| 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 "VertexRoutine.hpp" |
| 16 | |
| 17 | #include "VertexShader.hpp" |
| 18 | #include "Constants.hpp" |
| 19 | #include "Renderer/Vertex.hpp" |
| 20 | #include "Renderer/Renderer.hpp" |
| 21 | #include "Common/Half.hpp" |
| 22 | #include "Common/Debug.hpp" |
| 23 | |
| 24 | namespace sw |
| 25 | { |
| 26 | extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates |
| 27 | extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1] |
| 28 | |
| 29 | VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) |
| 30 | : v(shader && shader->indirectAddressableInput), |
| 31 | o(shader && shader->indirectAddressableOutput), |
| 32 | state(state) |
| 33 | { |
| 34 | } |
| 35 | |
| 36 | VertexRoutine::~VertexRoutine() |
| 37 | { |
| 38 | } |
| 39 | |
| 40 | void VertexRoutine::generate() |
| 41 | { |
| 42 | const bool textureSampling = state.textureSampling; |
| 43 | |
| 44 | Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); |
| 45 | Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); |
| 46 | Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag); |
| 47 | |
| 48 | UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); |
| 49 | UInt primitiveNumber = *Pointer<UInt>(task + OFFSET(VertexTask, primitiveStart)); |
| 50 | UInt indexInPrimitive = 0; |
| 51 | |
| 52 | constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants)); |
| 53 | |
| 54 | Do |
| 55 | { |
| 56 | UInt index = *Pointer<UInt>(batch); |
| 57 | UInt tagIndex = index & 0x0000003C; |
| 58 | UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance. |
| 59 | |
| 60 | If(*Pointer<UInt>(tagCache + tagIndex) != indexQ) |
| 61 | { |
| 62 | *Pointer<UInt>(tagCache + tagIndex) = indexQ; |
| 63 | |
| 64 | readInput(indexQ); |
| 65 | pipeline(indexQ); |
| 66 | postTransform(); |
| 67 | computeClipFlags(); |
| 68 | |
| 69 | Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex)); |
| 70 | writeCache(cacheLine0); |
| 71 | } |
| 72 | |
| 73 | UInt cacheIndex = index & 0x0000003F; |
| 74 | Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); |
| 75 | writeVertex(vertex, cacheLine); |
| 76 | |
| 77 | if(state.transformFeedbackEnabled != 0) |
| 78 | { |
| 79 | transformFeedback(vertex, primitiveNumber, indexInPrimitive); |
| 80 | |
| 81 | indexInPrimitive++; |
| 82 | If(indexInPrimitive == 3) |
| 83 | { |
| 84 | primitiveNumber++; |
| 85 | indexInPrimitive = 0; |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | vertex += sizeof(Vertex); |
| 90 | batch += sizeof(unsigned int); |
| 91 | vertexCount--; |
| 92 | } |
| 93 | Until(vertexCount == 0) |
| 94 | |
| 95 | Return(); |
| 96 | } |
| 97 | |
| 98 | void VertexRoutine::readInput(UInt &index) |
| 99 | { |
| 100 | for(int i = 0; i < MAX_VERTEX_INPUTS; i++) |
| 101 | { |
| 102 | Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i); |
| 103 | UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i); |
| 104 | |
| 105 | v[i] = readStream(input, stride, state.input[i], index); |
| 106 | } |
| 107 | } |
| 108 | |
| 109 | void VertexRoutine::computeClipFlags() |
| 110 | { |
| 111 | int pos = state.positionRegister; |
| 112 | |
| 113 | Int4 maxX = CmpLT(o[pos].w, o[pos].x); |
| 114 | Int4 maxY = CmpLT(o[pos].w, o[pos].y); |
| 115 | Int4 maxZ = CmpLT(o[pos].w, o[pos].z); |
| 116 | Int4 minX = CmpNLE(-o[pos].w, o[pos].x); |
| 117 | Int4 minY = CmpNLE(-o[pos].w, o[pos].y); |
| 118 | Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z); |
| 119 | |
| 120 | clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing |
| 121 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4); |
| 122 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4); |
| 123 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4); |
| 124 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4); |
| 125 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4); |
| 126 | |
| 127 | Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| 128 | Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| 129 | Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| 130 | |
| 131 | Int4 finiteXYZ = finiteX & finiteY & finiteZ; |
| 132 | clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4); |
| 133 | |
| 134 | if(state.preTransformed) |
| 135 | { |
| 136 | clipFlags &= 0xFBFBFBFB; // Don't clip against far clip plane |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index) |
| 141 | { |
| 142 | const bool textureSampling = state.textureSampling; |
| 143 | |
| 144 | Vector4f v; |
| 145 | |
| 146 | Pointer<Byte> source0 = buffer + index * stride; |
| 147 | Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0); |
| 148 | Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0); |
| 149 | Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0); |
| 150 | |
| 151 | bool isNativeFloatAttrib = (stream.attribType == VertexShader::ATTRIBTYPE_FLOAT) || stream.normalized; |
| 152 | |
| 153 | switch(stream.type) |
| 154 | { |
| 155 | case STREAMTYPE_FLOAT: |
| 156 | { |
| 157 | if(stream.count == 0) |
| 158 | { |
| 159 | // Null stream, all default components |
| 160 | } |
| 161 | else |
| 162 | { |
| 163 | if(stream.count == 1) |
| 164 | { |
| 165 | v.x.x = *Pointer<Float>(source0); |
| 166 | v.x.y = *Pointer<Float>(source1); |
| 167 | v.x.z = *Pointer<Float>(source2); |
| 168 | v.x.w = *Pointer<Float>(source3); |
| 169 | } |
| 170 | else |
| 171 | { |
| 172 | v.x = *Pointer<Float4>(source0); |
| 173 | v.y = *Pointer<Float4>(source1); |
| 174 | v.z = *Pointer<Float4>(source2); |
| 175 | v.w = *Pointer<Float4>(source3); |
| 176 | |
| 177 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 178 | } |
| 179 | |
| 180 | switch(stream.attribType) |
| 181 | { |
| 182 | case VertexShader::ATTRIBTYPE_INT: |
| 183 | if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); |
| 184 | if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); |
| 185 | if(stream.count >= 3) v.x = As<Float4>(Int4(v.z)); |
| 186 | if(stream.count >= 4) v.x = As<Float4>(Int4(v.w)); |
| 187 | break; |
| 188 | case VertexShader::ATTRIBTYPE_UINT: |
| 189 | if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x)); |
| 190 | if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y)); |
| 191 | if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z)); |
| 192 | if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w)); |
| 193 | break; |
| 194 | default: |
| 195 | break; |
| 196 | } |
| 197 | } |
| 198 | } |
| 199 | break; |
| 200 | case STREAMTYPE_BYTE: |
| 201 | if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float |
| 202 | { |
| 203 | v.x = Float4(*Pointer<Byte4>(source0)); |
| 204 | v.y = Float4(*Pointer<Byte4>(source1)); |
| 205 | v.z = Float4(*Pointer<Byte4>(source2)); |
| 206 | v.w = Float4(*Pointer<Byte4>(source3)); |
| 207 | |
| 208 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 209 | |
| 210 | if(stream.normalized) |
| 211 | { |
| 212 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 213 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 214 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 215 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 216 | } |
| 217 | } |
| 218 | else // Stream: UByte, Shader attrib: Int / UInt |
| 219 | { |
| 220 | v.x = As<Float4>(Int4(*Pointer<Byte4>(source0))); |
| 221 | v.y = As<Float4>(Int4(*Pointer<Byte4>(source1))); |
| 222 | v.z = As<Float4>(Int4(*Pointer<Byte4>(source2))); |
| 223 | v.w = As<Float4>(Int4(*Pointer<Byte4>(source3))); |
| 224 | |
| 225 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 226 | } |
| 227 | break; |
| 228 | case STREAMTYPE_SBYTE: |
| 229 | if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float |
| 230 | { |
| 231 | v.x = Float4(*Pointer<SByte4>(source0)); |
| 232 | v.y = Float4(*Pointer<SByte4>(source1)); |
| 233 | v.z = Float4(*Pointer<SByte4>(source2)); |
| 234 | v.w = Float4(*Pointer<SByte4>(source3)); |
| 235 | |
| 236 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 237 | |
| 238 | if(stream.normalized) |
| 239 | { |
| 240 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| 241 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| 242 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| 243 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| 244 | } |
| 245 | } |
| 246 | else // Stream: SByte, Shader attrib: Int / UInt |
| 247 | { |
| 248 | v.x = As<Float4>(Int4(*Pointer<SByte4>(source0))); |
| 249 | v.y = As<Float4>(Int4(*Pointer<SByte4>(source1))); |
| 250 | v.z = As<Float4>(Int4(*Pointer<SByte4>(source2))); |
| 251 | v.w = As<Float4>(Int4(*Pointer<SByte4>(source3))); |
| 252 | |
| 253 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 254 | } |
| 255 | break; |
| 256 | case STREAMTYPE_COLOR: |
| 257 | { |
| 258 | v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 259 | v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 260 | v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 261 | v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| 262 | |
| 263 | transpose4x4(v.x, v.y, v.z, v.w); |
| 264 | |
| 265 | // Swap red and blue |
| 266 | Float4 t = v.x; |
| 267 | v.x = v.z; |
| 268 | v.z = t; |
| 269 | } |
| 270 | break; |
| 271 | case STREAMTYPE_SHORT: |
| 272 | if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| 273 | { |
| 274 | v.x = Float4(*Pointer<Short4>(source0)); |
| 275 | v.y = Float4(*Pointer<Short4>(source1)); |
| 276 | v.z = Float4(*Pointer<Short4>(source2)); |
| 277 | v.w = Float4(*Pointer<Short4>(source3)); |
| 278 | |
| 279 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 280 | |
| 281 | if(stream.normalized) |
| 282 | { |
| 283 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| 284 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| 285 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| 286 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| 287 | } |
| 288 | } |
| 289 | else // Stream: Short, Shader attrib: Int/UInt, no type conversion |
| 290 | { |
| 291 | v.x = As<Float4>(Int4(*Pointer<Short4>(source0))); |
| 292 | v.y = As<Float4>(Int4(*Pointer<Short4>(source1))); |
| 293 | v.z = As<Float4>(Int4(*Pointer<Short4>(source2))); |
| 294 | v.w = As<Float4>(Int4(*Pointer<Short4>(source3))); |
| 295 | |
| 296 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 297 | } |
| 298 | break; |
| 299 | case STREAMTYPE_USHORT: |
| 300 | if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| 301 | { |
| 302 | v.x = Float4(*Pointer<UShort4>(source0)); |
| 303 | v.y = Float4(*Pointer<UShort4>(source1)); |
| 304 | v.z = Float4(*Pointer<UShort4>(source2)); |
| 305 | v.w = Float4(*Pointer<UShort4>(source3)); |
| 306 | |
| 307 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 308 | |
| 309 | if(stream.normalized) |
| 310 | { |
| 311 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| 312 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| 313 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| 314 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| 315 | } |
| 316 | } |
| 317 | else // Stream: UShort, Shader attrib: Int/UInt, no type conversion |
| 318 | { |
| 319 | v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); |
| 320 | v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); |
| 321 | v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); |
| 322 | v.w = As<Float4>(Int4(*Pointer<UShort4>(source3))); |
| 323 | |
| 324 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 325 | } |
| 326 | break; |
| 327 | case STREAMTYPE_INT: |
| 328 | if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| 329 | { |
| 330 | v.x = Float4(*Pointer<Int4>(source0)); |
| 331 | v.y = Float4(*Pointer<Int4>(source1)); |
| 332 | v.z = Float4(*Pointer<Int4>(source2)); |
| 333 | v.w = Float4(*Pointer<Int4>(source3)); |
| 334 | |
| 335 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 336 | |
| 337 | if(stream.normalized) |
| 338 | { |
| 339 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| 340 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| 341 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| 342 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| 343 | } |
| 344 | } |
| 345 | else // Stream: Int, Shader attrib: Int/UInt, no type conversion |
| 346 | { |
| 347 | v.x = *Pointer<Float4>(source0); |
| 348 | v.y = *Pointer<Float4>(source1); |
| 349 | v.z = *Pointer<Float4>(source2); |
| 350 | v.w = *Pointer<Float4>(source3); |
| 351 | |
| 352 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 353 | } |
| 354 | break; |
| 355 | case STREAMTYPE_UINT: |
| 356 | if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float |
| 357 | { |
| 358 | v.x = Float4(*Pointer<UInt4>(source0)); |
| 359 | v.y = Float4(*Pointer<UInt4>(source1)); |
| 360 | v.z = Float4(*Pointer<UInt4>(source2)); |
| 361 | v.w = Float4(*Pointer<UInt4>(source3)); |
| 362 | |
| 363 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 364 | |
| 365 | if(stream.normalized) |
| 366 | { |
| 367 | if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| 368 | if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| 369 | if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| 370 | if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| 371 | } |
| 372 | } |
| 373 | else // Stream: UInt, Shader attrib: Int/UInt, no type conversion |
| 374 | { |
| 375 | v.x = *Pointer<Float4>(source0); |
| 376 | v.y = *Pointer<Float4>(source1); |
| 377 | v.z = *Pointer<Float4>(source2); |
| 378 | v.w = *Pointer<Float4>(source3); |
| 379 | |
| 380 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 381 | } |
| 382 | break; |
| 383 | case STREAMTYPE_UDEC3: |
| 384 | { |
| 385 | // FIXME: Vectorize |
| 386 | { |
| 387 | Int x, y, z; |
| 388 | |
| 389 | x = y = z = *Pointer<Int>(source0); |
| 390 | |
| 391 | v.x.x = Float(x & 0x000003FF); |
| 392 | v.x.y = Float(y & 0x000FFC00); |
| 393 | v.x.z = Float(z & 0x3FF00000); |
| 394 | } |
| 395 | |
| 396 | { |
| 397 | Int x, y, z; |
| 398 | |
| 399 | x = y = z = *Pointer<Int>(source1); |
| 400 | |
| 401 | v.y.x = Float(x & 0x000003FF); |
| 402 | v.y.y = Float(y & 0x000FFC00); |
| 403 | v.y.z = Float(z & 0x3FF00000); |
| 404 | } |
| 405 | |
| 406 | { |
| 407 | Int x, y, z; |
| 408 | |
| 409 | x = y = z = *Pointer<Int>(source2); |
| 410 | |
| 411 | v.z.x = Float(x & 0x000003FF); |
| 412 | v.z.y = Float(y & 0x000FFC00); |
| 413 | v.z.z = Float(z & 0x3FF00000); |
| 414 | } |
| 415 | |
| 416 | { |
| 417 | Int x, y, z; |
| 418 | |
| 419 | x = y = z = *Pointer<Int>(source3); |
| 420 | |
| 421 | v.w.x = Float(x & 0x000003FF); |
| 422 | v.w.y = Float(y & 0x000FFC00); |
| 423 | v.w.z = Float(z & 0x3FF00000); |
| 424 | } |
| 425 | |
| 426 | transpose4x3(v.x, v.y, v.z, v.w); |
| 427 | |
| 428 | v.y *= Float4(1.0f / 0x00000400); |
| 429 | v.z *= Float4(1.0f / 0x00100000); |
| 430 | } |
| 431 | break; |
| 432 | case STREAMTYPE_DEC3N: |
| 433 | { |
| 434 | // FIXME: Vectorize |
| 435 | { |
| 436 | Int x, y, z; |
| 437 | |
| 438 | x = y = z = *Pointer<Int>(source0); |
| 439 | |
| 440 | v.x.x = Float((x << 22) & 0xFFC00000); |
| 441 | v.x.y = Float((y << 12) & 0xFFC00000); |
| 442 | v.x.z = Float((z << 2) & 0xFFC00000); |
| 443 | } |
| 444 | |
| 445 | { |
| 446 | Int x, y, z; |
| 447 | |
| 448 | x = y = z = *Pointer<Int>(source1); |
| 449 | |
| 450 | v.y.x = Float((x << 22) & 0xFFC00000); |
| 451 | v.y.y = Float((y << 12) & 0xFFC00000); |
| 452 | v.y.z = Float((z << 2) & 0xFFC00000); |
| 453 | } |
| 454 | |
| 455 | { |
| 456 | Int x, y, z; |
| 457 | |
| 458 | x = y = z = *Pointer<Int>(source2); |
| 459 | |
| 460 | v.z.x = Float((x << 22) & 0xFFC00000); |
| 461 | v.z.y = Float((y << 12) & 0xFFC00000); |
| 462 | v.z.z = Float((z << 2) & 0xFFC00000); |
| 463 | } |
| 464 | |
| 465 | { |
| 466 | Int x, y, z; |
| 467 | |
| 468 | x = y = z = *Pointer<Int>(source3); |
| 469 | |
| 470 | v.w.x = Float((x << 22) & 0xFFC00000); |
| 471 | v.w.y = Float((y << 12) & 0xFFC00000); |
| 472 | v.w.z = Float((z << 2) & 0xFFC00000); |
| 473 | } |
| 474 | |
| 475 | transpose4x3(v.x, v.y, v.z, v.w); |
| 476 | |
| 477 | v.x *= Float4(1.0f / 0x00400000 / 511.0f); |
| 478 | v.y *= Float4(1.0f / 0x00400000 / 511.0f); |
| 479 | v.z *= Float4(1.0f / 0x00400000 / 511.0f); |
| 480 | } |
| 481 | break; |
| 482 | case STREAMTYPE_FIXED: |
| 483 | { |
| 484 | v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); |
| 485 | v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); |
| 486 | v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); |
| 487 | v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); |
| 488 | |
| 489 | transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| 490 | } |
| 491 | break; |
| 492 | case STREAMTYPE_HALF: |
| 493 | { |
| 494 | if(stream.count >= 1) |
| 495 | { |
| 496 | UShort x0 = *Pointer<UShort>(source0 + 0); |
| 497 | UShort x1 = *Pointer<UShort>(source1 + 0); |
| 498 | UShort x2 = *Pointer<UShort>(source2 + 0); |
| 499 | UShort x3 = *Pointer<UShort>(source3 + 0); |
| 500 | |
| 501 | v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4); |
| 502 | v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4); |
| 503 | v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4); |
| 504 | v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4); |
| 505 | } |
| 506 | |
| 507 | if(stream.count >= 2) |
| 508 | { |
| 509 | UShort y0 = *Pointer<UShort>(source0 + 2); |
| 510 | UShort y1 = *Pointer<UShort>(source1 + 2); |
| 511 | UShort y2 = *Pointer<UShort>(source2 + 2); |
| 512 | UShort y3 = *Pointer<UShort>(source3 + 2); |
| 513 | |
| 514 | v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4); |
| 515 | v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4); |
| 516 | v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4); |
| 517 | v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4); |
| 518 | } |
| 519 | |
| 520 | if(stream.count >= 3) |
| 521 | { |
| 522 | UShort z0 = *Pointer<UShort>(source0 + 4); |
| 523 | UShort z1 = *Pointer<UShort>(source1 + 4); |
| 524 | UShort z2 = *Pointer<UShort>(source2 + 4); |
| 525 | UShort z3 = *Pointer<UShort>(source3 + 4); |
| 526 | |
| 527 | v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4); |
| 528 | v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4); |
| 529 | v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4); |
| 530 | v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4); |
| 531 | } |
| 532 | |
| 533 | if(stream.count >= 4) |
| 534 | { |
| 535 | UShort w0 = *Pointer<UShort>(source0 + 6); |
| 536 | UShort w1 = *Pointer<UShort>(source1 + 6); |
| 537 | UShort w2 = *Pointer<UShort>(source2 + 6); |
| 538 | UShort w3 = *Pointer<UShort>(source3 + 6); |
| 539 | |
| 540 | v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4); |
| 541 | v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4); |
| 542 | v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4); |
| 543 | v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4); |
| 544 | } |
| 545 | } |
| 546 | break; |
| 547 | case STREAMTYPE_INDICES: |
| 548 | { |
| 549 | v.x.x = *Pointer<Float>(source0); |
| 550 | v.x.y = *Pointer<Float>(source1); |
| 551 | v.x.z = *Pointer<Float>(source2); |
| 552 | v.x.w = *Pointer<Float>(source3); |
| 553 | } |
| 554 | break; |
| 555 | case STREAMTYPE_2_10_10_10_INT: |
| 556 | { |
| 557 | Int4 src; |
| 558 | src = Insert(src, *Pointer<Int>(source0), 0); |
| 559 | src = Insert(src, *Pointer<Int>(source1), 1); |
| 560 | src = Insert(src, *Pointer<Int>(source2), 2); |
| 561 | src = Insert(src, *Pointer<Int>(source3), 3); |
| 562 | |
| 563 | v.x = Float4((src << 22) >> 22); |
| 564 | v.y = Float4((src << 12) >> 22); |
| 565 | v.z = Float4((src << 02) >> 22); |
| 566 | v.w = Float4(src >> 30); |
| 567 | |
| 568 | if(stream.normalized) |
| 569 | { |
| 570 | v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| 571 | v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| 572 | v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| 573 | v.w = Max(v.w, Float4(-1.0f)); |
| 574 | } |
| 575 | } |
| 576 | break; |
| 577 | case STREAMTYPE_2_10_10_10_UINT: |
| 578 | { |
| 579 | Int4 src; |
| 580 | src = Insert(src, *Pointer<Int>(source0), 0); |
| 581 | src = Insert(src, *Pointer<Int>(source1), 1); |
| 582 | src = Insert(src, *Pointer<Int>(source2), 2); |
| 583 | src = Insert(src, *Pointer<Int>(source3), 3); |
| 584 | |
| 585 | v.x = Float4(src & Int4(0x3FF)); |
| 586 | v.y = Float4((src >> 10) & Int4(0x3FF)); |
| 587 | v.z = Float4((src >> 20) & Int4(0x3FF)); |
| 588 | v.w = Float4((src >> 30) & Int4(0x3)); |
| 589 | |
| 590 | if(stream.normalized) |
| 591 | { |
| 592 | v.x *= Float4(1.0f / 0x3FF); |
| 593 | v.y *= Float4(1.0f / 0x3FF); |
| 594 | v.z *= Float4(1.0f / 0x3FF); |
| 595 | v.w *= Float4(1.0f / 0x3); |
| 596 | } |
| 597 | } |
| 598 | break; |
| 599 | default: |
| 600 | ASSERT(false); |
| 601 | } |
| 602 | |
| 603 | if(stream.count < 1) v.x = Float4(0.0f); |
| 604 | if(stream.count < 2) v.y = Float4(0.0f); |
| 605 | if(stream.count < 3) v.z = Float4(0.0f); |
| 606 | if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0)); |
| 607 | |
| 608 | return v; |
| 609 | } |
| 610 | |
| 611 | void VertexRoutine::postTransform() |
| 612 | { |
| 613 | int pos = state.positionRegister; |
| 614 | |
| 615 | // Backtransform |
| 616 | if(state.preTransformed) |
| 617 | { |
| 618 | Float4 rhw = Float4(1.0f) / o[pos].w; |
| 619 | |
| 620 | Float4 W = *Pointer<Float4>(data + OFFSET(DrawData,Wx16)) * Float4(1.0f / 16.0f); |
| 621 | Float4 H = *Pointer<Float4>(data + OFFSET(DrawData,Hx16)) * Float4(1.0f / 16.0f); |
| 622 | Float4 L = *Pointer<Float4>(data + OFFSET(DrawData,X0x16)) * Float4(1.0f / 16.0f); |
| 623 | Float4 T = *Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) * Float4(1.0f / 16.0f); |
| 624 | |
| 625 | o[pos].x = (o[pos].x - L) / W * rhw; |
| 626 | o[pos].y = (o[pos].y - T) / H * rhw; |
| 627 | o[pos].z = o[pos].z * rhw; |
| 628 | o[pos].w = rhw; |
| 629 | } |
| 630 | |
| 631 | if(!halfIntegerCoordinates && !state.preTransformed) |
| 632 | { |
| 633 | o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelX)) * o[pos].w; |
| 634 | o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelY)) * o[pos].w; |
| 635 | } |
| 636 | |
| 637 | if(state.superSampling) |
| 638 | { |
| 639 | o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,XXXX)) * o[pos].w; |
| 640 | o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,YYYY)) * o[pos].w; |
| 641 | } |
| 642 | } |
| 643 | |
| 644 | void VertexRoutine::writeCache(Pointer<Byte> &cacheLine) |
| 645 | { |
| 646 | Vector4f v; |
| 647 | |
| 648 | for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) |
| 649 | { |
| 650 | if(state.output[i].write) |
| 651 | { |
| 652 | v.x = o[i].x; |
| 653 | v.y = o[i].y; |
| 654 | v.z = o[i].z; |
| 655 | v.w = o[i].w; |
| 656 | |
| 657 | if(state.output[i].xClamp) |
| 658 | { |
| 659 | v.x = Max(v.x, Float4(0.0f)); |
| 660 | v.x = Min(v.x, Float4(1.0f)); |
| 661 | } |
| 662 | |
| 663 | if(state.output[i].yClamp) |
| 664 | { |
| 665 | v.y = Max(v.y, Float4(0.0f)); |
| 666 | v.y = Min(v.y, Float4(1.0f)); |
| 667 | } |
| 668 | |
| 669 | if(state.output[i].zClamp) |
| 670 | { |
| 671 | v.z = Max(v.z, Float4(0.0f)); |
| 672 | v.z = Min(v.z, Float4(1.0f)); |
| 673 | } |
| 674 | |
| 675 | if(state.output[i].wClamp) |
| 676 | { |
| 677 | v.w = Max(v.w, Float4(0.0f)); |
| 678 | v.w = Min(v.w, Float4(1.0f)); |
| 679 | } |
| 680 | |
| 681 | if(state.output[i].write == 0x01) |
| 682 | { |
| 683 | *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x; |
| 684 | *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y; |
| 685 | *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z; |
| 686 | *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w; |
| 687 | } |
| 688 | else |
| 689 | { |
| 690 | if(state.output[i].write == 0x03) |
| 691 | { |
| 692 | transpose2x4(v.x, v.y, v.z, v.w); |
| 693 | } |
| 694 | else |
| 695 | { |
| 696 | transpose4x4(v.x, v.y, v.z, v.w); |
| 697 | } |
| 698 | |
| 699 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x; |
| 700 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y; |
| 701 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z; |
| 702 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w; |
| 703 | } |
| 704 | } |
| 705 | } |
| 706 | |
| 707 | *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF; |
| 708 | *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF; |
| 709 | *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF; |
| 710 | *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF; |
| 711 | |
| 712 | // Viewport transform |
| 713 | int pos = state.positionRegister; |
| 714 | |
| 715 | v.x = o[pos].x; |
| 716 | v.y = o[pos].y; |
| 717 | v.z = o[pos].z; |
| 718 | v.w = o[pos].w; |
| 719 | |
| 720 | if(symmetricNormalizedDepth) |
| 721 | { |
| 722 | v.z = (v.z + v.w) * Float4(0.5f); // [-1, 1] -> [0, 1] |
| 723 | } |
| 724 | |
| 725 | Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); |
| 726 | Float4 rhw = Float4(1.0f) / w; |
| 727 | |
| 728 | v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16)))); |
| 729 | v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16)))); |
| 730 | v.z = v.z * rhw; |
| 731 | v.w = rhw; |
| 732 | |
| 733 | transpose4x4(v.x, v.y, v.z, v.w); |
| 734 | |
| 735 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x; |
| 736 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y; |
| 737 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z; |
| 738 | *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w; |
| 739 | } |
| 740 | |
| 741 | void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache) |
| 742 | { |
| 743 | for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) |
| 744 | { |
| 745 | if(state.output[i].write) |
| 746 | { |
| 747 | *Pointer<Int4>(vertex + OFFSET(Vertex,v[i]), 16) = *Pointer<Int4>(cache + OFFSET(Vertex,v[i]), 16); |
| 748 | } |
| 749 | } |
| 750 | |
| 751 | *Pointer<Int4>(vertex + OFFSET(Vertex,X)) = *Pointer<Int4>(cache + OFFSET(Vertex,X)); |
| 752 | *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags)); |
| 753 | } |
| 754 | |
| 755 | void VertexRoutine::transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive) |
| 756 | { |
| 757 | If(indexInPrimitive < state.verticesPerPrimitive) |
| 758 | { |
| 759 | UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive; |
| 760 | |
| 761 | for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; i++) |
| 762 | { |
| 763 | if(state.transformFeedbackEnabled & (1ULL << i)) |
| 764 | { |
| 765 | UInt reg = *Pointer<UInt>(data + OFFSET(DrawData, vs.reg[i])); |
| 766 | UInt row = *Pointer<UInt>(data + OFFSET(DrawData, vs.row[i])); |
| 767 | UInt col = *Pointer<UInt>(data + OFFSET(DrawData, vs.col[i])); |
| 768 | UInt str = *Pointer<UInt>(data + OFFSET(DrawData, vs.str[i])); |
| 769 | |
| 770 | Pointer<Byte> t = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.t[i])) + (tOffset * str * sizeof(float)); |
| 771 | Pointer<Byte> v = vertex + OFFSET(Vertex, v) + reg * sizeof(float); |
| 772 | |
| 773 | For(UInt r = 0, r < row, r++) |
| 774 | { |
| 775 | UInt rOffsetX = r * col * sizeof(float); |
| 776 | UInt rOffset4 = r * sizeof(float4); |
| 777 | |
| 778 | For(UInt c = 0, c < col, c++) |
| 779 | { |
| 780 | UInt cOffset = c * sizeof(float); |
| 781 | *Pointer<Float>(t + rOffsetX + cOffset) = *Pointer<Float>(v + rOffset4 + cOffset); |
| 782 | } |
| 783 | } |
| 784 | } |
| 785 | } |
| 786 | } |
| 787 | } |
| 788 | } |
| 789 | |