// 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 "PixelPipeline.hpp" #include "SamplerCore.hpp" #include "Renderer/Renderer.hpp" namespace sw { extern bool postBlendSRGB; void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) { if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1000); if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1000); if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1000); if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1000); if(state.color[1].component & 0x1) specular.x = convertFixed12(v[1].x); else specular.x = Short4(0x0000); if(state.color[1].component & 0x2) specular.y = convertFixed12(v[1].y); else specular.y = Short4(0x0000); if(state.color[1].component & 0x4) specular.z = convertFixed12(v[1].z); else specular.z = Short4(0x0000); if(state.color[1].component & 0x8) specular.w = convertFixed12(v[1].w); else specular.w = Short4(0x0000); } void PixelPipeline::fixedFunction() { current = diffuse; Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000); for(int stage = 0; stage < 8; stage++) { if(state.textureStage[stage].stageOperation == TextureStage::STAGE_DISABLE) { break; } Vector4s texture; if(state.textureStage[stage].usesTexture) { texture = sampleTexture(stage, stage); } blendTexture(temp, texture, stage); } specularPixel(current, specular); } void PixelPipeline::applyShader(Int cMask[4]) { if(!shader) { fixedFunction(); return; } int pad = 0; // Count number of texm3x3pad instructions Vector4s dPairing; // Destination for first pairing instruction for(size_t i = 0; i < shader->getLength(); i++) { const Shader::Instruction *instruction = shader->getInstruction(i); Shader::Opcode opcode = instruction->opcode; // #ifndef NDEBUG // FIXME: Centralize debug output control // shader->printInstruction(i, "debug.txt"); // #endif if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI || opcode == Shader::OPCODE_DEFB) { continue; } const Dst &dst = instruction->dst; const Src &src0 = instruction->src[0]; const Src &src1 = instruction->src[1]; const Src &src2 = instruction->src[2]; unsigned short shaderModel = shader->getShaderModel(); bool pairing = i + 1 < shader->getLength() && shader->getInstruction(i + 1)->coissue; // First instruction of pair bool coissue = instruction->coissue; // Second instruction of pair Vector4s d; Vector4s s0; Vector4s s1; Vector4s s2; if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); Float4 x = shaderModel < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x; Float4 y = shaderModel < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y; Float4 z = shaderModel < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z; Float4 w = shaderModel < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w; switch(opcode) { case Shader::OPCODE_PS_1_0: break; case Shader::OPCODE_PS_1_1: break; case Shader::OPCODE_PS_1_2: break; case Shader::OPCODE_PS_1_3: break; case Shader::OPCODE_PS_1_4: break; case Shader::OPCODE_DEF: break; case Shader::OPCODE_NOP: break; case Shader::OPCODE_MOV: MOV(d, s0); break; case Shader::OPCODE_ADD: ADD(d, s0, s1); break; case Shader::OPCODE_SUB: SUB(d, s0, s1); break; case Shader::OPCODE_MAD: MAD(d, s0, s1, s2); break; case Shader::OPCODE_MUL: MUL(d, s0, s1); break; case Shader::OPCODE_DP3: DP3(d, s0, s1); break; case Shader::OPCODE_DP4: DP4(d, s0, s1); break; case Shader::OPCODE_LRP: LRP(d, s0, s1, s2); break; case Shader::OPCODE_TEXCOORD: if(shaderModel < 0x0104) { TEXCOORD(d, x, y, z, dst.index); } else { if((src0.swizzle & 0x30) == 0x20) // .xyz { TEXCRD(d, x, y, z, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW); } else // .xwy { TEXCRD(d, x, y, w, src0.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW); } } break; case Shader::OPCODE_TEXKILL: if(shaderModel < 0x0104) { TEXKILL(cMask, x, y, z); } else if(shaderModel == 0x0104) { if(dst.type == Shader::PARAMETER_TEXTURE) { TEXKILL(cMask, x, y, z); } else { TEXKILL(cMask, rs[dst.index]); } } else ASSERT(false); break; case Shader::OPCODE_TEX: if(shaderModel < 0x0104) { TEX(d, x, y, z, dst.index, false); } else if(shaderModel == 0x0104) { if(src0.type == Shader::PARAMETER_TEXTURE) { if((src0.swizzle & 0x30) == 0x20) // .xyz { TEX(d, x, y, z, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW); } else // .xyw { TEX(d, x, y, w, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW); } } else { TEXLD(d, s0, dst.index, src0.modifier == Shader::MODIFIER_DZ || src0.modifier == Shader::MODIFIER_DW); } } else ASSERT(false); break; case Shader::OPCODE_TEXBEM: TEXBEM(d, s0, x, y, z, dst.index); break; case Shader::OPCODE_TEXBEML: TEXBEML(d, s0, x, y, z, dst.index); break; case Shader::OPCODE_TEXREG2AR: TEXREG2AR(d, s0, dst.index); break; case Shader::OPCODE_TEXREG2GB: TEXREG2GB(d, s0, dst.index); break; case Shader::OPCODE_TEXM3X2PAD: TEXM3X2PAD(x, y, z, s0, 0, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXM3X2TEX: TEXM3X2TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXM3X3PAD: TEXM3X3PAD(x, y, z, s0, pad++ % 2, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXM3X3TEX: TEXM3X3TEX(d, x, y, z, dst.index, s0, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXM3X3SPEC: TEXM3X3SPEC(d, x, y, z, dst.index, s0, s1); break; case Shader::OPCODE_TEXM3X3VSPEC: TEXM3X3VSPEC(d, x, y, z, dst.index, s0); break; case Shader::OPCODE_CND: CND(d, s0, s1, s2); break; case Shader::OPCODE_TEXREG2RGB: TEXREG2RGB(d, s0, dst.index); break; case Shader::OPCODE_TEXDP3TEX: TEXDP3TEX(d, x, y, z, dst.index, s0); break; case Shader::OPCODE_TEXM3X2DEPTH: TEXM3X2DEPTH(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXDP3: TEXDP3(d, x, y, z, s0); break; case Shader::OPCODE_TEXM3X3: TEXM3X3(d, x, y, z, s0, src0.modifier == Shader::MODIFIER_SIGN); break; case Shader::OPCODE_TEXDEPTH: TEXDEPTH(); break; case Shader::OPCODE_CMP0: CMP(d, s0, s1, s2); break; case Shader::OPCODE_BEM: BEM(d, s0, s1, dst.index); break; case Shader::OPCODE_PHASE: break; case Shader::OPCODE_END: break; default: ASSERT(false); } if(dst.type != Shader::PARAMETER_VOID && opcode != Shader::OPCODE_TEXKILL) { if(dst.shift > 0) { if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shift > 2) d.x = AddSat(d.x, d.x); } if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shift > 2) d.y = AddSat(d.y, d.y); } if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shift > 2) d.z = AddSat(d.z, d.z); } if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shift > 2) d.w = AddSat(d.w, d.w); } } else if(dst.shift < 0) { if(dst.mask & 0x1) d.x = d.x >> -dst.shift; if(dst.mask & 0x2) d.y = d.y >> -dst.shift; if(dst.mask & 0x4) d.z = d.z >> -dst.shift; if(dst.mask & 0x8) d.w = d.w >> -dst.shift; } if(dst.saturate) { if(dst.mask & 0x1) { d.x = Min(d.x, Short4(0x1000)); d.x = Max(d.x, Short4(0x0000)); } if(dst.mask & 0x2) { d.y = Min(d.y, Short4(0x1000)); d.y = Max(d.y, Short4(0x0000)); } if(dst.mask & 0x4) { d.z = Min(d.z, Short4(0x1000)); d.z = Max(d.z, Short4(0x0000)); } if(dst.mask & 0x8) { d.w = Min(d.w, Short4(0x1000)); d.w = Max(d.w, Short4(0x0000)); } } if(pairing) { if(dst.mask & 0x1) dPairing.x = d.x; if(dst.mask & 0x2) dPairing.y = d.y; if(dst.mask & 0x4) dPairing.z = d.z; if(dst.mask & 0x8) dPairing.w = d.w; } if(coissue) { const Dst &dst = shader->getInstruction(i - 1)->dst; writeDestination(dPairing, dst); } if(!pairing) { writeDestination(d, dst); } } } current.x = Min(current.x, Short4(0x0FFF)); current.x = Max(current.x, Short4(0x0000)); current.y = Min(current.y, Short4(0x0FFF)); current.y = Max(current.y, Short4(0x0000)); current.z = Min(current.z, Short4(0x0FFF)); current.z = Max(current.z, Short4(0x0000)); current.w = Min(current.w, Short4(0x0FFF)); current.w = Max(current.w, Short4(0x0000)); } Bool PixelPipeline::alphaTest(Int cMask[4]) { if(!state.alphaTestActive()) { return true; } Int aMask; if(state.transparencyAntialiasing == TRANSPARENCY_NONE) { PixelRoutine::alphaTest(aMask, current.w); for(unsigned int q = 0; q < state.multiSample; q++) { cMask[q] &= aMask; } } else if(state.transparencyAntialiasing == TRANSPARENCY_ALPHA_TO_COVERAGE) { Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000); alphaToCoverage(cMask, alpha); } else ASSERT(false); Int pass = cMask[0]; for(unsigned int q = 1; q < state.multiSample; q++) { pass = pass | cMask[q]; } return pass != 0x0; } void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) { if(!state.colorWriteActive(0)) { return; } Vector4f oC; switch(state.targetFormat[0]) { case FORMAT_R5G6B5: case FORMAT_X8R8G8B8: case FORMAT_X8B8G8R8: case FORMAT_A8R8G8B8: case FORMAT_A8B8G8R8: case FORMAT_A8: case FORMAT_G16R16: case FORMAT_A16B16G16R16: if(!postBlendSRGB && state.writeSRGB) { linearToSRGB12_16(current); } else { current.x <<= 4; current.y <<= 4; current.z <<= 4; current.w <<= 4; } if(state.targetFormat[0] == FORMAT_R5G6B5) { current.x &= Short4(0xF800u); current.y &= Short4(0xFC00u); current.z &= Short4(0xF800u); } fogBlend(current, fog); for(unsigned int q = 0; q < state.multiSample; q++) { Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0])); Vector4s color = current; if(state.multiSampleMask & (1 << q)) { alphaBlend(0, buffer, color, x); logicOperation(0, buffer, color, x); writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]); } } break; case FORMAT_R32F: case FORMAT_G32R32F: case FORMAT_X32B32G32R32F: case FORMAT_A32B32G32R32F: // case FORMAT_X32B32G32R32F_UNSIGNED: // Not renderable in any fixed-function API. convertSigned12(oC, current); PixelRoutine::fogBlend(oC, fog); for(unsigned int q = 0; q < state.multiSample; q++) { Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0])); Vector4f color = oC; if(state.multiSampleMask & (1 << q)) { alphaBlend(0, buffer, color, x); writeColor(0, buffer, x, color, sMask[q], zMask[q], cMask[q]); } } break; default: ASSERT(false); } } void PixelPipeline::blendTexture(Vector4s &temp, Vector4s &texture, int stage) { Vector4s *arg1 = nullptr; Vector4s *arg2 = nullptr; Vector4s *arg3 = nullptr; Vector4s res; Vector4s constant; Vector4s tfactor; const TextureStage::State &textureStage = state.textureStage[stage]; if(textureStage.firstArgument == TextureStage::SOURCE_CONSTANT || textureStage.firstArgumentAlpha == TextureStage::SOURCE_CONSTANT || textureStage.secondArgument == TextureStage::SOURCE_CONSTANT || textureStage.secondArgumentAlpha == TextureStage::SOURCE_CONSTANT || textureStage.thirdArgument == TextureStage::SOURCE_CONSTANT || textureStage.thirdArgumentAlpha == TextureStage::SOURCE_CONSTANT) { constant.x = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[0])); constant.y = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[1])); constant.z = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[2])); constant.w = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[3])); } if(textureStage.firstArgument == TextureStage::SOURCE_TFACTOR || textureStage.firstArgumentAlpha == TextureStage::SOURCE_TFACTOR || textureStage.secondArgument == TextureStage::SOURCE_TFACTOR || textureStage.secondArgumentAlpha == TextureStage::SOURCE_TFACTOR || textureStage.thirdArgument == TextureStage::SOURCE_TFACTOR || textureStage.thirdArgumentAlpha == TextureStage::SOURCE_TFACTOR) { tfactor.x = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[0])); tfactor.y = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[1])); tfactor.z = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[2])); tfactor.w = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3])); } // Premodulate if(stage > 0 && textureStage.usesTexture) { if(state.textureStage[stage - 1].stageOperation == TextureStage::STAGE_PREMODULATE) { current.x = MulHigh(current.x, texture.x) << 4; current.y = MulHigh(current.y, texture.y) << 4; current.z = MulHigh(current.z, texture.z) << 4; } if(state.textureStage[stage - 1].stageOperationAlpha == TextureStage::STAGE_PREMODULATE) { current.w = MulHigh(current.w, texture.w) << 4; } } if(luminance) { texture.x = MulHigh(texture.x, L) << 4; texture.y = MulHigh(texture.y, L) << 4; texture.z = MulHigh(texture.z, L) << 4; luminance = false; } switch(textureStage.firstArgument) { case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break; case TextureStage::SOURCE_CURRENT: arg1 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break; case TextureStage::SOURCE_TEMP: arg1 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break; default: ASSERT(false); } switch(textureStage.secondArgument) { case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break; case TextureStage::SOURCE_CURRENT: arg2 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break; case TextureStage::SOURCE_TEMP: arg2 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break; default: ASSERT(false); } switch(textureStage.thirdArgument) { case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break; case TextureStage::SOURCE_CURRENT: arg3 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break; case TextureStage::SOURCE_TEMP: arg3 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break; default: ASSERT(false); } Vector4s mod1; Vector4s mod2; Vector4s mod3; switch(textureStage.firstModifier) { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod1.x = SubSat(Short4(0x1000), arg1->x); mod1.y = SubSat(Short4(0x1000), arg1->y); mod1.z = SubSat(Short4(0x1000), arg1->z); mod1.w = SubSat(Short4(0x1000), arg1->w); arg1 = &mod1; break; case TextureStage::MODIFIER_ALPHA: mod1.x = arg1->w; mod1.y = arg1->w; mod1.z = arg1->w; mod1.w = arg1->w; arg1 = &mod1; break; case TextureStage::MODIFIER_INVALPHA: mod1.x = SubSat(Short4(0x1000), arg1->w); mod1.y = SubSat(Short4(0x1000), arg1->w); mod1.z = SubSat(Short4(0x1000), arg1->w); mod1.w = SubSat(Short4(0x1000), arg1->w); arg1 = &mod1; break; default: ASSERT(false); } switch(textureStage.secondModifier) { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod2.x = SubSat(Short4(0x1000), arg2->x); mod2.y = SubSat(Short4(0x1000), arg2->y); mod2.z = SubSat(Short4(0x1000), arg2->z); mod2.w = SubSat(Short4(0x1000), arg2->w); arg2 = &mod2; break; case TextureStage::MODIFIER_ALPHA: mod2.x = arg2->w; mod2.y = arg2->w; mod2.z = arg2->w; mod2.w = arg2->w; arg2 = &mod2; break; case TextureStage::MODIFIER_INVALPHA: mod2.x = SubSat(Short4(0x1000), arg2->w); mod2.y = SubSat(Short4(0x1000), arg2->w); mod2.z = SubSat(Short4(0x1000), arg2->w); mod2.w = SubSat(Short4(0x1000), arg2->w); arg2 = &mod2; break; default: ASSERT(false); } switch(textureStage.thirdModifier) { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod3.x = SubSat(Short4(0x1000), arg3->x); mod3.y = SubSat(Short4(0x1000), arg3->y); mod3.z = SubSat(Short4(0x1000), arg3->z); mod3.w = SubSat(Short4(0x1000), arg3->w); arg3 = &mod3; break; case TextureStage::MODIFIER_ALPHA: mod3.x = arg3->w; mod3.y = arg3->w; mod3.z = arg3->w; mod3.w = arg3->w; arg3 = &mod3; break; case TextureStage::MODIFIER_INVALPHA: mod3.x = SubSat(Short4(0x1000), arg3->w); mod3.y = SubSat(Short4(0x1000), arg3->w); mod3.z = SubSat(Short4(0x1000), arg3->w); mod3.w = SubSat(Short4(0x1000), arg3->w); arg3 = &mod3; break; default: ASSERT(false); } switch(textureStage.stageOperation) { case TextureStage::STAGE_DISABLE: break; case TextureStage::STAGE_SELECTARG1: // Arg1 res.x = arg1->x; res.y = arg1->y; res.z = arg1->z; break; case TextureStage::STAGE_SELECTARG2: // Arg2 res.x = arg2->x; res.y = arg2->y; res.z = arg2->z; break; case TextureStage::STAGE_SELECTARG3: // Arg3 res.x = arg3->x; res.y = arg3->y; res.z = arg3->z; break; case TextureStage::STAGE_MODULATE: // Arg1 * Arg2 res.x = MulHigh(arg1->x, arg2->x) << 4; res.y = MulHigh(arg1->y, arg2->y) << 4; res.z = MulHigh(arg1->z, arg2->z) << 4; break; case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2 res.x = MulHigh(arg1->x, arg2->x) << 5; res.y = MulHigh(arg1->y, arg2->y) << 5; res.z = MulHigh(arg1->z, arg2->z) << 5; break; case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4 res.x = MulHigh(arg1->x, arg2->x) << 6; res.y = MulHigh(arg1->y, arg2->y) << 6; res.z = MulHigh(arg1->z, arg2->z) << 6; break; case TextureStage::STAGE_ADD: // Arg1 + Arg2 res.x = AddSat(arg1->x, arg2->x); res.y = AddSat(arg1->y, arg2->y); res.z = AddSat(arg1->z, arg2->z); break; case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5 res.x = AddSat(arg1->x, arg2->x); res.y = AddSat(arg1->y, arg2->y); res.z = AddSat(arg1->z, arg2->z); res.x = SubSat(res.x, Short4(0x0800)); res.y = SubSat(res.y, Short4(0x0800)); res.z = SubSat(res.z, Short4(0x0800)); break; case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1 res.x = AddSat(arg1->x, arg2->x); res.y = AddSat(arg1->y, arg2->y); res.z = AddSat(arg1->z, arg2->z); res.x = SubSat(res.x, Short4(0x0800)); res.y = SubSat(res.y, Short4(0x0800)); res.z = SubSat(res.z, Short4(0x0800)); res.x = AddSat(res.x, res.x); res.y = AddSat(res.y, res.y); res.z = AddSat(res.z, res.z); break; case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2 res.x = SubSat(arg1->x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.z = SubSat(arg1->z, arg2->z); break; case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2 { Short4 tmp; tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(arg1->x, arg2->x); res.x = SubSat(res.x, tmp); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(arg1->y, arg2->y); res.y = SubSat(res.y, tmp); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(arg1->z, arg2->z); res.z = SubSat(res.z, tmp); } break; case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2 res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg3->x); res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg3->y); res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg3->z); break; case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, arg3->x) << 4; res.x = AddSat(res.x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, arg3->y) << 4; res.y = AddSat(res.y, arg2->y); res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, arg3->z) << 4; res.z = AddSat(res.z, arg2->z); break; case TextureStage::STAGE_DOT3: // 2 * (Arg1.x - 0.5) * 2 * (Arg2.x - 0.5) + 2 * (Arg1.y - 0.5) * 2 * (Arg2.y - 0.5) + 2 * (Arg1.z - 0.5) * 2 * (Arg2.z - 0.5) { Short4 tmp; res.x = SubSat(arg1->x, Short4(0x0800)); tmp = SubSat(arg2->x, Short4(0x0800)); res.x = MulHigh(res.x, tmp); res.y = SubSat(arg1->y, Short4(0x0800)); tmp = SubSat(arg2->y, Short4(0x0800)); res.y = MulHigh(res.y, tmp); res.z = SubSat(arg1->z, Short4(0x0800)); tmp = SubSat(arg2->z, Short4(0x0800)); res.z = MulHigh(res.z, tmp); res.x = res.x << 6; res.y = res.y << 6; res.z = res.z << 6; res.x = AddSat(res.x, res.y); res.x = AddSat(res.x, res.z); // Clamp to [0, 1] res.x = Max(res.x, Short4(0x0000)); res.x = Min(res.x, Short4(0x1000)); res.y = res.x; res.z = res.x; res.w = res.x; } break; case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, current.w) << 4; res.x = AddSat(res.x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, current.w) << 4; res.y = AddSat(res.y, arg2->y); res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, current.w) << 4; res.z = AddSat(res.z, arg2->z); break; case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Alpha * (Arg1 - Arg2) + Arg2 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, diffuse.w) << 4; res.x = AddSat(res.x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, diffuse.w) << 4; res.y = AddSat(res.y, arg2->y); res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, diffuse.w) << 4; res.z = AddSat(res.z, arg2->z); break; case TextureStage::STAGE_BLENDFACTORALPHA: // Alpha * (Arg1 - Arg2) + Arg2 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.x = AddSat(res.x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.y = AddSat(res.y, arg2->y); res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.z = AddSat(res.z, arg2->z); break; case TextureStage::STAGE_BLENDTEXTUREALPHA: // Alpha * (Arg1 - Arg2) + Arg2 res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, texture.w) << 4; res.x = AddSat(res.x, arg2->x); res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, texture.w) << 4; res.y = AddSat(res.y, arg2->y); res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, texture.w) << 4; res.z = AddSat(res.z, arg2->z); break; case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha) res.x = SubSat(Short4(0x1000), texture.w); res.x = MulHigh(res.x, arg2->x) << 4; res.x = AddSat(res.x, arg1->x); res.y = SubSat(Short4(0x1000), texture.w); res.y = MulHigh(res.y, arg2->y) << 4; res.y = AddSat(res.y, arg1->y); res.z = SubSat(Short4(0x1000), texture.w); res.z = MulHigh(res.z, arg2->z) << 4; res.z = AddSat(res.z, arg1->z); break; case TextureStage::STAGE_PREMODULATE: res.x = arg1->x; res.y = arg1->y; res.z = arg1->z; break; case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: // Arg1 + Arg1.w * Arg2 res.x = MulHigh(arg1->w, arg2->x) << 4; res.x = AddSat(res.x, arg1->x); res.y = MulHigh(arg1->w, arg2->y) << 4; res.y = AddSat(res.y, arg1->y); res.z = MulHigh(arg1->w, arg2->z) << 4; res.z = AddSat(res.z, arg1->z); break; case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: // Arg1 * Arg2 + Arg1.w res.x = MulHigh(arg1->x, arg2->x) << 4; res.x = AddSat(res.x, arg1->w); res.y = MulHigh(arg1->y, arg2->y) << 4; res.y = AddSat(res.y, arg1->w); res.z = MulHigh(arg1->z, arg2->z) << 4; res.z = AddSat(res.z, arg1->w); break; case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: // (1 - Arg1.w) * Arg2 + Arg1 { Short4 tmp; res.x = AddSat(arg1->x, arg2->x); tmp = MulHigh(arg1->w, arg2->x) << 4; res.x = SubSat(res.x, tmp); res.y = AddSat(arg1->y, arg2->y); tmp = MulHigh(arg1->w, arg2->y) << 4; res.y = SubSat(res.y, tmp); res.z = AddSat(arg1->z, arg2->z); tmp = MulHigh(arg1->w, arg2->z) << 4; res.z = SubSat(res.z, tmp); } break; case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: // (1 - Arg1) * Arg2 + Arg1.w { Short4 tmp; res.x = AddSat(arg1->w, arg2->x); tmp = MulHigh(arg1->x, arg2->x) << 4; res.x = SubSat(res.x, tmp); res.y = AddSat(arg1->w, arg2->y); tmp = MulHigh(arg1->y, arg2->y) << 4; res.y = SubSat(res.y, tmp); res.z = AddSat(arg1->w, arg2->z); tmp = MulHigh(arg1->z, arg2->z) << 4; res.z = SubSat(res.z, tmp); } break; case TextureStage::STAGE_BUMPENVMAP: { du = Float4(texture.x) * Float4(1.0f / 0x0FE0); dv = Float4(texture.y) * Float4(1.0f / 0x0FE0); Float4 du2; Float4 dv2; du2 = du; dv2 = dv; du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); du += dv2; dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); dv += du2; perturbate = true; res.x = current.x; res.y = current.y; res.z = current.z; res.w = current.w; } break; case TextureStage::STAGE_BUMPENVMAPLUMINANCE: { du = Float4(texture.x) * Float4(1.0f / 0x0FE0); dv = Float4(texture.y) * Float4(1.0f / 0x0FE0); Float4 du2; Float4 dv2; du2 = du; dv2 = dv; du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); du += dv2; dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); dv += du2; perturbate = true; L = texture.z; L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4))); L = L << 4; L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4))); L = Max(L, Short4(0x0000)); L = Min(L, Short4(0x1000)); luminance = true; res.x = current.x; res.y = current.y; res.z = current.z; res.w = current.w; } break; default: ASSERT(false); } if(textureStage.stageOperation != TextureStage::STAGE_DOT3) { switch(textureStage.firstArgumentAlpha) { case TextureStage::SOURCE_TEXTURE: arg1 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg1 = &constant; break; case TextureStage::SOURCE_CURRENT: arg1 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg1 = &specular; break; case TextureStage::SOURCE_TEMP: arg1 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg1 = &tfactor; break; default: ASSERT(false); } switch(textureStage.secondArgumentAlpha) { case TextureStage::SOURCE_TEXTURE: arg2 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg2 = &constant; break; case TextureStage::SOURCE_CURRENT: arg2 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg2 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg2 = &specular; break; case TextureStage::SOURCE_TEMP: arg2 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg2 = &tfactor; break; default: ASSERT(false); } switch(textureStage.thirdArgumentAlpha) { case TextureStage::SOURCE_TEXTURE: arg3 = &texture; break; case TextureStage::SOURCE_CONSTANT: arg3 = &constant; break; case TextureStage::SOURCE_CURRENT: arg3 = ¤t; break; case TextureStage::SOURCE_DIFFUSE: arg3 = &diffuse; break; case TextureStage::SOURCE_SPECULAR: arg3 = &specular; break; case TextureStage::SOURCE_TEMP: arg3 = &temp; break; case TextureStage::SOURCE_TFACTOR: arg3 = &tfactor; break; default: ASSERT(false); } switch(textureStage.firstModifierAlpha) // FIXME: Check if actually used { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod1.w = SubSat(Short4(0x1000), arg1->w); arg1 = &mod1; break; case TextureStage::MODIFIER_ALPHA: // Redudant break; case TextureStage::MODIFIER_INVALPHA: mod1.w = SubSat(Short4(0x1000), arg1->w); arg1 = &mod1; break; default: ASSERT(false); } switch(textureStage.secondModifierAlpha) // FIXME: Check if actually used { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod2.w = SubSat(Short4(0x1000), arg2->w); arg2 = &mod2; break; case TextureStage::MODIFIER_ALPHA: // Redudant break; case TextureStage::MODIFIER_INVALPHA: mod2.w = SubSat(Short4(0x1000), arg2->w); arg2 = &mod2; break; default: ASSERT(false); } switch(textureStage.thirdModifierAlpha) // FIXME: Check if actually used { case TextureStage::MODIFIER_COLOR: break; case TextureStage::MODIFIER_INVCOLOR: mod3.w = SubSat(Short4(0x1000), arg3->w); arg3 = &mod3; break; case TextureStage::MODIFIER_ALPHA: // Redudant break; case TextureStage::MODIFIER_INVALPHA: mod3.w = SubSat(Short4(0x1000), arg3->w); arg3 = &mod3; break; default: ASSERT(false); } switch(textureStage.stageOperationAlpha) { case TextureStage::STAGE_DISABLE: break; case TextureStage::STAGE_SELECTARG1: // Arg1 res.w = arg1->w; break; case TextureStage::STAGE_SELECTARG2: // Arg2 res.w = arg2->w; break; case TextureStage::STAGE_SELECTARG3: // Arg3 res.w = arg3->w; break; case TextureStage::STAGE_MODULATE: // Arg1 * Arg2 res.w = MulHigh(arg1->w, arg2->w) << 4; break; case TextureStage::STAGE_MODULATE2X: // Arg1 * Arg2 * 2 res.w = MulHigh(arg1->w, arg2->w) << 5; break; case TextureStage::STAGE_MODULATE4X: // Arg1 * Arg2 * 4 res.w = MulHigh(arg1->w, arg2->w) << 6; break; case TextureStage::STAGE_ADD: // Arg1 + Arg2 res.w = AddSat(arg1->w, arg2->w); break; case TextureStage::STAGE_ADDSIGNED: // Arg1 + Arg2 - 0.5 res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, Short4(0x0800)); break; case TextureStage::STAGE_ADDSIGNED2X: // (Arg1 + Arg2 - 0.5) << 1 res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, Short4(0x0800)); res.w = AddSat(res.w, res.w); break; case TextureStage::STAGE_SUBTRACT: // Arg1 - Arg2 res.w = SubSat(arg1->w, arg2->w); break; case TextureStage::STAGE_ADDSMOOTH: // Arg1 + Arg2 - Arg1 * Arg2 { Short4 tmp; tmp = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(arg1->w, arg2->w); res.w = SubSat(res.w, tmp); } break; case TextureStage::STAGE_MULTIPLYADD: // Arg3 + Arg1 * Arg2 res.w = MulHigh(arg1->w, arg2->w) << 4; res.w = AddSat(res.w, arg3->w); break; case TextureStage::STAGE_LERP: // Arg3 * (Arg1 - Arg2) + Arg2 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, arg3->w) << 4; res.w = AddSat(res.w, arg2->w); break; case TextureStage::STAGE_DOT3: break; // Already computed in color channel case TextureStage::STAGE_BLENDCURRENTALPHA: // Alpha * (Arg1 - Arg2) + Arg2 res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, current.w) << 4; res.w = AddSat(res.w, arg2->w); break; case TextureStage::STAGE_BLENDDIFFUSEALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha) res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, diffuse.w) << 4; res.w = AddSat(res.w, arg2->w); break; case TextureStage::STAGE_BLENDFACTORALPHA: res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3]))) << 4; res.w = AddSat(res.w, arg2->w); break; case TextureStage::STAGE_BLENDTEXTUREALPHA: // Arg1 * (Alpha) + Arg2 * (1 - Alpha) res.w = SubSat(arg1->w, arg2->w); res.w = MulHigh(res.w, texture.w) << 4; res.w = AddSat(res.w, arg2->w); break; case TextureStage::STAGE_BLENDTEXTUREALPHAPM: // Arg1 + Arg2 * (1 - Alpha) res.w = SubSat(Short4(0x1000), texture.w); res.w = MulHigh(res.w, arg2->w) << 4; res.w = AddSat(res.w, arg1->w); break; case TextureStage::STAGE_PREMODULATE: res.w = arg1->w; break; case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: case TextureStage::STAGE_BUMPENVMAP: case TextureStage::STAGE_BUMPENVMAPLUMINANCE: break; // Invalid alpha operations default: ASSERT(false); } } // Clamp result to [0, 1] switch(textureStage.stageOperation) { case TextureStage::STAGE_DISABLE: case TextureStage::STAGE_SELECTARG1: case TextureStage::STAGE_SELECTARG2: case TextureStage::STAGE_SELECTARG3: case TextureStage::STAGE_MODULATE: case TextureStage::STAGE_MODULATE2X: case TextureStage::STAGE_MODULATE4X: case TextureStage::STAGE_ADD: case TextureStage::STAGE_MULTIPLYADD: case TextureStage::STAGE_LERP: case TextureStage::STAGE_BLENDCURRENTALPHA: case TextureStage::STAGE_BLENDDIFFUSEALPHA: case TextureStage::STAGE_BLENDFACTORALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHAPM: case TextureStage::STAGE_DOT3: // Already clamped case TextureStage::STAGE_PREMODULATE: case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: case TextureStage::STAGE_BUMPENVMAP: case TextureStage::STAGE_BUMPENVMAPLUMINANCE: if(state.textureStage[stage].cantUnderflow) { break; // Can't go below zero } case TextureStage::STAGE_ADDSIGNED: case TextureStage::STAGE_ADDSIGNED2X: case TextureStage::STAGE_SUBTRACT: case TextureStage::STAGE_ADDSMOOTH: res.x = Max(res.x, Short4(0x0000)); res.y = Max(res.y, Short4(0x0000)); res.z = Max(res.z, Short4(0x0000)); break; default: ASSERT(false); } switch(textureStage.stageOperationAlpha) { case TextureStage::STAGE_DISABLE: case TextureStage::STAGE_SELECTARG1: case TextureStage::STAGE_SELECTARG2: case TextureStage::STAGE_SELECTARG3: case TextureStage::STAGE_MODULATE: case TextureStage::STAGE_MODULATE2X: case TextureStage::STAGE_MODULATE4X: case TextureStage::STAGE_ADD: case TextureStage::STAGE_MULTIPLYADD: case TextureStage::STAGE_LERP: case TextureStage::STAGE_BLENDCURRENTALPHA: case TextureStage::STAGE_BLENDDIFFUSEALPHA: case TextureStage::STAGE_BLENDFACTORALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHAPM: case TextureStage::STAGE_DOT3: // Already clamped case TextureStage::STAGE_PREMODULATE: case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: case TextureStage::STAGE_BUMPENVMAP: case TextureStage::STAGE_BUMPENVMAPLUMINANCE: if(state.textureStage[stage].cantUnderflow) { break; // Can't go below zero } case TextureStage::STAGE_ADDSIGNED: case TextureStage::STAGE_ADDSIGNED2X: case TextureStage::STAGE_SUBTRACT: case TextureStage::STAGE_ADDSMOOTH: res.w = Max(res.w, Short4(0x0000)); break; default: ASSERT(false); } switch(textureStage.stageOperation) { case TextureStage::STAGE_DISABLE: case TextureStage::STAGE_SELECTARG1: case TextureStage::STAGE_SELECTARG2: case TextureStage::STAGE_SELECTARG3: case TextureStage::STAGE_MODULATE: case TextureStage::STAGE_SUBTRACT: case TextureStage::STAGE_ADDSMOOTH: case TextureStage::STAGE_LERP: case TextureStage::STAGE_BLENDCURRENTALPHA: case TextureStage::STAGE_BLENDDIFFUSEALPHA: case TextureStage::STAGE_BLENDFACTORALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHA: case TextureStage::STAGE_DOT3: // Already clamped case TextureStage::STAGE_PREMODULATE: case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: case TextureStage::STAGE_BUMPENVMAP: case TextureStage::STAGE_BUMPENVMAPLUMINANCE: break; // Can't go above one case TextureStage::STAGE_MODULATE2X: case TextureStage::STAGE_MODULATE4X: case TextureStage::STAGE_ADD: case TextureStage::STAGE_ADDSIGNED: case TextureStage::STAGE_ADDSIGNED2X: case TextureStage::STAGE_MULTIPLYADD: case TextureStage::STAGE_BLENDTEXTUREALPHAPM: case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: res.x = Min(res.x, Short4(0x1000)); res.y = Min(res.y, Short4(0x1000)); res.z = Min(res.z, Short4(0x1000)); break; default: ASSERT(false); } switch(textureStage.stageOperationAlpha) { case TextureStage::STAGE_DISABLE: case TextureStage::STAGE_SELECTARG1: case TextureStage::STAGE_SELECTARG2: case TextureStage::STAGE_SELECTARG3: case TextureStage::STAGE_MODULATE: case TextureStage::STAGE_SUBTRACT: case TextureStage::STAGE_ADDSMOOTH: case TextureStage::STAGE_LERP: case TextureStage::STAGE_BLENDCURRENTALPHA: case TextureStage::STAGE_BLENDDIFFUSEALPHA: case TextureStage::STAGE_BLENDFACTORALPHA: case TextureStage::STAGE_BLENDTEXTUREALPHA: case TextureStage::STAGE_DOT3: // Already clamped case TextureStage::STAGE_PREMODULATE: case TextureStage::STAGE_MODULATEINVALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATEINVCOLOR_ADDALPHA: case TextureStage::STAGE_BUMPENVMAP: case TextureStage::STAGE_BUMPENVMAPLUMINANCE: break; // Can't go above one case TextureStage::STAGE_MODULATE2X: case TextureStage::STAGE_MODULATE4X: case TextureStage::STAGE_ADD: case TextureStage::STAGE_ADDSIGNED: case TextureStage::STAGE_ADDSIGNED2X: case TextureStage::STAGE_MULTIPLYADD: case TextureStage::STAGE_BLENDTEXTUREALPHAPM: case TextureStage::STAGE_MODULATEALPHA_ADDCOLOR: case TextureStage::STAGE_MODULATECOLOR_ADDALPHA: res.w = Min(res.w, Short4(0x1000)); break; default: ASSERT(false); } switch(textureStage.destinationArgument) { case TextureStage::DESTINATION_CURRENT: current.x = res.x; current.y = res.y; current.z = res.z; current.w = res.w; break; case TextureStage::DESTINATION_TEMP: temp.x = res.x; temp.y = res.y; temp.z = res.z; temp.w = res.w; break; default: ASSERT(false); } } void PixelPipeline::fogBlend(Vector4s ¤t, Float4 &f) { if(!state.fogActive) { return; } if(state.pixelFogMode != FOG_NONE) { pixelFog(f); } UShort4 fog = convertFixed16(f, true); current.x = As<Short4>(MulHigh(As<UShort4>(current.x), fog)); current.y = As<Short4>(MulHigh(As<UShort4>(current.y), fog)); current.z = As<Short4>(MulHigh(As<UShort4>(current.z), fog)); UShort4 invFog = UShort4(0xFFFFu) - fog; current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[0])))); current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[1])))); current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[2])))); } void PixelPipeline::specularPixel(Vector4s ¤t, Vector4s &specular) { if(!state.specularAdd) { return; } current.x = AddSat(current.x, specular.x); current.y = AddSat(current.y, specular.y); current.z = AddSat(current.z, specular.z); } Vector4s PixelPipeline::sampleTexture(int coordinates, int stage, bool project) { Float4 x = v[2 + coordinates].x; Float4 y = v[2 + coordinates].y; Float4 z = v[2 + coordinates].z; Float4 w = v[2 + coordinates].w; if(perturbate) { x += du; y += dv; perturbate = false; } return sampleTexture(stage, x, y, z, w, project); } Vector4s PixelPipeline::sampleTexture(int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project) { Vector4s c; #if PERF_PROFILE Long texTime = Ticks(); #endif Vector4f dsx; Vector4f dsy; Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture); if(!project) { c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, q, dsx, dsy); } else { Float4 rq = reciprocal(q); Float4 u_q = u * rq; Float4 v_q = v * rq; Float4 w_q = w * rq; c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, q, dsx, dsy); } #if PERF_PROFILE cycles[PERF_TEX] += Ticks() - texTime; #endif return c; } Short4 PixelPipeline::convertFixed12(RValue<Float4> cf) { return RoundShort4(cf * Float4(0x1000)); } void PixelPipeline::convertFixed12(Vector4s &cs, Vector4f &cf) { cs.x = convertFixed12(cf.x); cs.y = convertFixed12(cf.y); cs.z = convertFixed12(cf.z); cs.w = convertFixed12(cf.w); } Float4 PixelPipeline::convertSigned12(Short4 &cs) { return Float4(cs) * Float4(1.0f / 0x0FFE); } void PixelPipeline::convertSigned12(Vector4f &cf, Vector4s &cs) { cf.x = convertSigned12(cs.x); cf.y = convertSigned12(cs.y); cf.z = convertSigned12(cs.z); cf.w = convertSigned12(cs.w); } void PixelPipeline::writeDestination(Vector4s &d, const Dst &dst) { switch(dst.type) { case Shader::PARAMETER_TEMP: if(dst.mask & 0x1) rs[dst.index].x = d.x; if(dst.mask & 0x2) rs[dst.index].y = d.y; if(dst.mask & 0x4) rs[dst.index].z = d.z; if(dst.mask & 0x8) rs[dst.index].w = d.w; break; case Shader::PARAMETER_INPUT: if(dst.mask & 0x1) vs[dst.index].x = d.x; if(dst.mask & 0x2) vs[dst.index].y = d.y; if(dst.mask & 0x4) vs[dst.index].z = d.z; if(dst.mask & 0x8) vs[dst.index].w = d.w; break; case Shader::PARAMETER_CONST: ASSERT(false); break; case Shader::PARAMETER_TEXTURE: if(dst.mask & 0x1) ts[dst.index].x = d.x; if(dst.mask & 0x2) ts[dst.index].y = d.y; if(dst.mask & 0x4) ts[dst.index].z = d.z; if(dst.mask & 0x8) ts[dst.index].w = d.w; break; case Shader::PARAMETER_COLOROUT: if(dst.mask & 0x1) vs[dst.index].x = d.x; if(dst.mask & 0x2) vs[dst.index].y = d.y; if(dst.mask & 0x4) vs[dst.index].z = d.z; if(dst.mask & 0x8) vs[dst.index].w = d.w; break; default: ASSERT(false); } } Vector4s PixelPipeline::fetchRegister(const Src &src) { Vector4s *reg; int i = src.index; Vector4s c; if(src.type == Shader::PARAMETER_CONST) { c.x = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][0])); c.y = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][1])); c.z = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][2])); c.w = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][3])); } switch(src.type) { case Shader::PARAMETER_TEMP: reg = &rs[i]; break; case Shader::PARAMETER_INPUT: reg = &vs[i]; break; case Shader::PARAMETER_CONST: reg = &c; break; case Shader::PARAMETER_TEXTURE: reg = &ts[i]; break; case Shader::PARAMETER_VOID: return rs[0]; // Dummy case Shader::PARAMETER_FLOAT4LITERAL: return rs[0]; // Dummy default: ASSERT(false); return rs[0]; } const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3]; const Short4 &y = (*reg)[(src.swizzle >> 2) & 0x3]; const Short4 &z = (*reg)[(src.swizzle >> 4) & 0x3]; const Short4 &w = (*reg)[(src.swizzle >> 6) & 0x3]; Vector4s mod; switch(src.modifier) { case Shader::MODIFIER_NONE: mod.x = x; mod.y = y; mod.z = z; mod.w = w; break; case Shader::MODIFIER_BIAS: mod.x = SubSat(x, Short4(0x0800)); mod.y = SubSat(y, Short4(0x0800)); mod.z = SubSat(z, Short4(0x0800)); mod.w = SubSat(w, Short4(0x0800)); break; case Shader::MODIFIER_BIAS_NEGATE: mod.x = SubSat(Short4(0x0800), x); mod.y = SubSat(Short4(0x0800), y); mod.z = SubSat(Short4(0x0800), z); mod.w = SubSat(Short4(0x0800), w); break; case Shader::MODIFIER_COMPLEMENT: mod.x = SubSat(Short4(0x1000), x); mod.y = SubSat(Short4(0x1000), y); mod.z = SubSat(Short4(0x1000), z); mod.w = SubSat(Short4(0x1000), w); break; case Shader::MODIFIER_NEGATE: mod.x = -x; mod.y = -y; mod.z = -z; mod.w = -w; break; case Shader::MODIFIER_X2: mod.x = AddSat(x, x); mod.y = AddSat(y, y); mod.z = AddSat(z, z); mod.w = AddSat(w, w); break; case Shader::MODIFIER_X2_NEGATE: mod.x = -AddSat(x, x); mod.y = -AddSat(y, y); mod.z = -AddSat(z, z); mod.w = -AddSat(w, w); break; case Shader::MODIFIER_SIGN: mod.x = SubSat(x, Short4(0x0800)); mod.y = SubSat(y, Short4(0x0800)); mod.z = SubSat(z, Short4(0x0800)); mod.w = SubSat(w, Short4(0x0800)); mod.x = AddSat(mod.x, mod.x); mod.y = AddSat(mod.y, mod.y); mod.z = AddSat(mod.z, mod.z); mod.w = AddSat(mod.w, mod.w); break; case Shader::MODIFIER_SIGN_NEGATE: mod.x = SubSat(Short4(0x0800), x); mod.y = SubSat(Short4(0x0800), y); mod.z = SubSat(Short4(0x0800), z); mod.w = SubSat(Short4(0x0800), w); mod.x = AddSat(mod.x, mod.x); mod.y = AddSat(mod.y, mod.y); mod.z = AddSat(mod.z, mod.z); mod.w = AddSat(mod.w, mod.w); break; case Shader::MODIFIER_DZ: mod.x = x; mod.y = y; mod.z = z; mod.w = w; // Projection performed by texture sampler break; case Shader::MODIFIER_DW: mod.x = x; mod.y = y; mod.z = z; mod.w = w; // Projection performed by texture sampler break; default: ASSERT(false); } if(src.type == Shader::PARAMETER_CONST && (src.modifier == Shader::MODIFIER_X2 || src.modifier == Shader::MODIFIER_X2_NEGATE)) { mod.x = Min(mod.x, Short4(0x1000)); mod.x = Max(mod.x, Short4(-0x1000)); mod.y = Min(mod.y, Short4(0x1000)); mod.y = Max(mod.y, Short4(-0x1000)); mod.z = Min(mod.z, Short4(0x1000)); mod.z = Max(mod.z, Short4(-0x1000)); mod.w = Min(mod.w, Short4(0x1000)); mod.w = Max(mod.w, Short4(-0x1000)); } return mod; } void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0) { dst.x = src0.x; dst.y = src0.y; dst.z = src0.z; dst.w = src0.w; } void PixelPipeline::ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1) { dst.x = AddSat(src0.x, src1.x); dst.y = AddSat(src0.y, src1.y); dst.z = AddSat(src0.z, src1.z); dst.w = AddSat(src0.w, src1.w); } void PixelPipeline::SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1) { dst.x = SubSat(src0.x, src1.x); dst.y = SubSat(src0.y, src1.y); dst.z = SubSat(src0.z, src1.z); dst.w = SubSat(src0.w, src1.w); } void PixelPipeline::MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) { // FIXME: Long fixed-point multiply fixup { dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); } { dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y); } { dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); } { dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); } } void PixelPipeline::MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1) { // FIXME: Long fixed-point multiply fixup { dst.x = MulHigh(src0.x, src1.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); } { dst.y = MulHigh(src0.y, src1.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); } { dst.z = MulHigh(src0.z, src1.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); } { dst.w = MulHigh(src0.w, src1.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); } } void PixelPipeline::DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1) { Short4 t0; Short4 t1; // FIXME: Long fixed-point multiply fixup t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t0 = AddSat(t0, t1); t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t0 = AddSat(t0, t1); dst.x = t0; dst.y = t0; dst.z = t0; dst.w = t0; } void PixelPipeline::DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1) { Short4 t0; Short4 t1; // FIXME: Long fixed-point multiply fixup t0 = MulHigh(src0.x, src1.x); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t0 = AddSat(t0, t0); t1 = MulHigh(src0.y, src1.y); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t0 = AddSat(t0, t1); t1 = MulHigh(src0.z, src1.z); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t0 = AddSat(t0, t1); t1 = MulHigh(src0.w, src1.w); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t1 = AddSat(t1, t1); t0 = AddSat(t0, t1); dst.x = t0; dst.y = t0; dst.z = t0; dst.w = t0; } void PixelPipeline::LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) { // FIXME: Long fixed-point multiply fixup { dst.x = SubSat(src1.x, src2.x); dst.x = MulHigh(dst.x, src0.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, dst.x); dst.x = AddSat(dst.x, src2.x); } { dst.y = SubSat(src1.y, src2.y); dst.y = MulHigh(dst.y, src0.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, dst.y); dst.y = AddSat(dst.y, src2.y); } {dst.z = SubSat(src1.z, src2.z); dst.z = MulHigh(dst.z, src0.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, dst.z); dst.z = AddSat(dst.z, src2.z); } {dst.w = SubSat(src1.w, src2.w); dst.w = MulHigh(dst.w, src0.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, dst.w); dst.w = AddSat(dst.w, src2.w); } } void PixelPipeline::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate) { Float4 uw; Float4 vw; Float4 sw; if(state.interpolant[2 + coordinate].component & 0x01) { uw = Max(u, Float4(0.0f)); uw = Min(uw, Float4(1.0f)); dst.x = convertFixed12(uw); } else { dst.x = Short4(0x0000); } if(state.interpolant[2 + coordinate].component & 0x02) { vw = Max(v, Float4(0.0f)); vw = Min(vw, Float4(1.0f)); dst.y = convertFixed12(vw); } else { dst.y = Short4(0x0000); } if(state.interpolant[2 + coordinate].component & 0x04) { sw = Max(s, Float4(0.0f)); sw = Min(sw, Float4(1.0f)); dst.z = convertFixed12(sw); } else { dst.z = Short4(0x0000); } dst.w = Short4(0x1000); } void PixelPipeline::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project) { Float4 uw = u; Float4 vw = v; Float4 sw = s; if(project) { uw *= Rcp_pp(s); vw *= Rcp_pp(s); } if(state.interpolant[2 + coordinate].component & 0x01) { uw *= Float4(0x1000); uw = Max(uw, Float4(-0x8000)); uw = Min(uw, Float4(0x7FFF)); dst.x = RoundShort4(uw); } else { dst.x = Short4(0x0000); } if(state.interpolant[2 + coordinate].component & 0x02) { vw *= Float4(0x1000); vw = Max(vw, Float4(-0x8000)); vw = Min(vw, Float4(0x7FFF)); dst.y = RoundShort4(vw); } else { dst.y = Short4(0x0000); } if(state.interpolant[2 + coordinate].component & 0x04) { sw *= Float4(0x1000); sw = Max(sw, Float4(-0x8000)); sw = Min(sw, Float4(0x7FFF)); dst.z = RoundShort4(sw); } else { dst.z = Short4(0x0000); } } void PixelPipeline::TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src) { TEXM3X3PAD(u, v, s, src, 0, false); Short4 t0 = RoundShort4(u_ * Float4(0x1000)); dst.x = t0; dst.y = t0; dst.z = t0; dst.w = t0; } void PixelPipeline::TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0) { TEXM3X3PAD(u, v, s, src0, 0, false); v_ = Float4(0.0f); w_ = Float4(0.0f); dst = sampleTexture(stage, u_, v_, w_, w_); } void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s) { Int kill = SignMask(CmpNLT(u, Float4(0.0f))) & SignMask(CmpNLT(v, Float4(0.0f))) & SignMask(CmpNLT(s, Float4(0.0f))); for(unsigned int q = 0; q < state.multiSample; q++) { cMask[q] &= kill; } } void PixelPipeline::TEXKILL(Int cMask[4], Vector4s &src) { Short4 test = src.x | src.y | src.z; Int kill = SignMask(PackSigned(test, test)) ^ 0x0000000F; for(unsigned int q = 0; q < state.multiSample; q++) { cMask[q] &= kill; } } void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project) { dst = sampleTexture(sampler, u, v, s, s, project); } void PixelPipeline::TEXLD(Vector4s &dst, Vector4s &src, int sampler, bool project) { Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE); Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE); Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE); dst = sampleTexture(sampler, u, v, s, s, project); } void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage) { Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); Float4 du2 = du; Float4 dv2 = dv; du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); du += dv2; dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); dv += du2; Float4 u_ = u + du; Float4 v_ = v + dv; dst = sampleTexture(stage, u_, v_, s, s); } void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage) { Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); Float4 du2 = du; Float4 dv2 = dv; du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); du += dv2; dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); dv += du2; Float4 u_ = u + du; Float4 v_ = v + dv; dst = sampleTexture(stage, u_, v_, s, s); Short4 L; L = src.z; L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4))); L = L << 4; L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4))); L = Max(L, Short4(0x0000)); L = Min(L, Short4(0x1000)); dst.x = MulHigh(dst.x, L); dst.x = dst.x << 4; dst.y = MulHigh(dst.y, L); dst.y = dst.y << 4; dst.z = MulHigh(dst.z, L); dst.z = dst.z << 4; } void PixelPipeline::TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage) { Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE); Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE); Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE); dst = sampleTexture(stage, u, v, s, s); } void PixelPipeline::TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage) { Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE); Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE); Float4 s = v; dst = sampleTexture(stage, u, v, s, s); } void PixelPipeline::TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage) { Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE); Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE); Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE); dst = sampleTexture(stage, u, v, s, s); } void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling) { TEXM3X2PAD(u, v, s, src, 1, signedScaling); // z / w u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero oDepth = u_; } void PixelPipeline::TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling) { TEXM3X3PAD(u, v, s, src0, component, signedScaling); } void PixelPipeline::TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling) { TEXM3X2PAD(u, v, s, src0, 1, signedScaling); w_ = Float4(0.0f); dst = sampleTexture(stage, u_, v_, w_, w_); } void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling) { TEXM3X3PAD(u, v, s, src0, 2, signedScaling); dst.x = RoundShort4(u_ * Float4(0x1000)); dst.y = RoundShort4(v_ * Float4(0x1000)); dst.z = RoundShort4(w_ * Float4(0x1000)); dst.w = Short4(0x1000); } void PixelPipeline::TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling) { if(component == 0 || previousScaling != signedScaling) // FIXME: Other source modifiers? { U = Float4(src0.x); V = Float4(src0.y); W = Float4(src0.z); previousScaling = signedScaling; } Float4 x = U * u + V * v + W * s; x *= Float4(1.0f / 0x1000); switch(component) { case 0: u_ = x; break; case 1: v_ = x; break; case 2: w_ = x; break; default: ASSERT(false); } } void PixelPipeline::TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1) { TEXM3X3PAD(u, v, s, src0, 2, false); Float4 E[3]; // Eye vector E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE); E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE); E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE); // Reflection Float4 u__; Float4 v__; Float4 w__; // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N) u__ = u_ * E[0]; v__ = v_ * E[1]; w__ = w_ * E[2]; u__ += v__ + w__; u__ += u__; v__ = u__; w__ = u__; u__ *= u_; v__ *= v_; w__ *= w_; u_ *= u_; v_ *= v_; w_ *= w_; u_ += v_ + w_; u__ -= E[0] * u_; v__ -= E[1] * u_; w__ -= E[2] * u_; dst = sampleTexture(stage, u__, v__, w__, w__); } void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling) { TEXM3X3PAD(u, v, s, src0, 2, signedScaling); dst = sampleTexture(stage, u_, v_, w_, w_); } void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector4s &src0) { TEXM3X3PAD(x, y, z, src0, 2, false); Float4 E[3]; // Eye vector E[0] = v[2 + stage - 2].w; E[1] = v[2 + stage - 1].w; E[2] = v[2 + stage - 0].w; // Reflection Float4 u__; Float4 v__; Float4 w__; // (u'', v'', w'') = 2 * (N . E) * N - E * (N . N) u__ = u_ * E[0]; v__ = v_ * E[1]; w__ = w_ * E[2]; u__ += v__ + w__; u__ += u__; v__ = u__; w__ = u__; u__ *= u_; v__ *= v_; w__ *= w_; u_ *= u_; v_ *= v_; w_ *= w_; u_ += v_ + w_; u__ -= E[0] * u_; v__ -= E[1] * u_; w__ -= E[2] * u_; dst = sampleTexture(stage, u__, v__, w__, w__); } void PixelPipeline::TEXDEPTH() { u_ = Float4(rs[5].x); v_ = Float4(rs[5].y); // z / w u_ *= Rcp_pp(v_); // FIXME: Set result to 1.0 when division by zero oDepth = u_; } void PixelPipeline::CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) { {Short4 t0; t0 = src0.x; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.x; t1 = t1 & t0; t0 = ~t0 & src2.x; t0 = t0 | t1; dst.x = t0; }; {Short4 t0; t0 = src0.y; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.y; t1 = t1 & t0; t0 = ~t0 & src2.y; t0 = t0 | t1; dst.y = t0; }; {Short4 t0; t0 = src0.z; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.z; t1 = t1 & t0; t0 = ~t0 & src2.z; t0 = t0 | t1; dst.z = t0; }; {Short4 t0; t0 = src0.w; t0 = CmpGT(t0, Short4(0x0800)); Short4 t1; t1 = src1.w; t1 = t1 & t0; t0 = ~t0 & src2.w; t0 = t0 | t1; dst.w = t0; }; } void PixelPipeline::CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2) { {Short4 t0 = CmpGT(Short4(0x0000), src0.x); Short4 t1; t1 = src2.x; t1 &= t0; t0 = ~t0 & src1.x; t0 |= t1; dst.x = t0; }; {Short4 t0 = CmpGT(Short4(0x0000), src0.y); Short4 t1; t1 = src2.y; t1 &= t0; t0 = ~t0 & src1.y; t0 |= t1; dst.y = t0; }; {Short4 t0 = CmpGT(Short4(0x0000), src0.z); Short4 t1; t1 = src2.z; t1 &= t0; t0 = ~t0 & src1.z; t0 |= t1; dst.z = t0; }; {Short4 t0 = CmpGT(Short4(0x0000), src0.w); Short4 t1; t1 = src2.w; t1 &= t0; t0 = ~t0 & src1.w; t0 |= t1; dst.w = t0; }; } void PixelPipeline::BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage) { Short4 t0; Short4 t1; // dst.x = src0.x + BUMPENVMAT00(stage) * src1.x + BUMPENVMAT10(stage) * src1.y t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][0]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard. t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][0]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard. t0 = AddSat(t0, t1); t0 = AddSat(t0, src0.x); dst.x = t0; // dst.y = src0.y + BUMPENVMAT01(stage) * src1.x + BUMPENVMAT11(stage) * src1.y t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[0][1]))); t0 = t0 << 4; // FIXME: Matrix components range? Overflow hazard. t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[1][1]))); t1 = t1 << 4; // FIXME: Matrix components range? Overflow hazard. t0 = AddSat(t0, t1); t0 = AddSat(t0, src0.y); dst.y = t0; } }