// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "VertexRoutine.hpp" #include "VertexShader.hpp" #include "Constants.hpp" #include "Device/Vertex.hpp" #include "Device/Renderer.hpp" #include "System/Half.hpp" #include "Vulkan/VkDebug.hpp" namespace sw { extern bool halfIntegerCoordinates; // Pixel centers are not at integer coordinates extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1] VertexRoutine::VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader) : v(shader && shader->indirectAddressableInput), o(shader && shader->indirectAddressableOutput), state(state) { } VertexRoutine::~VertexRoutine() { } void VertexRoutine::generate() { const bool textureSampling = state.textureSampling; Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag); UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); UInt primitiveNumber = *Pointer<UInt>(task + OFFSET(VertexTask, primitiveStart)); UInt indexInPrimitive = 0; constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants)); Do { UInt index = *Pointer<UInt>(batch); UInt tagIndex = index & 0x0000003C; UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance. If(*Pointer<UInt>(tagCache + tagIndex) != indexQ) { *Pointer<UInt>(tagCache + tagIndex) = indexQ; readInput(indexQ); program(indexQ); postTransform(); computeClipFlags(); Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex)); writeCache(cacheLine0); } UInt cacheIndex = index & 0x0000003F; Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); writeVertex(vertex, cacheLine); if(state.transformFeedbackEnabled != 0) { transformFeedback(vertex, primitiveNumber, indexInPrimitive); indexInPrimitive++; If(indexInPrimitive == 3) { primitiveNumber++; indexInPrimitive = 0; } } vertex += sizeof(Vertex); batch += sizeof(unsigned int); vertexCount--; } Until(vertexCount == 0) Return(); } void VertexRoutine::readInput(UInt &index) { for(int i = 0; i < MAX_VERTEX_INPUTS; i++) { Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i); UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i); v[i] = readStream(input, stride, state.input[i], index); } } void VertexRoutine::computeClipFlags() { int pos = state.positionRegister; Int4 maxX = CmpLT(o[pos].w, o[pos].x); Int4 maxY = CmpLT(o[pos].w, o[pos].y); Int4 maxZ = CmpLT(o[pos].w, o[pos].z); Int4 minX = CmpNLE(-o[pos].w, o[pos].x); Int4 minY = CmpNLE(-o[pos].w, o[pos].y); Int4 minZ = CmpNLE(Float4(0.0f), o[pos].z); clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4); clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4); clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4); clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4); clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4); Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); Int4 finiteXYZ = finiteX & finiteY & finiteZ; clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4); } Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index) { const bool textureSampling = state.textureSampling; Vector4f v; Pointer<Byte> source0 = buffer + index * stride; Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0); Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0); Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0); bool isNativeFloatAttrib = (stream.attribType == SpirvShader::ATTRIBTYPE_FLOAT) || stream.normalized; switch(stream.type) { case STREAMTYPE_FLOAT: { if(stream.count == 0) { // Null stream, all default components } else { if(stream.count == 1) { v.x.x = *Pointer<Float>(source0); v.x.y = *Pointer<Float>(source1); v.x.z = *Pointer<Float>(source2); v.x.w = *Pointer<Float>(source3); } else { v.x = *Pointer<Float4>(source0); v.y = *Pointer<Float4>(source1); v.z = *Pointer<Float4>(source2); v.w = *Pointer<Float4>(source3); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } switch(stream.attribType) { case SpirvShader::ATTRIBTYPE_INT: if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); if(stream.count >= 3) v.x = As<Float4>(Int4(v.z)); if(stream.count >= 4) v.x = As<Float4>(Int4(v.w)); break; case SpirvShader::ATTRIBTYPE_UINT: if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x)); if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y)); if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z)); if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w)); break; default: break; } } } break; case STREAMTYPE_BYTE: if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float { v.x = Float4(*Pointer<Byte4>(source0)); v.y = Float4(*Pointer<Byte4>(source1)); v.z = Float4(*Pointer<Byte4>(source2)); v.w = Float4(*Pointer<Byte4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); } } else // Stream: UByte, Shader attrib: Int / UInt { v.x = As<Float4>(Int4(*Pointer<Byte4>(source0))); v.y = As<Float4>(Int4(*Pointer<Byte4>(source1))); v.z = As<Float4>(Int4(*Pointer<Byte4>(source2))); v.w = As<Float4>(Int4(*Pointer<Byte4>(source3))); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_SBYTE: if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float { v.x = Float4(*Pointer<SByte4>(source0)); v.y = Float4(*Pointer<SByte4>(source1)); v.z = Float4(*Pointer<SByte4>(source2)); v.w = Float4(*Pointer<SByte4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); } } else // Stream: SByte, Shader attrib: Int / UInt { v.x = As<Float4>(Int4(*Pointer<SByte4>(source0))); v.y = As<Float4>(Int4(*Pointer<SByte4>(source1))); v.z = As<Float4>(Int4(*Pointer<SByte4>(source2))); v.w = As<Float4>(Int4(*Pointer<SByte4>(source3))); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_COLOR: { v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); transpose4x4(v.x, v.y, v.z, v.w); // Swap red and blue Float4 t = v.x; v.x = v.z; v.z = t; } break; case STREAMTYPE_SHORT: if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float { v.x = Float4(*Pointer<Short4>(source0)); v.y = Float4(*Pointer<Short4>(source1)); v.z = Float4(*Pointer<Short4>(source2)); v.w = Float4(*Pointer<Short4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); } } else // Stream: Short, Shader attrib: Int/UInt, no type conversion { v.x = As<Float4>(Int4(*Pointer<Short4>(source0))); v.y = As<Float4>(Int4(*Pointer<Short4>(source1))); v.z = As<Float4>(Int4(*Pointer<Short4>(source2))); v.w = As<Float4>(Int4(*Pointer<Short4>(source3))); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_USHORT: if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float { v.x = Float4(*Pointer<UShort4>(source0)); v.y = Float4(*Pointer<UShort4>(source1)); v.z = Float4(*Pointer<UShort4>(source2)); v.w = Float4(*Pointer<UShort4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); } } else // Stream: UShort, Shader attrib: Int/UInt, no type conversion { v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); v.w = As<Float4>(Int4(*Pointer<UShort4>(source3))); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_INT: if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float { v.x = Float4(*Pointer<Int4>(source0)); v.y = Float4(*Pointer<Int4>(source1)); v.z = Float4(*Pointer<Int4>(source2)); v.w = Float4(*Pointer<Int4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); } } else // Stream: Int, Shader attrib: Int/UInt, no type conversion { v.x = *Pointer<Float4>(source0); v.y = *Pointer<Float4>(source1); v.z = *Pointer<Float4>(source2); v.w = *Pointer<Float4>(source3); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_UINT: if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float { v.x = Float4(*Pointer<UInt4>(source0)); v.y = Float4(*Pointer<UInt4>(source1)); v.z = Float4(*Pointer<UInt4>(source2)); v.w = Float4(*Pointer<UInt4>(source3)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); if(stream.normalized) { if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); } } else // Stream: UInt, Shader attrib: Int/UInt, no type conversion { v.x = *Pointer<Float4>(source0); v.y = *Pointer<Float4>(source1); v.z = *Pointer<Float4>(source2); v.w = *Pointer<Float4>(source3); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_UDEC3: { // FIXME: Vectorize { Int x, y, z; x = y = z = *Pointer<Int>(source0); v.x.x = Float(x & 0x000003FF); v.x.y = Float(y & 0x000FFC00); v.x.z = Float(z & 0x3FF00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source1); v.y.x = Float(x & 0x000003FF); v.y.y = Float(y & 0x000FFC00); v.y.z = Float(z & 0x3FF00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source2); v.z.x = Float(x & 0x000003FF); v.z.y = Float(y & 0x000FFC00); v.z.z = Float(z & 0x3FF00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source3); v.w.x = Float(x & 0x000003FF); v.w.y = Float(y & 0x000FFC00); v.w.z = Float(z & 0x3FF00000); } transpose4x3(v.x, v.y, v.z, v.w); v.y *= Float4(1.0f / 0x00000400); v.z *= Float4(1.0f / 0x00100000); } break; case STREAMTYPE_DEC3N: { // FIXME: Vectorize { Int x, y, z; x = y = z = *Pointer<Int>(source0); v.x.x = Float((x << 22) & 0xFFC00000); v.x.y = Float((y << 12) & 0xFFC00000); v.x.z = Float((z << 2) & 0xFFC00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source1); v.y.x = Float((x << 22) & 0xFFC00000); v.y.y = Float((y << 12) & 0xFFC00000); v.y.z = Float((z << 2) & 0xFFC00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source2); v.z.x = Float((x << 22) & 0xFFC00000); v.z.y = Float((y << 12) & 0xFFC00000); v.z.z = Float((z << 2) & 0xFFC00000); } { Int x, y, z; x = y = z = *Pointer<Int>(source3); v.w.x = Float((x << 22) & 0xFFC00000); v.w.y = Float((y << 12) & 0xFFC00000); v.w.z = Float((z << 2) & 0xFFC00000); } transpose4x3(v.x, v.y, v.z, v.w); v.x *= Float4(1.0f / 0x00400000 / 511.0f); v.y *= Float4(1.0f / 0x00400000 / 511.0f); v.z *= Float4(1.0f / 0x00400000 / 511.0f); } break; case STREAMTYPE_FIXED: { v.x = Float4(*Pointer<Int4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); v.y = Float4(*Pointer<Int4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); v.z = Float4(*Pointer<Int4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); v.w = Float4(*Pointer<Int4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleFixed)); transpose4xN(v.x, v.y, v.z, v.w, stream.count); } break; case STREAMTYPE_HALF: { if(stream.count >= 1) { UShort x0 = *Pointer<UShort>(source0 + 0); UShort x1 = *Pointer<UShort>(source1 + 0); UShort x2 = *Pointer<UShort>(source2 + 0); UShort x3 = *Pointer<UShort>(source3 + 0); v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4); v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4); v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4); v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4); } if(stream.count >= 2) { UShort y0 = *Pointer<UShort>(source0 + 2); UShort y1 = *Pointer<UShort>(source1 + 2); UShort y2 = *Pointer<UShort>(source2 + 2); UShort y3 = *Pointer<UShort>(source3 + 2); v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4); v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4); v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4); v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4); } if(stream.count >= 3) { UShort z0 = *Pointer<UShort>(source0 + 4); UShort z1 = *Pointer<UShort>(source1 + 4); UShort z2 = *Pointer<UShort>(source2 + 4); UShort z3 = *Pointer<UShort>(source3 + 4); v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4); v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4); v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4); v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4); } if(stream.count >= 4) { UShort w0 = *Pointer<UShort>(source0 + 6); UShort w1 = *Pointer<UShort>(source1 + 6); UShort w2 = *Pointer<UShort>(source2 + 6); UShort w3 = *Pointer<UShort>(source3 + 6); v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4); v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4); v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4); v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4); } } break; case STREAMTYPE_INDICES: { v.x.x = *Pointer<Float>(source0); v.x.y = *Pointer<Float>(source1); v.x.z = *Pointer<Float>(source2); v.x.w = *Pointer<Float>(source3); } break; case STREAMTYPE_2_10_10_10_INT: { Int4 src; src = Insert(src, *Pointer<Int>(source0), 0); src = Insert(src, *Pointer<Int>(source1), 1); src = Insert(src, *Pointer<Int>(source2), 2); src = Insert(src, *Pointer<Int>(source3), 3); v.x = Float4((src << 22) >> 22); v.y = Float4((src << 12) >> 22); v.z = Float4((src << 02) >> 22); v.w = Float4(src >> 30); if(stream.normalized) { v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f)); v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f)); v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f)); v.w = Max(v.w, Float4(-1.0f)); } } break; case STREAMTYPE_2_10_10_10_UINT: { Int4 src; src = Insert(src, *Pointer<Int>(source0), 0); src = Insert(src, *Pointer<Int>(source1), 1); src = Insert(src, *Pointer<Int>(source2), 2); src = Insert(src, *Pointer<Int>(source3), 3); v.x = Float4(src & Int4(0x3FF)); v.y = Float4((src >> 10) & Int4(0x3FF)); v.z = Float4((src >> 20) & Int4(0x3FF)); v.w = Float4((src >> 30) & Int4(0x3)); if(stream.normalized) { v.x *= Float4(1.0f / 0x3FF); v.y *= Float4(1.0f / 0x3FF); v.z *= Float4(1.0f / 0x3FF); v.w *= Float4(1.0f / 0x3); } } break; default: ASSERT(false); } if(stream.count < 1) v.x = Float4(0.0f); if(stream.count < 2) v.y = Float4(0.0f); if(stream.count < 3) v.z = Float4(0.0f); if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0)); return v; } void VertexRoutine::postTransform() { int pos = state.positionRegister; if(!halfIntegerCoordinates) { o[pos].x = o[pos].x + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelX)) * o[pos].w; o[pos].y = o[pos].y + *Pointer<Float4>(data + OFFSET(DrawData,halfPixelY)) * o[pos].w; } } void VertexRoutine::writeCache(Pointer<Byte> &cacheLine) { Vector4f v; for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) { if(state.output[i].write) { v.x = o[i].x; v.y = o[i].y; v.z = o[i].z; v.w = o[i].w; if(state.output[i].xClamp) { v.x = Max(v.x, Float4(0.0f)); v.x = Min(v.x, Float4(1.0f)); } if(state.output[i].yClamp) { v.y = Max(v.y, Float4(0.0f)); v.y = Min(v.y, Float4(1.0f)); } if(state.output[i].zClamp) { v.z = Max(v.z, Float4(0.0f)); v.z = Min(v.z, Float4(1.0f)); } if(state.output[i].wClamp) { v.w = Max(v.w, Float4(0.0f)); v.w = Min(v.w, Float4(1.0f)); } if(state.output[i].write == 0x01) { *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0) = v.x.x; *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1) = v.x.y; *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2) = v.x.z; *Pointer<Float>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3) = v.x.w; } else { if(state.output[i].write == 0x03) { transpose2x4(v.x, v.y, v.z, v.w); } else { transpose4x4(v.x, v.y, v.z, v.w); } *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x; *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y; *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z; *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w; } } } *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF; *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF; *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF; *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF; // Viewport transform int pos = state.positionRegister; v.x = o[pos].x; v.y = o[pos].y; v.z = o[pos].z; v.w = o[pos].w; Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); Float4 rhw = Float4(1.0f) / w; v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16)))); v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16)))); v.z = v.z * rhw; v.w = rhw; transpose4x4(v.x, v.y, v.z, v.w); *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 0, 16) = v.x; *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 1, 16) = v.y; *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 2, 16) = v.z; *Pointer<Float4>(cacheLine + OFFSET(Vertex,X) + sizeof(Vertex) * 3, 16) = v.w; } void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache) { for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) { if(state.output[i].write) { *Pointer<Int4>(vertex + OFFSET(Vertex,v[i]), 16) = *Pointer<Int4>(cache + OFFSET(Vertex,v[i]), 16); } } *Pointer<Int4>(vertex + OFFSET(Vertex,X)) = *Pointer<Int4>(cache + OFFSET(Vertex,X)); *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags)); } void VertexRoutine::transformFeedback(const Pointer<Byte> &vertex, const UInt &primitiveNumber, const UInt &indexInPrimitive) { If(indexInPrimitive < state.verticesPerPrimitive) { UInt tOffset = primitiveNumber * state.verticesPerPrimitive + indexInPrimitive; for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; i++) { if(state.transformFeedbackEnabled & (1ULL << i)) { UInt reg = *Pointer<UInt>(data + OFFSET(DrawData, vs.reg[i])); UInt row = *Pointer<UInt>(data + OFFSET(DrawData, vs.row[i])); UInt col = *Pointer<UInt>(data + OFFSET(DrawData, vs.col[i])); UInt str = *Pointer<UInt>(data + OFFSET(DrawData, vs.str[i])); Pointer<Byte> t = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.t[i])) + (tOffset * str * sizeof(float)); Pointer<Byte> v = vertex + OFFSET(Vertex, v) + reg * sizeof(float); For(UInt r = 0, r < row, r++) { UInt rOffsetX = r * col * sizeof(float); UInt rOffset4 = r * sizeof(float4); For(UInt c = 0, c < col, c++) { UInt cOffset = c * sizeof(float); *Pointer<Float>(t + rOffsetX + cOffset) = *Pointer<Float>(v + rOffset4 + cOffset); } } } } } } }