| 1381 | 		default: | 
| 1382 | 			ASSERT(false); | 
| 1383 | 		} | 
| 1384 |  | 
| 1385 | 		IF(condition); | 
| 1386 | 	} | 
| 1387 |  | 
| 1388 | 	void VertexProgram::IF(Int4 &condition) | 
| 1389 | 	{ | 
| 1390 | 		condition &= enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1391 |  | 
| 1392 | 		enableIndex++; | 
| 1393 | 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
| 1394 |  | 
| 1395 | 		BasicBlock *trueBlock = Nucleus::createBasicBlock(); | 
| 1396 | 		BasicBlock *falseBlock = Nucleus::createBasicBlock(); | 
| 1397 |  | 
| 1398 | 		Bool notAllFalse = SignMask(condition) != 0; | 
| 1399 |  | 
| 1400 | 		branch(notAllFalse, trueBlock, falseBlock); | 
| 1401 |  | 
| 1402 | 		isConditionalIf[ifDepth] = true; | 
| 1403 | 		ifFalseBlock[ifDepth] = falseBlock; | 
| 1404 |  | 
| 1405 | 		ifDepth++; | 
| 1406 | 	} | 
| 1407 |  | 
| 1408 | 	void VertexProgram::LABEL(int labelIndex) | 
| 1409 | 	{ | 
| 1410 | 		if(!labelBlock[labelIndex]) | 
| 1411 | 		{ | 
| 1412 | 			labelBlock[labelIndex] = Nucleus::createBasicBlock(); | 
| 1413 | 		} | 
| 1414 |  | 
| 1415 | 		Nucleus::setInsertBlock(labelBlock[labelIndex]); | 
| 1416 | 		currentLabel = labelIndex; | 
| 1417 | 	} | 
| 1418 |  | 
| 1419 | 	void VertexProgram::LOOP(const Src &integerRegister) | 
| 1420 | 	{ | 
| 1421 | 		loopDepth++; | 
| 1422 |  | 
| 1423 | 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
| 1424 | 		aL[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][1])); | 
| 1425 | 		increment[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][2])); | 
| 1426 |  | 
| 1427 | 		// FIXME: Compiles to two instructions? | 
| 1428 | 		If(increment[loopDepth] == 0) | 
| 1429 | 		{ | 
| 1430 | 			increment[loopDepth] = 1; | 
| 1431 | 		} | 
| 1432 |  | 
| 1433 | 		BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
| 1434 | 		BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
| 1435 | 		BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
| 1436 |  | 
| 1437 | 		loopRepTestBlock[loopRepDepth] = testBlock; | 
| 1438 | 		loopRepEndBlock[loopRepDepth] = endBlock; | 
| 1439 |  | 
| 1440 | 		// FIXME: jump(testBlock) | 
| 1441 | 		Nucleus::createBr(testBlock); | 
| 1442 | 		Nucleus::setInsertBlock(testBlock); | 
| 1443 |  | 
| 1444 | 		branch(iteration[loopDepth] > 0, loopBlock, endBlock); | 
| 1445 | 		Nucleus::setInsertBlock(loopBlock); | 
| 1446 |  | 
| 1447 | 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: -- | 
| 1448 |  | 
| 1449 | 		loopRepDepth++; | 
| 1450 | 	} | 
| 1451 |  | 
| 1452 | 	void VertexProgram::REP(const Src &integerRegister) | 
| 1453 | 	{ | 
| 1454 | 		loopDepth++; | 
| 1455 |  | 
| 1456 | 		iteration[loopDepth] = *Pointer<Int>(data + OFFSET(DrawData,vs.i[integerRegister.index][0])); | 
| 1457 | 		aL[loopDepth] = aL[loopDepth - 1]; | 
| 1458 |  | 
| 1459 | 		BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
| 1460 | 		BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
| 1461 | 		BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
| 1462 |  | 
| 1463 | 		loopRepTestBlock[loopRepDepth] = testBlock; | 
| 1464 | 		loopRepEndBlock[loopRepDepth] = endBlock; | 
| 1465 |  | 
| 1466 | 		// FIXME: jump(testBlock) | 
| 1467 | 		Nucleus::createBr(testBlock); | 
| 1468 | 		Nucleus::setInsertBlock(testBlock); | 
| 1469 |  | 
| 1470 | 		branch(iteration[loopDepth] > 0, loopBlock, endBlock); | 
| 1471 | 		Nucleus::setInsertBlock(loopBlock); | 
| 1472 |  | 
| 1473 | 		iteration[loopDepth] = iteration[loopDepth] - 1;   // FIXME: -- | 
| 1474 |  | 
| 1475 | 		loopRepDepth++; | 
| 1476 | 	} | 
| 1477 |  | 
| 1478 | 	void VertexProgram::WHILE(const Src &temporaryRegister) | 
| 1479 | 	{ | 
| 1480 | 		enableIndex++; | 
| 1481 |  | 
| 1482 | 		BasicBlock *loopBlock = Nucleus::createBasicBlock(); | 
| 1483 | 		BasicBlock *testBlock = Nucleus::createBasicBlock(); | 
| 1484 | 		BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
| 1485 |  | 
| 1486 | 		loopRepTestBlock[loopRepDepth] = testBlock; | 
| 1487 | 		loopRepEndBlock[loopRepDepth] = endBlock; | 
| 1488 |  | 
| 1489 | 		Int4 restoreBreak = enableBreak; | 
| 1490 | 		restoreContinue.push_back(enableContinue); | 
| 1491 |  | 
| 1492 | 		// TODO: jump(testBlock) | 
| 1493 | 		Nucleus::createBr(testBlock); | 
| 1494 | 		Nucleus::setInsertBlock(testBlock); | 
| 1495 |  | 
| 1496 | 		const Vector4f &src = fetchRegister(temporaryRegister); | 
| 1497 | 		Int4 condition = As<Int4>(src.x); | 
| 1498 | 		condition &= enableStack[Min(enableIndex - 1, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1499 | 		if(shader->containsLeaveInstruction()) condition &= enableLeave; | 
| 1500 | 		if(shader->containsBreakInstruction()) condition &= enableBreak; | 
| 1501 | 		enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))] = condition; | 
| 1502 |  | 
| 1503 | 		Bool notAllFalse = SignMask(condition) != 0; | 
| 1504 | 		branch(notAllFalse, loopBlock, endBlock); | 
| 1505 |  | 
| 1506 | 		Nucleus::setInsertBlock(endBlock); | 
| 1507 | 		enableBreak = restoreBreak; | 
| 1508 |  | 
| 1509 | 		Nucleus::setInsertBlock(loopBlock); | 
| 1510 |  | 
| 1511 | 		loopRepDepth++; | 
| 1512 | 		scalar = false; | 
| 1513 | 	} | 
| 1514 |  | 
| 1515 | 	void VertexProgram::SWITCH() | 
| 1516 | 	{ | 
| 1517 | 		BasicBlock *endBlock = Nucleus::createBasicBlock(); | 
| 1518 |  | 
| 1519 | 		loopRepTestBlock[loopRepDepth] = nullptr; | 
| 1520 | 		loopRepEndBlock[loopRepDepth] = endBlock; | 
| 1521 |  | 
| 1522 | 		Int4 restoreBreak = enableBreak; | 
| 1523 |  | 
| 1524 | 		BasicBlock *currentBlock = Nucleus::getInsertBlock(); | 
| 1525 |  | 
| 1526 | 		Nucleus::setInsertBlock(endBlock); | 
| 1527 | 		enableBreak = restoreBreak; | 
| 1528 |  | 
| 1529 | 		Nucleus::setInsertBlock(currentBlock); | 
| 1530 |  | 
| 1531 | 		loopRepDepth++; | 
| 1532 | 	} | 
| 1533 |  | 
| 1534 | 	void VertexProgram::RET() | 
| 1535 | 	{ | 
| 1536 | 		if(currentLabel == -1) | 
| 1537 | 		{ | 
| 1538 | 			returnBlock = Nucleus::createBasicBlock(); | 
| 1539 | 			Nucleus::createBr(returnBlock); | 
| 1540 | 		} | 
| 1541 | 		else | 
| 1542 | 		{ | 
| 1543 | 			BasicBlock *unreachableBlock = Nucleus::createBasicBlock(); | 
| 1544 |  | 
| 1545 | 			if(callRetBlock[currentLabel].size() > 1)   // Pop the return destination from the call stack | 
| 1546 | 			{ | 
| 1547 | 				// FIXME: Encapsulate | 
| 1548 | 				UInt index = callStack[--stackIndex]; | 
| 1549 |  | 
| 1550 | 				Value *value = index.loadValue(); | 
| 1551 | 				SwitchCases *switchCases = Nucleus::createSwitch(value, unreachableBlock, (int)callRetBlock[currentLabel].size()); | 
| 1552 |  | 
| 1553 | 				for(unsigned int i = 0; i < callRetBlock[currentLabel].size(); i++) | 
| 1554 | 				{ | 
| 1555 | 					Nucleus::addSwitchCase(switchCases, i, callRetBlock[currentLabel][i]); | 
| 1556 | 				} | 
| 1557 | 			} | 
| 1558 | 			else if(callRetBlock[currentLabel].size() == 1)   // Jump directly to the unique return destination | 
| 1559 | 			{ | 
| 1560 | 				Nucleus::createBr(callRetBlock[currentLabel][0]); | 
| 1561 | 			} | 
| 1562 | 			else   // Function isn't called | 
| 1563 | 			{ | 
| 1564 | 				Nucleus::createBr(unreachableBlock); | 
| 1565 | 			} | 
| 1566 |  | 
| 1567 | 			Nucleus::setInsertBlock(unreachableBlock); | 
| 1568 | 			Nucleus::createUnreachable(); | 
| 1569 | 		} | 
| 1570 | 	} | 
| 1571 |  | 
| 1572 | 	void VertexProgram::LEAVE() | 
| 1573 | 	{ | 
| 1574 | 		enableLeave = enableLeave & ~enableStack[Min(enableIndex, Int(MAX_SHADER_ENABLE_STACK_SIZE))]; | 
| 1575 |  | 
| 1576 | 		// FIXME: Return from function if all instances left | 
| 1577 | 		// FIXME: Use enableLeave in other control-flow constructs | 
| 1578 | 	} | 
| 1579 |  | 
| 1580 | 	void VertexProgram::TEX(Vector4f &dst, Vector4f &src0, const Src &src1) | 
| 1581 | 	{ | 
| 1582 | 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), (src0), Base); | 
| 1583 | 	} | 
| 1584 |  | 
| 1585 | 	void VertexProgram::TEXOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset) | 
| 1586 | 	{ | 
| 1587 | 		dst = sampleTexture(src1, src0, (src0.x), (src0), (src0), offset, {Base, Offset}); | 
| 1588 | 	} | 
| 1589 |  | 
| 1590 | 	void VertexProgram::TEXLOD(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) | 
| 1591 | 	{ | 
| 1592 | 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Lod); | 
| 1593 | 	} | 
| 1594 |  | 
| 1595 | 	void VertexProgram::TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) | 
| 1596 | 	{ | 
| 1597 | 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Lod, Offset}); | 
| 1598 | 	} | 
| 1599 |  | 
| 1600 | 	void VertexProgram::TEXELFETCH(Vector4f &dst, Vector4f &src0, const Src& src1, Float4 &lod) | 
| 1601 | 	{ | 
| 1602 | 		dst = sampleTexture(src1, src0, lod, (src0), (src0), (src0), Fetch); | 
| 1603 | 	} | 
| 1604 |  | 
| 1605 | 	void VertexProgram::TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &offset, Float4 &lod) | 
| 1606 | 	{ | 
| 1607 | 		dst = sampleTexture(src1, src0, lod, (src0), (src0), offset, {Fetch, Offset}); | 
| 1608 | 	} | 
| 1609 |  | 
| 1610 | 	void VertexProgram::TEXGRAD(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy) | 
| 1611 | 	{ | 
| 1612 | 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, src0, Grad); | 
| 1613 | 	} | 
| 1614 |  | 
| 1615 | 	void VertexProgram::TEXGRADOFFSET(Vector4f &dst, Vector4f &src0, const Src& src1, Vector4f &dsx, Vector4f &dsy, Vector4f &offset) | 
| 1616 | 	{ | 
| 1617 | 		dst = sampleTexture(src1, src0, (src0.x), dsx, dsy, offset, {Grad, Offset}); | 
| 1618 | 	} | 
| 1619 |  | 
| 1620 | 	void VertexProgram::TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1) | 
| 1621 | 	{ | 
| 1622 | 		bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETER_VOID); | 
| 1623 | 		Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x)) * sizeof(Texture); | 
| 1624 | 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + offset; | 
| 1625 |  | 
| 1626 | 		dst = SamplerCore::textureSize(texture, lod); | 
| 1627 | 	} | 
| 1628 |  | 
| 1629 | 	Vector4f VertexProgram::sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) | 
| 1630 | 	{ | 
| 1631 | 		Vector4f tmp; | 
| 1632 |  | 
| 1633 | 		if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) | 
| 1634 | 		{ | 
| 1635 | 			tmp = sampleTexture(s.index, uvwq, lod, dsx, dsy, offset, function); | 
| 1636 | 		} | 
| 1637 | 		else | 
| 1638 | 		{ | 
| 1639 | 			Int index = As<Int>(Float(fetchRegister(s).x.x)); | 
| 1640 |  | 
| 1641 | 			for(int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | 
| 1642 | 			{ | 
| 1643 | 				if(shader->usesSampler(i)) | 
| 1644 | 				{ | 
| 1645 | 					If(index == i) | 
| 1646 | 					{ | 
| 1647 | 						tmp = sampleTexture(i, uvwq, lod, dsx, dsy, offset, function); | 
| 1648 | 						// FIXME: When the sampler states are the same, we could use one sampler and just index the texture | 
| 1649 | 					} | 
| 1650 | 				} | 
| 1651 | 			} | 
| 1652 | 		} | 
| 1653 |  | 
| 1654 | 		Vector4f c; | 
| 1655 | 		c.x = tmp[(s.swizzle >> 0) & 0x3]; | 
| 1656 | 		c.y = tmp[(s.swizzle >> 2) & 0x3]; | 
| 1657 | 		c.z = tmp[(s.swizzle >> 4) & 0x3]; | 
| 1658 | 		c.w = tmp[(s.swizzle >> 6) & 0x3]; | 
| 1659 |  | 
| 1660 | 		return c; | 
| 1661 | 	} | 
| 1662 |  | 
| 1663 | 	Vector4f VertexProgram::sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function) | 
| 1664 | 	{ | 
| 1665 | 		Pointer<Byte> texture = data + OFFSET(DrawData, mipmap[TEXTURE_IMAGE_UNITS]) + sampler * sizeof(Texture); | 
| 1666 | 		return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.z, uvwq.w, lod, dsx, dsy, offset, function); | 
| 1667 | 	} | 
| 1668 | } | 
| 1669 |  |