1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15#ifndef sw_VertexProgram_hpp
16#define sw_VertexProgram_hpp
17
18#include "VertexRoutine.hpp"
19#include "ShaderCore.hpp"
20
21#include "SamplerCore.hpp"
22#include "Renderer/Stream.hpp"
23#include "Common/Types.hpp"
24
25#include <unordered_map>
26
27namespace sw
28{
29 struct Stream;
30 class VertexShader;
31
32 class VertexProgram : public VertexRoutine, public ShaderCore
33 {
34 public:
35 VertexProgram(const VertexProcessor::State &state, const VertexShader *vertexShader);
36
37 virtual ~VertexProgram();
38
39 private:
40 const VertexShader *const shader;
41
42 RegisterArray<NUM_TEMPORARY_REGISTERS> r; // Temporary registers
43 Vector4f a0;
44 Array<Int> aL; // loop counter register
45 Vector4f p0;
46
47 Array<Int> increment;
48 Array<Int> iteration;
49
50 Int loopDepth;
51 Int stackIndex; // FIXME: Inc/decrement callStack
52 Array<UInt> callStack;
53
54 Int enableIndex;
55 Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack;
56 Int4 enableBreak;
57 Int4 enableContinue;
58 Int4 enableLeave;
59
60 Int instanceID;
61 Int4 vertexID;
62
63 typedef Shader::DestinationParameter Dst;
64 typedef Shader::SourceParameter Src;
65 typedef Shader::Control Control;
66 typedef Shader::Usage Usage;
67
68 void pipeline(UInt &index) override;
69 void program(UInt &index);
70 void passThrough();
71
72 Vector4f fetchRegister(const Src &src, unsigned int offset = 0);
73 Vector4f readConstant(const Src &src, unsigned int offset = 0);
74 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
75 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int &offset);
76 Int relativeAddress(const Shader::Relative &rel, int bufferIndex = -1);
77 Int4 dynamicAddress(const Shader::Relative &rel);
78 Int4 enableMask(const Shader::Instruction *instruction);
79
80 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1);
81 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1);
82 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1);
83 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1);
84 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1);
85 void BREAK();
86 void BREAKC(Vector4f &src0, Vector4f &src1, Control);
87 void BREAKP(const Src &predicateRegister);
88 void BREAK(Int4 &condition);
89 void CONTINUE();
90 void TEST();
91 void SCALAR();
92 void CALL(int labelIndex, int callSiteIndex);
93 void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
94 void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
95 void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
96 void ELSE();
97 void ENDIF();
98 void ENDLOOP();
99 void ENDREP();
100 void ENDWHILE();
101 void ENDSWITCH();
102 void IF(const Src &src);
103 void IFb(const Src &boolRegister);
104 void IFp(const Src &predicateRegister);
105 void IFC(Vector4f &src0, Vector4f &src1, Control);
106 void IF(Int4 &condition);
107 void LABEL(int labelIndex);
108 void LOOP(const Src &integerRegister);
109 void REP(const Src &integerRegister);
110 void WHILE(const Src &temporaryRegister);
111 void SWITCH();
112 void RET();
113 void LEAVE();
114 void TEX(Vector4f &dst, Vector4f &src, const Src&);
115 void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset);
116 void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
117 void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
118 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
119 void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
120 void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy);
121 void TEXGRADOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &dsx, Vector4f &dsy, Vector4f &offset);
122 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
123
124 Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
125 Vector4f sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
126
127 int ifDepth = 0;
128 int loopRepDepth = 0;
129 int currentLabel = -1;
130 bool scalar = false;
131
132 std::vector<BasicBlock*> ifFalseBlock;
133 std::vector<BasicBlock*> loopRepTestBlock;
134 std::vector<BasicBlock*> loopRepEndBlock;
135 std::vector<BasicBlock*> labelBlock;
136 std::unordered_map<unsigned int, std::vector<BasicBlock*>> callRetBlock; // label -> list of call sites
137 BasicBlock *returnBlock;
138 std::vector<bool> isConditionalIf;
139 std::vector<Int4> restoreContinue;
140 };
141}
142
143#endif // sw_VertexProgram_hpp
144