Leaked source code of windows server 2003
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// psexec.cpp
//
// Direct3D Reference Device - Pixel Shader Execution
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//-----------------------------------------------------------------------------
//
// ExecShader - Executes the current pixel shader.
//
//-----------------------------------------------------------------------------
void
RefRast::ExecShader( void )
{
#define _InstParam(__INST) (*(__INST##_PARAMS UNALIGNED64*)pRDPSInstBuffer)
#define _StepOverInst(__INST) pRDPSInstBuffer += sizeof(__INST##_PARAMS);
#define _DeclArgs(__INST) __INST##_PARAMS& Args = _InstParam(__INST);
#define _PerChannel(__STATEMENT) \
for( iChn=0; iChn<4; iChn++ ) \
{ \
__STATEMENT \
} \
#define _PerChannelMasked(__STATEMENT) \
for( iChn=0; iChn<4; iChn++ ) \
{ \
if( !(Args.WriteMask & ComponentMask[iChn] ) ) \
continue; \
__STATEMENT \
} \
#define _Dst Args.DstReg.GetRegPtr()[m_iPix][iChn]
#define _DstC(__chn) Args.DstReg.GetRegPtr()[m_iPix][__chn]
#define _Src0 Args.SrcReg0.GetRegPtr()[m_iPix][iChn]
#define _Src1 Args.SrcReg1.GetRegPtr()[m_iPix][iChn]
#define _Src2 Args.SrcReg2.GetRegPtr()[m_iPix][iChn]
#define _Src0C(__chn) Args.SrcReg0.GetRegPtr()[m_iPix][__chn]
#define _Src1C(__chn) Args.SrcReg1.GetRegPtr()[m_iPix][__chn]
#define _Src2C(__chn) Args.SrcReg2.GetRegPtr()[m_iPix][__chn]
#define _Src0N (Args.bSrcReg0_Negate?(-_Src0):_Src0)
#define _Src1N (Args.bSrcReg1_Negate?(-_Src1):_Src1)
#define _Src2N (Args.bSrcReg2_Negate?(-_Src2):_Src2)
#define _Src0NC(__chn) (Args.bSrcReg0_Negate?(-_Src0C(__chn)):_Src0C(__chn))
#define _Src1NC(__chn) (Args.bSrcReg1_Negate?(-_Src1C(__chn)):_Src1C(__chn))
#define _Src2NC(__chn) (Args.bSrcReg2_Negate?(-_Src2C(__chn)):_Src2C(__chn))
BYTE ComponentMask[4] = {RDPS_COMPONENTMASK_0, RDPS_COMPONENTMASK_1, RDPS_COMPONENTMASK_2, RDPS_COMPONENTMASK_3};
BYTE* pRDPSInstBuffer = &m_pCurrentPixelShader->m_RDPSInstBuffer[0]; // Buffer of "RISC" RDPS_* instructions to execute.
int QueueIndex[4] = {-1,-1,-1,-1}; // For simulating co-issue sequentially ("parallel" writes staged in queue)
int iChn; // For macros
#if DBG
PixelShaderInstruction* pCurrD3DPSInst = NULL; // Current true D3DSIO_ instruction being simulated.
#endif
m_bPixelDiscard[0] = m_bPixelDiscard[1] = m_bPixelDiscard[2] = m_bPixelDiscard[3] = FALSE;
while(RDPSINST_END != _InstParam(RDPSINST_BASE).Inst)
{
switch(_InstParam(RDPSINST_BASE).Inst)
{
case RDPSINST_EVAL:
{
_DeclArgs(RDPSINST_EVAL)
m_Attr[RDATTR_TEXTURE0+Args.uiCoordSet].Sample( Args.DstReg.GetRegPtr()[m_iPix],
(FLOAT)m_iX[m_iPix], (FLOAT)m_iY[m_iPix],
Args.bIgnoreD3DTTFF_PROJECTED, Args.bClamp );
}
_StepOverInst(RDPSINST_EVAL)
break;
case RDPSINST_SAMPLE:
{
_DeclArgs(RDPSINST_SAMPLE)
ComputeTextureFilter( Args.uiStage, Args.CoordReg.GetRegPtr()[m_iPix] );
SampleTexture( Args.uiStage, Args.DstReg.GetRegPtr()[m_iPix] );
}
_StepOverInst(RDPSINST_SAMPLE)
break;
case RDPSINST_KILL:
{
_DeclArgs(RDPSINST_KILL)
DWORD TexKillFlags = 0x0; // TODO: get these from TSS or per-instruction
_PerChannel(
// compare against zero according to kill flags
if ( TexKillFlags & (1<<iChn) )
{
if ( _Dst >= 0. )
m_bPixelDiscard[m_iPix] |= 0x1;
}
else
{
if ( _Dst < 0. )
m_bPixelDiscard[m_iPix] |= 0x1;
}
)
}
_StepOverInst(RDPSINST_KILL)
break;
case RDPSINST_BEM:
{
_DeclArgs(RDPSINST_BEM)
RDTextureStageState* pTSS = &m_pRD->m_TextureStageState[Args.uiStage];
// Just assuming Args.WriteMask is .rg
_DstC(0) = _Src0NC(0) +
pTSS->m_fVal[D3DTSS_BUMPENVMAT00] * _Src1NC(0) +
pTSS->m_fVal[D3DTSS_BUMPENVMAT10] * _Src1NC(1);
_DstC(1) = _Src0NC(1) +
pTSS->m_fVal[D3DTSS_BUMPENVMAT01] * _Src1NC(0) +
pTSS->m_fVal[D3DTSS_BUMPENVMAT11] * _Src1NC(1);
}
_StepOverInst(RDPSINST_BEM)
break;
case RDPSINST_LUMINANCE:
{
_DeclArgs(RDPSINST_LUMINANCE)
RDTextureStageState* pTSS = &m_pRD->m_TextureStageState[Args.uiStage];
FLOAT fLum = _Src1NC(2) *
pTSS->m_fVal[D3DTSS_BUMPENVLSCALE] +
pTSS->m_fVal[D3DTSS_BUMPENVLOFFSET];
fLum = min(max(fLum, 0.0f), 1.0F);
// apply luminance modulation to RGB only
_DstC(0) = _Src0C(0)*fLum;
_DstC(1) = _Src0C(1)*fLum;
_DstC(2) = _Src0C(2)*fLum;
}
_StepOverInst(RDPSINST_LUMINANCE)
break;
case RDPSINST_DEPTH:
{
_DeclArgs(RDPSINST_DEPTH)
FLOAT result;
FLOAT* pDstReg = Args.DstReg.GetRegPtr()[m_iPix];
if( pDstReg[1] )
result = pDstReg[0] / pDstReg[1];
else
result = 1.0f;
// clamp
m_Depth[m_iPix] = MAX(0, MIN(1, result));
// snap off extra bits by converting to/from buffer format - necessary
// to make depth buffer equality tests function correctly
SnapDepth();
do
{
m_SampleDepth[m_CurrentSample][m_iPix] = m_Depth[m_iPix];
}
while (NextSample());
}
_StepOverInst(RDPSINST_DEPTH)
break;
case RDPSINST_SRCMOD:
{
_DeclArgs(RDPSINST_SRCMOD)
_PerChannelMasked(
if( Args.bComplement )
_Dst = 1 - _Src0;
else if( Args.bBias && Args.bTimes2 )
_Dst = 2*(_Src0 - 0.5);
else if( Args.bBias )
_Dst = _Src0 - 0.5f;
else if( Args.bTimes2 )
_Dst = 2*_Src0;
else
_Dst = _Src0;
_Dst = MAX( _Dst, Args.fRangeMin );
_Dst = MIN( _Dst, Args.fRangeMax );
)
}
_StepOverInst(RDPSINST_SRCMOD)
break;
case RDPSINST_SWIZZLE:
{
_DeclArgs(RDPSINST_SWIZZLE)
BYTE Swizzle = Args.Swizzle;
_PerChannelMasked(
_Dst = _Src0C(Swizzle&0x3);
Swizzle >>= 2;
)
}
_StepOverInst(RDPSINST_SWIZZLE)
break;
case RDPSINST_DSTMOD:
{
_DeclArgs(RDPSINST_DSTMOD)
_PerChannelMasked(
_Dst *= Args.fScale;
// clamp to range
_Dst = MAX( _Dst, Args.fRangeMin );
_Dst = MIN( _Dst, Args.fRangeMax );
)
}
_StepOverInst(RDPSINST_DSTMOD)
break;
case RDPSINST_MOV:
{
_DeclArgs(RDPSINST_MOV)
_PerChannelMasked(_Dst = _Src0N;)
}
_StepOverInst(RDPSINST_MOV)
break;
case RDPSINST_RCP:
{
_DeclArgs(RDPSINST_RCP)
_PerChannelMasked(_Dst = _Src0N ? 1/_Src0N : 1.0f;)
}
_StepOverInst(RDPSINST_RCP)
break;
case RDPSINST_FRC:
{
_DeclArgs(RDPSINST_FRC)
_PerChannelMasked(_Dst = _Src0N - (float)floor(_Src0N);)
}
_StepOverInst(RDPSINST_FRC)
break;
case RDPSINST_ADD:
{
_DeclArgs(RDPSINST_ADD)
_PerChannelMasked(_Dst = _Src0N + _Src1N;)
}
_StepOverInst(RDPSINST_ADD)
break;
case RDPSINST_SUB:
{
_DeclArgs(RDPSINST_SUB)
_PerChannelMasked(_Dst = _Src0N - _Src1N;)
}
_StepOverInst(RDPSINST_SUB)
break;
case RDPSINST_MUL:
{
_DeclArgs(RDPSINST_MUL)
_PerChannelMasked(_Dst = _Src0N * _Src1N;);
}
_StepOverInst(RDPSINST_MUL)
break;
case RDPSINST_DP3:
{
_DeclArgs(RDPSINST_DP3)
FLOAT dp3 = _Src0NC(0) * _Src1NC(0) +
_Src0NC(1) * _Src1NC(1) +
_Src0NC(2) * _Src1NC(2);
_PerChannelMasked(_Dst = dp3;)
}
_StepOverInst(RDPSINST_DP3)
break;
case RDPSINST_DP4:
{
_DeclArgs(RDPSINST_DP4)
FLOAT dp4 = _Src0NC(0) * _Src1NC(0) +
_Src0NC(1) * _Src1NC(1) +
_Src0NC(2) * _Src1NC(2) +
_Src0NC(3) * _Src1NC(3);
_PerChannelMasked(_Dst = dp4;)
}
_StepOverInst(RDPSINST_DP4)
break;
case RDPSINST_MAD:
{
_DeclArgs(RDPSINST_MAD)
_PerChannelMasked(_Dst = _Src0N * _Src1N + _Src2N;)
}
_StepOverInst(RDPSINST_MAD)
break;
case RDPSINST_LRP:
{
_DeclArgs(RDPSINST_LRP)
_PerChannelMasked(_Dst = (_Src0N*(_Src1N - _Src2N)) + _Src2N;)
}
_StepOverInst(RDPSINST_LRP)
break;
case RDPSINST_CND:
{
_DeclArgs(RDPSINST_CND)
_PerChannelMasked(_Dst = _Src0N > 0.5f ? _Src1N : _Src2N;)
}
_StepOverInst(RDPSINST_CND)
break;
case RDPSINST_CMP:
{
_DeclArgs(RDPSINST_CMP)
_PerChannelMasked(_Dst = _Src0N >= 0.f ? _Src1N : _Src2N;)
}
_StepOverInst(RDPSINST_CMP)
break;
case RDPSINST_TEXCOVERAGE:
{
_DeclArgs(RDPSINST_TEXCOVERAGE);
Args.pGradients[0][0] = *Args.pDUDX_0 - *Args.pDUDX_1; // du/dx
Args.pGradients[0][1] = *Args.pDUDY_0 - *Args.pDUDY_1; // du/dy
Args.pGradients[1][0] = *Args.pDVDX_0 - *Args.pDVDX_1; // dv/dx
Args.pGradients[1][1] = *Args.pDVDY_0 - *Args.pDVDY_1; // dv/dy
Args.pGradients[2][0] = *Args.pDWDX_0 - *Args.pDWDX_1; // dw/dx
Args.pGradients[2][1] = *Args.pDWDY_0 - *Args.pDWDY_1; // dw/dy
ComputeTextureCoverage( Args.uiStage, Args.pGradients );
}
_StepOverInst(RDPSINST_TEXCOVERAGE)
break;
case RDPSINST_QUADLOOPBEGIN:
m_iPix = 0;
_StepOverInst(RDPSINST_QUADLOOPBEGIN)
break;
case RDPSINST_QUADLOOPEND:
{
_DeclArgs(RDPSINST_QUADLOOPEND);
if( 4 > ++m_iPix )
pRDPSInstBuffer -= Args.JumpBackByOffset;
else
_StepOverInst(RDPSINST_QUADLOOPEND)
}
break;
case RDPSINST_QUEUEWRITE:
{
_DeclArgs(RDPSINST_QUEUEWRITE);
QueueIndex[m_iPix]++;
m_QueuedWriteDst[QueueIndex[m_iPix]].DstReg = Args.DstReg;
m_QueuedWriteDst[QueueIndex[m_iPix]].WriteMask = Args.WriteMask;
}
_StepOverInst(RDPSINST_QUEUEWRITE)
break;
case RDPSINST_FLUSHQUEUE:
{
_ASSERT(QueueIndex[m_iPix] >= 0, "Nothing in pixelshader write queue to flush. Refrast mistranslated this pixelshader." );
_ASSERT(QueueIndex[m_iPix] < RDPS_MAX_NUMQUEUEDWRITEREG, "Pixelshader write queue overflow. Refrast mistranslated this pixelshader." );
for( int i = 0; i <= QueueIndex[m_iPix]; i++ )
{
_PerChannel(
if (m_QueuedWriteDst[i].WriteMask & ComponentMask[iChn])
m_QueuedWriteDst[i].DstReg.GetRegPtr()[m_iPix][iChn] = m_QueuedWriteReg[i][m_iPix][iChn];
)
}
QueueIndex[m_iPix] = -1;
}
_StepOverInst(RDPSINST_FLUSHQUEUE)
break;
case RDPSINST_NEXTD3DPSINST:
#if DBG
pCurrD3DPSInst = _InstParam(RDPSINST_NEXTD3DPSINST).pInst; // Handy to look at when debugging.
#endif
_StepOverInst(RDPSINST_NEXTD3DPSINST)
break;
default:
_ASSERT(FALSE,"Refrast::ExecShader() - Unrecognized micro-instruction!");
break;
}
}
}
///////////////////////////////////////////////////////////////////////////////
// end