Source code of Windows XP (NT5)
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// pixshade.cpp
//
// Direct3D Reference Device - Pixel Shader
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//-----------------------------------------------------------------------------
RDPShader::RDPShader(void)
{
m_pRD = NULL;
m_pCode = NULL;
m_CodeSize = 0;
m_cActiveTextureStages = 0;
m_ReferencedTexCoordMask = 0;
m_cInst = 0;
m_pInst = NULL;
m_cConstDefs = 0;
m_pConstDefs = NULL;
}
//-----------------------------------------------------------------------------
RDPShader::~RDPShader()
{
if (NULL != m_pCode) delete[] m_pCode;
if (NULL != m_pInst) delete[] m_pInst;
if (NULL != m_pConstDefs) delete[] m_pConstDefs;
}
#define _DWordCount() (pToken - pCode)
#define _RegisterNeedsToBeInitializedWithTexcoords(Reg) (*pReferencedTexCoordMask)|=(1<<Reg);
//-----------------------------------------------------------------------------
//
// UpdateReferencedTexCoords
//
// Called for each instruction while parsing a 1.3 pixelshader.
// Updates pReferencedTexCoordMask (bitfield) to represent
// which texture coordinate sets are actually used by the shader.
// This is used to eliminate unnecessary attribute setup/sampling during
// primitive rasterization.
//
//-----------------------------------------------------------------------------
void UpdateReferencedTexCoords(PixelShaderInstruction* pInst,
DWORD* pReferencedTexCoordMask )
{
switch( pInst->Opcode & D3DSI_OPCODE_MASK )
{
case D3DSIO_TEX:
case D3DSIO_TEXCOORD:
case D3DSIO_TEXDEPTH:
{
for( UINT i = 0; i < 3; i++ )
{
UINT RegNum = pInst->SrcParam[i] & 0xFF;
if( D3DSPR_TEXTURE == (pInst->SrcParam[i] & D3DSP_REGTYPE_MASK) )
_RegisterNeedsToBeInitializedWithTexcoords(RegNum);
}
}
break;
case D3DSIO_TEXKILL: // treat dest param as source
{
UINT RegNum = pInst->DstParam & 0xFF;
if( D3DSPR_TEXTURE == (pInst->DstParam & D3DSP_REGTYPE_MASK) )
_RegisterNeedsToBeInitializedWithTexcoords(RegNum);
}
break;
}
}
void CalculateSourceReadMasks(PixelShaderInstruction* pInst, BYTE* pSourceReadMasks, BOOL bAfterSwizzle, DWORD dwVersion)
{
UINT i, j;
DWORD Opcode = pInst->Opcode & D3DSI_OPCODE_MASK;
BYTE ComponentMask[4]= {RDPS_COMPONENTMASK_0, RDPS_COMPONENTMASK_1, RDPS_COMPONENTMASK_2, RDPS_COMPONENTMASK_3};
for( i = 0; i < pInst->SrcParamCount; i++ )
{
BYTE NeededComponents;
BYTE ReadComponents = 0;
switch( Opcode )
{
case D3DSIO_TEX: // only in ps.1.4 does texld have source parameter
if( D3DPS_VERSION(1,4) == dwVersion )
{
// for ps.1.4, texld has a source parameter
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
}
else // versions < ps.1.4 don't have a src param on tex, so we shouldn't get here. But maybe in ps.2.0...
{
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2 | RDPS_COMPONENTMASK_3;
}
break;
case D3DSIO_TEXCOORD:
if( D3DPS_VERSION(1,4) == dwVersion )
{
// for ps.1.4, texcrd has a source parameter
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
}
else // versions < ps.1.4 don't have a src param on texcoord, so we shouldn't get here. But maybe in ps.2.0...
{
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2 | RDPS_COMPONENTMASK_3;
}
break;
case D3DSIO_TEXBEM:
case D3DSIO_TEXBEML:
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1;
break;
case D3DSIO_DP3:
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
break;
case D3DSIO_DP4:
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2 | RDPS_COMPONENTMASK_3;
break;
case D3DSIO_BEM: // ps.1.4
NeededComponents = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1;
break;
default:
// standard component-wise instruction,
// OR an op we know reads .rgba and we also know it will be validated to .rgba writemask
NeededComponents = (pInst->DstParam & D3DSP_WRITEMASK_ALL) >> RDPS_COMPONENTMASK_SHIFT;
break;
}
if( bAfterSwizzle )
{
pSourceReadMasks[i] = NeededComponents;
}
else
{
// Figure out which components of this source parameter are read (taking into account swizzle)
for(j = 0; j < 4; j++)
{
if( NeededComponents & ComponentMask[j] )
ReadComponents |= ComponentMask[((pInst->SrcParam[i] & D3DSP_SWIZZLE_MASK) >> (D3DVS_SWIZZLE_SHIFT + 2*j)) & 0x3];
}
pSourceReadMasks[i] = ReadComponents;
}
}
}
void RDPSRegister::Set(RDPS_REGISTER_TYPE RegType, UINT RegNum, RefRast* pRast)
{
m_RegType = RegType;
m_RegNum = RegNum;
UINT MaxRegNum = 0;
switch( RegType )
{
case RDPSREG_INPUT:
MaxRegNum = RDPS_MAX_NUMINPUTREG - 1;
m_pReg = pRast->m_InputReg[RegNum];
break;
case RDPSREG_TEMP:
MaxRegNum = RDPS_MAX_NUMTEMPREG - 1;
m_pReg = pRast->m_TempReg[RegNum];
break;
case RDPSREG_CONST:
MaxRegNum = RDPS_MAX_NUMCONSTREG - 1;
m_pReg = pRast->m_ConstReg[RegNum];
break;
case RDPSREG_TEXTURE:
MaxRegNum = RDPS_MAX_NUMTEXTUREREG - 1;
m_pReg = pRast->m_TextReg[RegNum];
break;
case RDPSREG_POSTMODSRC:
MaxRegNum = RDPS_MAX_NUMPOSTMODSRCREG - 1;
m_pReg = pRast->m_PostModSrcReg[RegNum];
break;
case RDPSREG_SCRATCH:
MaxRegNum = RDPS_MAX_NUMSCRATCHREG - 1;
m_pReg = pRast->m_ScratchReg[RegNum];
break;
case RDPSREG_QUEUEDWRITE:
MaxRegNum = RDPS_MAX_NUMQUEUEDWRITEREG - 1;
m_pReg = pRast->m_QueuedWriteReg[RegNum];
break;
case RDPSREG_ZERO:
MaxRegNum = 0;
m_pReg = pRast->m_ZeroReg;
break;
case RDPSREG_ONE:
MaxRegNum = 0;
m_pReg = pRast->m_OneReg;
break;
case RDPSREG_TWO:
MaxRegNum = 0;
m_pReg = pRast->m_TwoReg;
break;
default:
m_pReg = NULL;
_ASSERT(FALSE,"RDPSRegister::SetReg - Unknown register type.");
break;
}
if( RegNum > MaxRegNum )
{
_ASSERT(FALSE,"RDPSRegister::SetReg - Register number too high.");
}
return;
}
//-----------------------------------------------------------------------------
//
// Initialize
//
// - Copies pixel shader token stream from DDI token stream.
// - Counts the number of active texture stages for m_cActiveTextureStages.
// - Translates shader into "RISC" instruction set to be executed
// by refrast's shader VM
//
//-----------------------------------------------------------------------------
HRESULT
RDPShader::Initialize(
RefDev* pRD, DWORD* pCode, DWORD ByteCodeSize, D3DCAPS8* pCaps )
{
m_pRD = pRD;
m_CodeSize = ByteCodeSize/4; // bytecount -> dword count
FLOAT fMin = -(pCaps->MaxPixelShaderValue);
FLOAT fMax = (pCaps->MaxPixelShaderValue);
// ------------------------------------------------------------------------
//
// First pass through shader to find the number of instructions,
// figure out how many constants there are.
//
// ------------------------------------------------------------------------
{
DWORD* pToken = pCode;
pToken++; // version token
while (*pToken != D3DPS_END())
{
DWORD Inst = *pToken;
if (*pToken++ & (1L<<31)) // instruction token
{
DPFERR("PixelShader Token #%d: instruction token error",_DWordCount());
return E_FAIL;
}
if ( (Inst & D3DSI_OPCODE_MASK) == D3DSIO_COMMENT )
{
pToken += (Inst & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
m_cInst++;
}
else if( (Inst & D3DSI_OPCODE_MASK) == D3DSIO_DEF )
{
m_cConstDefs++;
pToken += 5;
}
else
{
if (*pToken & (1L<<31)) pToken++; // destination param token
while (*pToken & (1L<<31)) pToken++; // source param tokens
m_cInst++;
}
if (_DWordCount() > (int)m_CodeSize)
{
DPFERR("PixelShader(%d tokens, %d expected): count error",_DWordCount(),m_CodeSize);
return E_FAIL;
}
}
pToken++; // step over END token
if (_DWordCount() != (int)m_CodeSize)
{
DPFERR("PixelShader(%d tokens, %d expected): count error",_DWordCount(),m_CodeSize);
return E_FAIL;
}
// make copy of original shader
m_pCode = new DWORD[m_CodeSize];
if (NULL == m_pCode)
return E_OUTOFMEMORY;
memcpy( m_pCode, pCode, ByteCodeSize );
// allocate instruction array
m_pInst = new PixelShaderInstruction[m_cInst];
if (NULL == m_pInst)
return E_OUTOFMEMORY;
memset( m_pInst, 0x0, sizeof(PixelShaderInstruction)*m_cInst );
m_pConstDefs = new ConstDef[m_cConstDefs];
if (NULL == m_pConstDefs)
return E_OUTOFMEMORY;
}
// ------------------------------------------------------------------------
//
// Second pass through shader to:
// - produce a list of instructions, each one including opcodes,
// comments, and disassembled text for access by shader debuggers.
// - figure out the TSS # used (if any) by each instruction
// - figure out the max texture stage # used
// - figure out when the ref. pixel shader executor should
// queue writes up and when to flush the queue, in order to
// simulate co-issue.
// - figure out which texture coordinate sets get used
// - process constant DEF instructions into a list that can be
// executed whenever SetPixelShader is done.
//
// ------------------------------------------------------------------------
{
DWORD* pToken = m_pCode;
PixelShaderInstruction* pInst = m_pInst;
PixelShaderInstruction* pPrevious_NonTrivial_Inst = NULL;
pToken++; // skip over version
BOOL bMinimizeReferencedTexCoords;
if( (D3DPS_VERSION(1,3) >= *pCode) ||
(D3DPS_VERSION(254,254) == *pCode ) )//legacy
{
bMinimizeReferencedTexCoords = FALSE;
}
else
{
bMinimizeReferencedTexCoords = TRUE;
}
UINT CurrConstDef = 0;
while (*pToken != D3DPS_END())
{
switch( (*pToken) & D3DSI_OPCODE_MASK )
{
case D3DSIO_COMMENT:
pInst->Opcode = *pToken;
pInst->pComment = (pToken+1);
pInst->CommentSize = ((*pToken) & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
pToken += (pInst->CommentSize+1);
pInst++;
continue;
case D3DSIO_DEF:
{
pToken++;
m_pConstDefs[CurrConstDef].RegNum = (*pToken++) & D3DSP_REGNUM_MASK;
// clamp constants on input to range of values in pixel shaders
for( UINT i = 0; i < 4; i++ )
{
m_pConstDefs[CurrConstDef].f[i] = MAX( fMin, MIN( fMax, *(FLOAT*)pToken));
pToken++;
}
CurrConstDef++;
continue;
}
case D3DSIO_NOP:
// get disasm string
PixelShaderInstDisAsm( pInst->Text, 128, pToken, 0x0 );
pInst->Opcode = *pToken++;
pInst++;
continue;
}
// get disasm string
PixelShaderInstDisAsm( pInst->Text, 128, pToken, 0x0 );
// get next instruction and parameters
pInst->Opcode = *pToken++;
pInst->SrcParamCount = 0;
if (*pToken & (1L<<31))
{
pInst->DstParam = *pToken++;
}
while (*pToken & (1L<<31))
{
pInst->SrcParam[pInst->SrcParamCount++] = *pToken++;
}
// process TEX ops
//
BOOL bLegacyTexOp = FALSE;
switch (pInst->Opcode & D3DSI_OPCODE_MASK)
{
default: break;
case D3DSIO_TEXBEM_LEGACY:
case D3DSIO_TEXBEML_LEGACY:
bLegacyTexOp = TRUE;
// fall through
case D3DSIO_TEXCOORD:
case D3DSIO_TEXKILL:
case D3DSIO_TEX:
case D3DSIO_TEXBEM:
case D3DSIO_TEXBEML:
case D3DSIO_TEXREG2AR:
case D3DSIO_TEXREG2GB:
case D3DSIO_TEXM3x2PAD:
case D3DSIO_TEXM3x2TEX:
case D3DSIO_TEXM3x3PAD:
case D3DSIO_TEXM3x3TEX:
case D3DSIO_TEXM3x3SPEC:
case D3DSIO_TEXM3x3VSPEC:
case D3DSIO_TEXM3x2DEPTH:
case D3DSIO_TEXDP3:
case D3DSIO_TEXREG2RGB:
case D3DSIO_TEXDEPTH:
case D3DSIO_TEXDP3TEX:
case D3DSIO_TEXM3x3:
pInst->bTexOp = TRUE;
break;
}
if (pInst->bTexOp)
{
// update stage count and assign ptr to TSS for this op
if (bLegacyTexOp)
{
m_cActiveTextureStages =
max(m_cActiveTextureStages,(pInst->DstParam&D3DSP_REGNUM_MASK)+1);
pInst->uiTSSNum = (pInst->DstParam&D3DSP_REGNUM_MASK)-1;
}
else
{
UINT Stage;
BOOL bStageUsed = TRUE;
switch(pInst->Opcode & D3DSI_OPCODE_MASK)
{
case D3DSIO_TEXCOORD:
case D3DSIO_TEXDEPTH:
case D3DSIO_TEXKILL:
if( bMinimizeReferencedTexCoords )
{
bStageUsed = FALSE;
break;
}
// falling through
case D3DSIO_TEX:
default:
Stage = pInst->DstParam&D3DSP_REGNUM_MASK;
break;
}
if( bStageUsed )
{
m_cActiveTextureStages = max(m_cActiveTextureStages,Stage+1);
pInst->uiTSSNum = Stage;
}
}
}
if( pPrevious_NonTrivial_Inst )
{
// Queue write of last instruction if the current instruction has the
// COISSUE flag.
if( pInst->Opcode & D3DSI_COISSUE )
{
pPrevious_NonTrivial_Inst->bQueueWrite = TRUE;
}
// Flush writes after the previous instruction if it had the COISSUE
// flag and the current instruction doesn't have it.
if( !(pInst->Opcode & D3DSI_COISSUE) && (pPrevious_NonTrivial_Inst->Opcode & D3DSI_COISSUE) )
{
pPrevious_NonTrivial_Inst->bFlushQueue = TRUE;
}
}
pPrevious_NonTrivial_Inst = pInst;
if( bMinimizeReferencedTexCoords )
{
UpdateReferencedTexCoords(pInst, &m_ReferencedTexCoordMask);
}
pInst++;
}
if( !bMinimizeReferencedTexCoords )
{
m_ReferencedTexCoordMask = (1<<m_cActiveTextureStages) - 1;
}
}
// ------------------------------------------------------------------------
//
// Third pass through the shader (through the list of instructions made
// in the last pass) to translate instructions into a more basic ("RISC")
// instruction set for the refrast executor.
//
// ------------------------------------------------------------------------
{
#define _Set(RegType, RegNum) Set(RegType,RegNum,pRast)
#define _NewPSInst(__INST) \
{ \
RDPSOffset = pRDPSInst - pRDPSInstBuffer + LastRDPSInstSize; \
m_RDPSInstBuffer.SetGrowSize(MAX(512,RDPSOffset)); \
if( FAILED(m_RDPSInstBuffer.Grow(RDPSOffset + sizeof(__INST##_PARAMS)))) \
{return E_OUTOFMEMORY;} \
pRDPSInstBuffer = &m_RDPSInstBuffer[0]; \
pRDPSInst = pRDPSInstBuffer + RDPSOffset; \
((__INST##_PARAMS UNALIGNED64*)pRDPSInst)->Inst = __INST; \
LastRDPSInstSize = sizeof(__INST##_PARAMS); \
}
#define _InstParam(__INST) (*(__INST##_PARAMS UNALIGNED64*)pRDPSInst)
#define _NoteInstructionEvent _NewPSInst(RDPSINST_NEXTD3DPSINST); \
_InstParam(RDPSINST_NEXTD3DPSINST).pInst = pInst;
#define _EnterQuadPixelLoop if(!bInQuadPixelLoop) \
{ \
_NewPSInst(RDPSINST_QUADLOOPBEGIN); \
RDPSLoopOffset = RDPSOffset + sizeof(RDPSINST_QUADLOOPBEGIN_PARAMS); \
bInQuadPixelLoop = TRUE; \
}
#define _LeaveQuadPixelLoop if(bInQuadPixelLoop) \
{ \
_NewPSInst(RDPSINST_QUADLOOPEND); \
_InstParam(RDPSINST_QUADLOOPEND).JumpBackByOffset = \
RDPSOffset - RDPSLoopOffset;\
bInQuadPixelLoop = FALSE; \
}
#define _EmitDstMod(__dstReg,__mask) _NewPSInst(RDPSINST_DSTMOD); \
_InstParam(RDPSINST_DSTMOD).DstReg = __dstReg; \
_InstParam(RDPSINST_DSTMOD).WriteMask = __mask; \
_InstParam(RDPSINST_DSTMOD).fScale = DstScale; \
_InstParam(RDPSINST_DSTMOD).fRangeMin = DstRange[0]; \
_InstParam(RDPSINST_DSTMOD).fRangeMax = DstRange[1];
// Th macro _EmitProj emits instructions to do the following:
// - Put reciprocal of source (x,y,z,w) component __COMPONENT (ex. w) into scratch register 0 component (for w example:) 4
// - Replicate reciprocal to rgb components of scratch register 0 (w example yields: 1/,1/w,1/w, <--1/w)
// - Multiply source register register by scratch register (x/w,y/w,z/w,1) and put the result into the dest register.
#define _EmitProj(__DESTTYPE,__DESTNUM,__SRCTYPE,__SRCNUM,__COMPONENT) \
_NewPSInst(RDPSINST_RCP); \
_InstParam(RDPSINST_RCP).DstReg._Set(RDPSREG_SCRATCH,0); \
_InstParam(RDPSINST_RCP).SrcReg0._Set(__SRCTYPE,__SRCNUM); \
_InstParam(RDPSINST_RCP).bSrcReg0_Negate = FALSE; \
_InstParam(RDPSINST_RCP).WriteMask = __COMPONENT; \
\
_NewPSInst(RDPSINST_SWIZZLE); \
_InstParam(RDPSINST_SWIZZLE).DstReg._Set(RDPSREG_SCRATCH,0); \
_InstParam(RDPSINST_SWIZZLE).SrcReg0._Set(RDPSREG_SCRATCH,0); \
_InstParam(RDPSINST_SWIZZLE).WriteMask = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 \
| RDPS_COMPONENTMASK_2 | RDPS_COMPONENTMASK_3; \
_InstParam(RDPSINST_SWIZZLE).Swizzle = \
(RDPS_COMPONENTMASK_0 == __COMPONENT) ? RDPS_REPLICATERED : \
(RDPS_COMPONENTMASK_1 == __COMPONENT) ? RDPS_REPLICATEGREEN : \
(RDPS_COMPONENTMASK_2 == __COMPONENT) ? RDPS_REPLICATEBLUE : RDPS_REPLICATEALPHA; \
\
_NewPSInst(RDPSINST_MUL); \
_InstParam(RDPSINST_MUL).DstReg._Set(__DESTTYPE,__DESTNUM); \
_InstParam(RDPSINST_MUL).SrcReg0._Set(RDPSREG_SCRATCH,0); \
_InstParam(RDPSINST_MUL).SrcReg1._Set(__SRCTYPE,__SRCNUM); \
_InstParam(RDPSINST_MUL).bSrcReg0_Negate = FALSE; \
_InstParam(RDPSINST_MUL).bSrcReg1_Negate = FALSE; \
_InstParam(RDPSINST_MUL).WriteMask = \
(RDPS_COMPONENTMASK_0 == __COMPONENT) ? RDPS_COMPONENTMASK_0 : \
(RDPS_COMPONENTMASK_1 == __COMPONENT) ? RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 : \
(RDPS_COMPONENTMASK_2 == __COMPONENT) ? RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | \
RDPS_COMPONENTMASK_2 : RDPS_COMPONENTMASK_ALL;
BYTE ComponentSwizzle[4] = {RDPS_REPLICATERED, RDPS_REPLICATEGREEN, RDPS_REPLICATEBLUE, RDPS_REPLICATEALPHA};
BYTE ComponentMask[4] = {RDPS_COMPONENTMASK_0, RDPS_COMPONENTMASK_1, RDPS_COMPONENTMASK_2, RDPS_COMPONENTMASK_3};
int QueueIndex = -1; // current queue location (for staging results when simulating coissue)
UINT i;
BOOL bInQuadPixelLoop = FALSE;
RefRast* pRast = &m_pRD->m_Rast;
RDPSRegister ZeroReg; ZeroReg._Set(RDPSREG_ZERO,0);
RDPSRegister OneReg; OneReg._Set(RDPSREG_ONE,0);
RDPSRegister TwoReg; TwoReg._Set(RDPSREG_TWO,0);
// destination parameter controls
RDPSRegister DstReg;
FLOAT DstScale; // Result Shift Scale - +/- 2**n only
FLOAT DstRange[2]; // clamp dest to this range
BYTE DstWriteMask; // per-component write mask
PRGBAVEC pDstReg; // address of dest register
// source parameter controls
RDPSRegister SrcReg[3];
BYTE* pRDPSInstBuffer = NULL;
BYTE* pRDPSInst = pRDPSInstBuffer;
size_t RDPSOffset, RDPSLoopOffset;
size_t LastRDPSInstSize = 0;
DWORD Version = *m_pCode;
for (UINT CurrentPSInst=0; CurrentPSInst < m_cInst; CurrentPSInst++)
{
PixelShaderInstruction* pInst = m_pInst + CurrentPSInst;
DWORD Opcode = pInst->Opcode & D3DSI_OPCODE_MASK;
DWORD SrcSwizzle[3];
BYTE SourceReadMasks[3];
BYTE SourceReadMasksAfterSwizzle[3];
BOOL bForceNeg1To1Clamp[3] = {FALSE, FALSE, FALSE};
BOOL bEmitQueueWrite = FALSE;
RDPSRegister QueuedWriteDstReg;
BYTE QueuedWriteDstWriteMask;
BYTE ProjComponent[3] = {0,0,0};
BOOL bEmitProj[3] = {FALSE, FALSE, FALSE};
BOOL bProjOnEval[3] = {FALSE, FALSE, FALSE};
BOOL bEmitSrcMod[3] = {FALSE, FALSE, FALSE};
BOOL bEmitSwizzle[3] = {FALSE, FALSE, FALSE};
BOOL bSrcNegate[3] = {FALSE, FALSE, FALSE};
BOOL bSrcBias[3] = {FALSE, FALSE, FALSE};
BOOL bSrcTimes2[3] = {FALSE, FALSE, FALSE};
BOOL bSrcComplement[3] = {FALSE, FALSE, FALSE};
switch( Opcode )
{
continue;
case D3DSIO_DEF:
// nothing to do -> DEF has already been processed out and is not an true instruction
continue;
case D3DSIO_COMMENT:
continue;
case D3DSIO_PHASE:
case D3DSIO_NOP:
#if DBG
_NoteInstructionEvent
#endif
continue;
}
#if DBG
_NoteInstructionEvent
#endif
// do some preliminary setup for this instruction
UINT RegNum = pInst->DstParam & D3DSP_REGNUM_MASK;
switch (pInst->DstParam & D3DSP_REGTYPE_MASK)
{
case D3DSPR_TEXTURE:
DstReg._Set(RDPSREG_TEXTURE, RegNum); break;
case D3DSPR_TEMP:
DstReg._Set(RDPSREG_TEMP, RegNum); break;
default:
_ASSERT( FALSE, "RDPShader::Initialize - Unexpected destination register type." );
break;
}
DstWriteMask = (pInst->DstParam & D3DSP_WRITEMASK_ALL) >> RDPS_COMPONENTMASK_SHIFT;
if( pInst->bQueueWrite )
{
QueueIndex++;
QueuedWriteDstReg = DstReg;
QueuedWriteDstWriteMask = DstWriteMask;
DstReg._Set(RDPSREG_QUEUEDWRITE,QueueIndex);
_ASSERT(QueueIndex <= RDPS_MAX_NUMQUEUEDWRITEREG, "Too many queued writes in pixelshader (improperly handled co-issue)." );
bEmitQueueWrite = TRUE;
}
CalculateSourceReadMasks(pInst, SourceReadMasks, FALSE,Version);
CalculateSourceReadMasks(pInst, SourceReadMasksAfterSwizzle, TRUE,Version);
for (i=0; i < pInst->SrcParamCount; i++)
{
RegNum = pInst->SrcParam[i]&D3DSP_REGNUM_MASK;
switch (pInst->SrcParam[i] & D3DSP_REGTYPE_MASK)
{
case D3DSPR_TEMP:
SrcReg[i]._Set(RDPSREG_TEMP, RegNum); break;
case D3DSPR_TEXTURE:
SrcReg[i]._Set(RDPSREG_TEXTURE, RegNum); break;
case D3DSPR_INPUT:
SrcReg[i]._Set(RDPSREG_INPUT, RegNum); break;
case D3DSPR_CONST:
SrcReg[i]._Set(RDPSREG_CONST, RegNum);
// Force a [-1,1] clamp after applying modifier (for constants only)
// This overrides the the standard [-MaxPixelShaderValue,MaxPixelShaderValue] clamp.
// An IHV that supports MaxPixelShaderValue > 1 forgot to do this for constants.
bForceNeg1To1Clamp[i] = TRUE;
break;
default:
_ASSERT( FALSE, "RDPShader::Initialize - Unexpected source register type." );
break;
}
if( (D3DSPSM_DZ == (pInst->SrcParam[i] & D3DSP_SRCMOD_MASK)) ||
(D3DSPSM_DW == (pInst->SrcParam[i] & D3DSP_SRCMOD_MASK)) )
{
if( D3DSPSM_DZ == (pInst->SrcParam[i] & D3DSP_SRCMOD_MASK))
{
ProjComponent[i] = RDPS_COMPONENTMASK_2;
}
else // _DW
{
if( D3DPS_VERSION(1,4) == Version )
ProjComponent[i] = RDPS_COMPONENTMASK_2;
else
ProjComponent[i] = RDPS_COMPONENTMASK_3;
}
if( D3DSPR_TEXTURE == (pInst->SrcParam[i] & D3DSP_REGTYPE_MASK ) ) // t# register being used to represent evaluated texcoord.
{
bProjOnEval[i] = TRUE;
}
else
bEmitProj[i] = TRUE;
}
else
{
bEmitSrcMod[i] = TRUE;
switch (pInst->SrcParam[i] & D3DSP_SRCMOD_MASK)
{
default:
case D3DSPSM_NONE:
if( !bForceNeg1To1Clamp[i] )
bEmitSrcMod[i] = FALSE;
break;
case D3DSPSM_NEG:
bSrcNegate[i] = TRUE; // negate is not part of source modifier
if( !bForceNeg1To1Clamp[i] )
bEmitSrcMod[i] = FALSE;
break;
case D3DSPSM_BIAS:
bSrcBias[i] = TRUE;
break;
case D3DSPSM_BIASNEG:
bSrcNegate[i] = TRUE;
bSrcBias[i] = TRUE;
break;
case D3DSPSM_SIGN: // _bx2
bSrcBias[i] = TRUE;
bSrcTimes2[i] = TRUE;
break;
case D3DSPSM_SIGNNEG: // negative _bx2
bSrcNegate[i] = TRUE; // negate is not part of source modifier
bSrcBias[i] = TRUE;
bSrcTimes2[i] = TRUE;
break;
case D3DSPSM_COMP:
bSrcComplement[i] = TRUE;
break;
case D3DSPSM_X2:
bSrcTimes2[i] = TRUE;
break;
case D3DSPSM_X2NEG:
bSrcNegate[i] = TRUE; // negate is not part of source modifier
bSrcTimes2[i] = TRUE;
break;
}
_ASSERT(!(bSrcComplement[i] && (bSrcTimes2[i]||bSrcBias[i]||bSrcNegate[i])),"RDPShader::Initialize - Complement cannot be combined with other modifiers.");
}
SrcSwizzle[i] = (pInst->SrcParam[i] & D3DSP_SWIZZLE_MASK) >> D3DSP_SWIZZLE_SHIFT;
bEmitSwizzle[i] = (D3DSP_NOSWIZZLE != (pInst->SrcParam[i] & D3DSP_SWIZZLE_MASK));
}
// set clamp values
switch (pInst->DstParam & D3DSP_DSTMOD_MASK)
{
default:
case D3DSPDM_NONE:
if(pInst->bTexOp)
{
DstRange[0] = -FLT_MAX;
DstRange[1] = FLT_MAX;
}
else
{
DstRange[0] = fMin;
DstRange[1] = fMax;
}
break;
case D3DSPDM_SATURATE:
DstRange[0] = 0.F;
DstRange[1] = 1.F;
break;
}
UINT ShiftScale =
(pInst->DstParam & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
if (ShiftScale & 0x8)
{
ShiftScale = ((~ShiftScale)&0x7)+1; // negative magnitude
DstScale = 1.f/(FLOAT)(1<<ShiftScale);
}
else
{
DstScale = (FLOAT)(1<<ShiftScale);
}
// finished preliminary setup, now start emitting ops...
_EnterQuadPixelLoop
if( bEmitQueueWrite )
{
_NewPSInst(RDPSINST_QUEUEWRITE);
_InstParam(RDPSINST_QUEUEWRITE).DstReg = QueuedWriteDstReg;
_InstParam(RDPSINST_QUEUEWRITE).WriteMask = QueuedWriteDstWriteMask;
}
for (i=0; i < pInst->SrcParamCount; i++)
{
if( bEmitProj[i] )
{
_EmitProj(RDPSREG_POSTMODSRC,i,SrcReg[i].GetRegType(),SrcReg[i].GetRegNum(),ProjComponent[i]);
SrcReg[i]._Set(RDPSREG_POSTMODSRC,i);
}
if( bEmitSrcMod[i] )
{
_NewPSInst(RDPSINST_SRCMOD);
_InstParam(RDPSINST_SRCMOD).DstReg._Set(RDPSREG_POSTMODSRC,i);
_InstParam(RDPSINST_SRCMOD).SrcReg0 = SrcReg[i];
_InstParam(RDPSINST_SRCMOD).WriteMask = SourceReadMasks[i];
_InstParam(RDPSINST_SRCMOD).bBias = bSrcBias[i];
_InstParam(RDPSINST_SRCMOD).bTimes2 = bSrcTimes2[i];
_InstParam(RDPSINST_SRCMOD).bComplement = bSrcComplement[i];
_InstParam(RDPSINST_SRCMOD).fRangeMin = bForceNeg1To1Clamp[i] ? -1.0f : fMin;
_InstParam(RDPSINST_SRCMOD).fRangeMax = bForceNeg1To1Clamp[i] ? 1.0f : fMax;
SrcReg[i]._Set(RDPSREG_POSTMODSRC,i);
}
if( bEmitSwizzle[i] && !bProjOnEval[i] )
{
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg._Set(RDPSREG_POSTMODSRC,i);
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = SrcReg[i];
_InstParam(RDPSINST_SWIZZLE).WriteMask = SourceReadMasksAfterSwizzle[i];
_InstParam(RDPSINST_SWIZZLE).Swizzle = SrcSwizzle[i];
SrcReg[i]._Set(RDPSREG_POSTMODSRC,i);
}
}
switch(Opcode)
{
case D3DSIO_TEXCOORD:
case D3DSIO_TEXKILL:
{
if( !( (D3DSIO_TEXKILL == Opcode) &&
(D3DSPR_TEMP == (pInst->DstParam & D3DSP_REGTYPE_MASK))
)
)
{
UINT CoordSet = pInst->SrcParam[0] ? (pInst->SrcParam[0] & D3DSP_REGNUM_MASK) :
(pInst->DstParam & D3DSP_REGNUM_MASK);
RDPSRegister CoordReg;
if(bProjOnEval[0])
CoordReg._Set(RDPSREG_POSTMODSRC,0);
else
CoordReg = DstReg;
// For TEXCOORD, clamp 0. to 1 only there is no source parameter (ps.1.0, ps.1.1)
// For TEXKILL, never clamp
// NOTE: the TEXCOORD clamp is a temporary limitation for DX8 shader models
BOOL bTexCoordClamp = ((D3DSIO_TEXCOORD == Opcode) && (!pInst->SrcParam[0])) ? TRUE : FALSE;
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = CoordSet;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = TRUE; // projection disabled (unless _p modifier used -> _EmitProj below)
_InstParam(RDPSINST_EVAL).bClamp = bTexCoordClamp;
if( bProjOnEval[0] )
{
if( bEmitSwizzle[0] )
{
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = DstReg;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = CoordReg;
_InstParam(RDPSINST_SWIZZLE).WriteMask = SourceReadMasksAfterSwizzle[0];
_InstParam(RDPSINST_SWIZZLE).Swizzle = SrcSwizzle[0];
}
_EmitProj(DstReg.GetRegType(),DstReg.GetRegNum(),DstReg.GetRegType(),DstReg.GetRegNum(),ProjComponent[0]);
}
// check version (first DWORD of code token stream), and always
// set 4th component to 1.0 for ps.1.3 or earlier
if ( D3DPS_VERSION(1,3) >= Version )
{
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = DstReg;
_InstParam(RDPSINST_MOV).SrcReg0 = OneReg; // 1.0f
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MOV).WriteMask = RDPS_COMPONENTMASK_3;
}
}
_EmitDstMod(DstReg,DstWriteMask)
if( D3DSIO_TEXKILL == Opcode )
{
_NewPSInst(RDPSINST_KILL);
_InstParam(RDPSINST_KILL).DstReg = DstReg;
}
}
break;
case D3DSIO_TEX:
{
RDPSRegister CoordReg;
BOOL bDoSampleCoords = TRUE;
UINT CoordSet = pInst->SrcParam[0] ? (pInst->SrcParam[0] & D3DSP_REGNUM_MASK) :
(pInst->DstParam & D3DSP_REGNUM_MASK);
if( pInst->SrcParam[0] )
{
CoordReg = SrcReg[0];
if( D3DSPR_TEMP == (pInst->SrcParam[0] & D3DSP_REGTYPE_MASK) )
bDoSampleCoords = FALSE;
}
else // no source param.
{
CoordReg._Set(RDPSREG_SCRATCH,0);
}
if( bDoSampleCoords )
{
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = CoordSet;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = bProjOnEval[0]; // if we have _p modifier, we do _EmitProj below
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
}
if( bProjOnEval[0] )
{
if( bEmitSwizzle[0] )
{
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg._Set(RDPSREG_POSTMODSRC,0);
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = CoordReg;
_InstParam(RDPSINST_SWIZZLE).WriteMask = SourceReadMasksAfterSwizzle[0];
_InstParam(RDPSINST_SWIZZLE).Swizzle = SrcSwizzle[0];
CoordReg._Set(RDPSREG_POSTMODSRC,0);
}
_EmitProj(RDPSREG_POSTMODSRC,0,CoordReg.GetRegType(),CoordReg.GetRegNum(),ProjComponent[0]);
CoordReg._Set(RDPSREG_POSTMODSRC,0);
}
_LeaveQuadPixelLoop
PRGBAVEC pCoordReg = CoordReg.GetRegPtr();
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pCoordReg[1][0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pCoordReg[2][0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = &pCoordReg[1][1]; // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 = &pCoordReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = &pCoordReg[2][1]; // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 = &pCoordReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = &pCoordReg[1][2]; // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 = &pCoordReg[0][2];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = &pCoordReg[2][2]; // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &pCoordReg[0][2];
_EnterQuadPixelLoop
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = CoordReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
}
break;
case D3DSIO_TEXDP3:
case D3DSIO_TEXDP3TEX:
{
RDPSRegister CoordReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = TRUE; // no projection
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
if( D3DSIO_TEXDP3 == Opcode )
{
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = DstReg;
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = CoordReg;
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = RDPS_COMPONENTMASK_ALL;
_EmitDstMod(DstReg,DstWriteMask)
}
else // D3DSIO_TEXDP3TEX
{
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = CoordReg;
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = CoordReg;
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = RDPS_COMPONENTMASK_0;
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = CoordReg;
_InstParam(RDPSINST_MOV).SrcReg0 = ZeroReg; // 0.0f
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MOV).WriteMask = RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
_LeaveQuadPixelLoop
PRGBAVEC pCoordReg = CoordReg.GetRegPtr();
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pCoordReg[1][0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pCoordReg[2][0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &ZeroReg.GetRegPtr()[0][0]; // 0.0f
_EnterQuadPixelLoop
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = CoordReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
}
}
break;
case D3DSIO_TEXREG2AR:
case D3DSIO_TEXREG2GB:
case D3DSIO_TEXREG2RGB:
{
UINT I0, I1;
PRGBAVEC pSrcReg0 = SrcReg[0].GetRegPtr();
switch( Opcode )
{
case D3DSIO_TEXREG2AR:
I0 = 3;
I1 = 0;
break;
case D3DSIO_TEXREG2GB:
I0 = 1;
I1 = 2;
break;
case D3DSIO_TEXREG2RGB:
I0 = 0;
I1 = 1;
break;
}
_LeaveQuadPixelLoop
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pSrcReg0[1][I0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pSrcReg0[0][I0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pSrcReg0[2][I0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pSrcReg0[0][I0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = &pSrcReg0[1][I1]; // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 = &pSrcReg0[0][I1];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = &pSrcReg0[2][I1]; // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 = &pSrcReg0[0][I1];
switch( Opcode )
{
case D3DSIO_TEXREG2AR:
case D3DSIO_TEXREG2GB:
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &ZeroReg.GetRegPtr()[0][0]; // 0.0f
break;
case D3DSIO_TEXREG2RGB:
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = &pSrcReg0[1][2]; // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 = &pSrcReg0[0][2];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = &pSrcReg0[2][2]; // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &pSrcReg0[0][2];
break;
}
_EnterQuadPixelLoop
RDPSRegister CoordReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = CoordReg;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_SWIZZLE).WriteMask = RDPS_COMPONENTMASK_0;
_InstParam(RDPSINST_SWIZZLE).Swizzle = ComponentSwizzle[I0];
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = CoordReg;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_SWIZZLE).WriteMask = RDPS_COMPONENTMASK_1;
_InstParam(RDPSINST_SWIZZLE).Swizzle = ComponentSwizzle[I1];
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = CoordReg;
_InstParam(RDPSINST_MOV).SrcReg0 = (D3DSIO_TEXREG2RGB == Opcode ? SrcReg[0] : ZeroReg );
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MOV).WriteMask = RDPS_COMPONENTMASK_2;
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = CoordReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
}
break;
case D3DSIO_TEXBEM:
case D3DSIO_TEXBEML:
case D3DSIO_TEXBEM_LEGACY: // refrast only -> used with legacy fixed function rasterizer
case D3DSIO_TEXBEML_LEGACY: // refrast only -> used with legacy fixed function rasterizer
{
BOOL bDoLuminance = ((D3DSIO_TEXBEML == Opcode) || (D3DSIO_TEXBEML_LEGACY == Opcode));
RDPSRegister CoordReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = FALSE;
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
_NewPSInst(RDPSINST_BEM);
_InstParam(RDPSINST_BEM).DstReg = CoordReg;
_InstParam(RDPSINST_BEM).SrcReg0 = CoordReg;
_InstParam(RDPSINST_BEM).SrcReg1 = SrcReg[0];
_InstParam(RDPSINST_BEM).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_BEM).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_BEM).WriteMask = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1;
_InstParam(RDPSINST_BEM).uiStage = pInst->uiTSSNum;
_EmitDstMod(CoordReg,RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1)
_LeaveQuadPixelLoop
PRGBAVEC pCoordReg = CoordReg.GetRegPtr();
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pCoordReg[1][0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pCoordReg[2][0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pCoordReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = &pCoordReg[1][1]; // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 = &pCoordReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = &pCoordReg[2][1]; // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 = &pCoordReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &ZeroReg.GetRegPtr()[0][0]; // 0.0f
_EnterQuadPixelLoop
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = CoordReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
if( bDoLuminance )
{
_NewPSInst(RDPSINST_LUMINANCE);
_InstParam(RDPSINST_LUMINANCE).DstReg = DstReg;
_InstParam(RDPSINST_LUMINANCE).SrcReg0 = DstReg;
_InstParam(RDPSINST_LUMINANCE).SrcReg1 = SrcReg[0];
_InstParam(RDPSINST_LUMINANCE).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_LUMINANCE).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_LUMINANCE).uiStage = pInst->uiTSSNum;
}
_EmitDstMod(DstReg,DstWriteMask)
}
break;
case D3DSIO_TEXDEPTH:
_NewPSInst(RDPSINST_DEPTH);
_InstParam(RDPSINST_DEPTH).DstReg = DstReg;
break;
case D3DSIO_TEXM3x2PAD:
{
RDPSRegister CoordReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
// do dot product for first row of matrix multiply
// evaluate texture coordinate; projection disabled
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = TRUE; // no projection
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
// do row of transform - tex coord * vector loaded from texture (on previous stage)
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg._Set(DstReg.GetRegType(),DstReg.GetRegNum()+1);
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = CoordReg;
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = RDPS_COMPONENTMASK_0;
}
break;
case D3DSIO_TEXM3x3PAD:
{
BOOL bSecondPad = (D3DSIO_TEXM3x3PAD != ((pInst + 1)->Opcode & D3DSI_OPCODE_MASK));
BOOL bInVSPECSequence = (D3DSIO_TEXM3x3VSPEC == (((pInst + (bSecondPad?1:2))->Opcode) & D3DSI_OPCODE_MASK));
RDPSRegister CoordReg, EyeReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
EyeReg._Set(RDPSREG_SCRATCH,1);
// do dot product for first row of matrix multiply
// evaluate texture coordinate; projection disabled
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = TRUE; // no projection
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
// do row of transform - tex coord * vector loaded from texture (on previous stage)
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg._Set(DstReg.GetRegType(),DstReg.GetRegNum()+(bSecondPad?1:2));
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = CoordReg;
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = bSecondPad?RDPS_COMPONENTMASK_1:RDPS_COMPONENTMASK_0;
if(bInVSPECSequence)
{
// eye vector encoded in 4th element of texture coordinates
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = EyeReg;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = CoordReg;
_InstParam(RDPSINST_SWIZZLE).WriteMask = bSecondPad?RDPS_COMPONENTMASK_1:RDPS_COMPONENTMASK_0;
_InstParam(RDPSINST_SWIZZLE).Swizzle = RDPS_REPLICATEALPHA;
}
}
break;
case D3DSIO_TEXM3x2TEX:
case D3DSIO_TEXM3x3:
case D3DSIO_TEXM3x3TEX:
case D3DSIO_TEXM3x3SPEC:
case D3DSIO_TEXM3x3VSPEC:
case D3DSIO_TEXM3x2DEPTH:
{
BOOL bIs3D = (D3DSIO_TEXM3x2TEX != Opcode) && (D3DSIO_TEXM3x2DEPTH != Opcode);
RDPSRegister CoordReg, EyeReg;
CoordReg._Set(RDPSREG_SCRATCH,0);
EyeReg._Set(RDPSREG_SCRATCH,1);
// do dot product for last row of matrix multiply
// evaluate texture coordinate; projection disabled
_NewPSInst(RDPSINST_EVAL);
_InstParam(RDPSINST_EVAL).DstReg = CoordReg;
_InstParam(RDPSINST_EVAL).uiCoordSet = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_EVAL).bIgnoreD3DTTFF_PROJECTED = TRUE; // no projection
_InstParam(RDPSINST_EVAL).bClamp = FALSE;
// do row of transform - tex coord * vector loaded from texture (on previous stage)
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = DstReg;
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = CoordReg;
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = bIs3D ? RDPS_COMPONENTMASK_2 : RDPS_COMPONENTMASK_1;
if(D3DSIO_TEXM3x3VSPEC == Opcode)
{
// eye vector encoded in 4th element of texture coordinates
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = EyeReg;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = CoordReg;
_InstParam(RDPSINST_SWIZZLE).WriteMask = RDPS_COMPONENTMASK_2;
_InstParam(RDPSINST_SWIZZLE).Swizzle = RDPS_REPLICATEALPHA;
}
// Now do stuff that depends on which TEXM3x* instruction this is...
if( D3DSIO_TEXM3x3 == Opcode )
{
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = DstReg;
_InstParam(RDPSINST_MOV).SrcReg0 = OneReg; // 1.0f
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MOV).WriteMask = RDPS_COMPONENTMASK_3;
_EmitDstMod(DstReg,DstWriteMask)
}
else if ( (D3DSIO_TEXM3x2TEX == Opcode) ||
(D3DSIO_TEXM3x3TEX == Opcode) )
{
// do straight lookup with transformed tex coords - this
// vector is not normalized, but normalization is not necessary
// for a cubemap lookup
// compute gradients for diffuse lookup
_LeaveQuadPixelLoop
PRGBAVEC pDstReg = DstReg.GetRegPtr();
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pDstReg[1][0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pDstReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pDstReg[2][0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pDstReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = &pDstReg[1][1]; // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 = &pDstReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = &pDstReg[2][1]; // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 = &pDstReg[0][1];
if( bIs3D )
{
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = &pDstReg[1][2]; // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 = &pDstReg[0][2];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = &pDstReg[2][2]; // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &pDstReg[0][2];
}
else
{
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 =
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &ZeroReg.GetRegPtr()[0][0]; // 0.0f
}
_EnterQuadPixelLoop
// do lookup
if( !bIs3D )
{
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = DstReg;
_InstParam(RDPSINST_MOV).SrcReg0 = ZeroReg; // 0.0f
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MOV).WriteMask = RDPS_COMPONENTMASK_2;
}
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = DstReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
}
else if ( Opcode == D3DSIO_TEXM3x2DEPTH )
{
// Take resulting u,v values and compute u/v, which
// can be interpreted is z/w = perspective correct depth.
// Then perturb the z coord for the pixel.
_NewPSInst(RDPSINST_DEPTH);
_InstParam(RDPSINST_DEPTH).DstReg = DstReg;
}
else if ( (Opcode == D3DSIO_TEXM3x3SPEC) ||
(Opcode == D3DSIO_TEXM3x3VSPEC) )
{
RDPSRegister NdotE, NdotN, RCPNdotN, Scale, ReflReg;
NdotE._Set(RDPSREG_SCRATCH,2);
NdotN._Set(RDPSREG_SCRATCH,3);
RCPNdotN = NdotN; // reuse same register
Scale = NdotE; // reuse same register
ReflReg = CoordReg; // reuse same register
// compute reflection vector and do lookup - the normal needs
// to be normalized here, which is included in this expression
if (D3DSIO_TEXM3x3SPEC == Opcode)
{
// eye vector is constant register
EyeReg = SrcReg[1];
} // else (TEXM3x3VSPEC) -> eye is what was copied out of the 4th component of 3 texcoords
// Compute reflection vector: 2(NdotE/NdotN) * N - E ...
// Calculate NdotE
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = NdotE;
_InstParam(RDPSINST_DP3).SrcReg0 = DstReg; // N
_InstParam(RDPSINST_DP3).SrcReg1 = EyeReg; // E
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = RDPS_COMPONENTMASK_3;
// Calculate NdotN
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = NdotN;
_InstParam(RDPSINST_DP3).SrcReg0 = DstReg; // N
_InstParam(RDPSINST_DP3).SrcReg1 = DstReg; // N
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_DP3).WriteMask = RDPS_COMPONENTMASK_3;
// Calculate scale = 2(NdotE/NdotN):
// a) Calculate reciprocal of NdotN
_NewPSInst(RDPSINST_RCP);
_InstParam(RDPSINST_RCP).DstReg = RCPNdotN;
_InstParam(RDPSINST_RCP).SrcReg0 = NdotN;
_InstParam(RDPSINST_RCP).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_RCP).WriteMask = RDPS_COMPONENTMASK_3;
// b) Multiply NdotE by reciprocal NdotN
_NewPSInst(RDPSINST_MUL);
_InstParam(RDPSINST_MUL).DstReg = Scale;
_InstParam(RDPSINST_MUL).SrcReg0 = NdotE;
_InstParam(RDPSINST_MUL).SrcReg1 = RCPNdotN;
_InstParam(RDPSINST_MUL).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MUL).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_MUL).WriteMask = RDPS_COMPONENTMASK_3;
// c) Multiply by 2
_NewPSInst(RDPSINST_MUL);
_InstParam(RDPSINST_MUL).DstReg = Scale;
_InstParam(RDPSINST_MUL).SrcReg0 = Scale;
_InstParam(RDPSINST_MUL).SrcReg1 = TwoReg; // 2.0f
_InstParam(RDPSINST_MUL).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MUL).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_MUL).WriteMask = RDPS_COMPONENTMASK_3;
// d) Replicate result to rgb
_NewPSInst(RDPSINST_SWIZZLE);
_InstParam(RDPSINST_SWIZZLE).DstReg = Scale;
_InstParam(RDPSINST_SWIZZLE).SrcReg0 = Scale;
_InstParam(RDPSINST_SWIZZLE).WriteMask = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
_InstParam(RDPSINST_SWIZZLE).Swizzle = RDPS_REPLICATEALPHA;
// Calculate reflection = scale * N - E
_NewPSInst(RDPSINST_MUL);
_InstParam(RDPSINST_MUL).DstReg = ReflReg;
_InstParam(RDPSINST_MUL).SrcReg0 = Scale; // scale *
_InstParam(RDPSINST_MUL).SrcReg1 = DstReg; // N
_InstParam(RDPSINST_MUL).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_MUL).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_MUL).WriteMask = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
_NewPSInst(RDPSINST_SUB);
_InstParam(RDPSINST_SUB).DstReg = ReflReg;
_InstParam(RDPSINST_SUB).SrcReg0 = ReflReg; // (scale * N) -
_InstParam(RDPSINST_SUB).SrcReg1 = EyeReg; // E
_InstParam(RDPSINST_SUB).bSrcReg0_Negate = FALSE;
_InstParam(RDPSINST_SUB).bSrcReg1_Negate = FALSE;
_InstParam(RDPSINST_SUB).WriteMask = RDPS_COMPONENTMASK_0 | RDPS_COMPONENTMASK_1 | RDPS_COMPONENTMASK_2;
// compute gradients for reflection lookup
_LeaveQuadPixelLoop
PRGBAVEC pReflReg = ReflReg.GetRegPtr();
_NewPSInst(RDPSINST_TEXCOVERAGE);
_InstParam(RDPSINST_TEXCOVERAGE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_InstParam(RDPSINST_TEXCOVERAGE).pGradients = pRast->m_Gradients; // where to store gradients
// data from which to compute gradients. i.e.: du/dx = DUDX_0 - DUDX_1
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_0 = &pReflReg[1][0]; // du/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDUDX_1 = &pReflReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_0 = &pReflReg[2][0]; // du/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDUDY_1 = &pReflReg[0][0];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_0 = &pReflReg[1][1]; // dv/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDVDX_1 = &pReflReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_0 = &pReflReg[2][1]; // dv/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDVDY_1 = &pReflReg[0][1];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_0 = &pReflReg[1][2]; // dw/dx
_InstParam(RDPSINST_TEXCOVERAGE).pDWDX_1 = &pReflReg[0][2];
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_0 = &pReflReg[2][2]; // dw/dy
_InstParam(RDPSINST_TEXCOVERAGE).pDWDY_1 = &pReflReg[0][2];
_EnterQuadPixelLoop
// do lookup
_NewPSInst(RDPSINST_SAMPLE);
_InstParam(RDPSINST_SAMPLE).DstReg = DstReg;
_InstParam(RDPSINST_SAMPLE).CoordReg = ReflReg;
_InstParam(RDPSINST_SAMPLE).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
}
}
break;
case D3DSIO_BEM:
_NewPSInst(RDPSINST_BEM);
_InstParam(RDPSINST_BEM).DstReg = DstReg;
_InstParam(RDPSINST_BEM).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_BEM).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_BEM).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_BEM).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_BEM).WriteMask = DstWriteMask;
_InstParam(RDPSINST_BEM).uiStage = pInst->DstParam & D3DSP_REGNUM_MASK;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_MOV:
_NewPSInst(RDPSINST_MOV);
_InstParam(RDPSINST_MOV).DstReg = DstReg;
_InstParam(RDPSINST_MOV).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_MOV).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_MOV).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_FRC:
_NewPSInst(RDPSINST_FRC);
_InstParam(RDPSINST_FRC).DstReg = DstReg;
_InstParam(RDPSINST_FRC).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_FRC).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_FRC).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_ADD:
_NewPSInst(RDPSINST_ADD);
_InstParam(RDPSINST_ADD).DstReg = DstReg;
_InstParam(RDPSINST_ADD).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_ADD).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_ADD).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_ADD).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_ADD).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_SUB:
_NewPSInst(RDPSINST_SUB);
_InstParam(RDPSINST_SUB).DstReg = DstReg;
_InstParam(RDPSINST_SUB).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_SUB).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_SUB).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_SUB).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_SUB).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_MUL:
_NewPSInst(RDPSINST_MUL);
_InstParam(RDPSINST_MUL).DstReg = DstReg;
_InstParam(RDPSINST_MUL).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_MUL).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_MUL).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_MUL).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_MUL).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_DP3:
_NewPSInst(RDPSINST_DP3);
_InstParam(RDPSINST_DP3).DstReg = DstReg;
_InstParam(RDPSINST_DP3).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP3).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_DP3).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_DP3).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_DP3).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_DP4:
_NewPSInst(RDPSINST_DP4);
_InstParam(RDPSINST_DP4).DstReg = DstReg;
_InstParam(RDPSINST_DP4).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_DP4).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_DP4).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_DP4).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_DP4).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_MAD:
_NewPSInst(RDPSINST_MAD);
_InstParam(RDPSINST_MAD).DstReg = DstReg;
_InstParam(RDPSINST_MAD).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_MAD).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_MAD).SrcReg2 = SrcReg[2];
_InstParam(RDPSINST_MAD).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_MAD).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_MAD).bSrcReg2_Negate = bSrcNegate[2];
_InstParam(RDPSINST_MAD).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_LRP:
_NewPSInst(RDPSINST_LRP);
_InstParam(RDPSINST_LRP).DstReg = DstReg;
_InstParam(RDPSINST_LRP).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_LRP).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_LRP).SrcReg2 = SrcReg[2];
_InstParam(RDPSINST_LRP).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_LRP).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_LRP).bSrcReg2_Negate = bSrcNegate[2];
_InstParam(RDPSINST_LRP).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_CND:
_NewPSInst(RDPSINST_CND);
_InstParam(RDPSINST_CND).DstReg = DstReg;
_InstParam(RDPSINST_CND).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_CND).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_CND).SrcReg2 = SrcReg[2];
_InstParam(RDPSINST_CND).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_CND).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_CND).bSrcReg2_Negate = bSrcNegate[2];
_InstParam(RDPSINST_CND).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
case D3DSIO_CMP:
_NewPSInst(RDPSINST_CMP);
_InstParam(RDPSINST_CMP).DstReg = DstReg;
_InstParam(RDPSINST_CMP).SrcReg0 = SrcReg[0];
_InstParam(RDPSINST_CMP).SrcReg1 = SrcReg[1];
_InstParam(RDPSINST_CMP).SrcReg2 = SrcReg[2];
_InstParam(RDPSINST_CMP).bSrcReg0_Negate = bSrcNegate[0];
_InstParam(RDPSINST_CMP).bSrcReg1_Negate = bSrcNegate[1];
_InstParam(RDPSINST_CMP).bSrcReg2_Negate = bSrcNegate[2];
_InstParam(RDPSINST_CMP).WriteMask = DstWriteMask;
_EmitDstMod(DstReg,DstWriteMask)
break;
default:
break;
}
if( pInst->bFlushQueue )
{
_EnterQuadPixelLoop
_NewPSInst(RDPSINST_FLUSHQUEUE);
QueueIndex = -1;
}
#if DBG
_LeaveQuadPixelLoop
#endif
}
// Flush queue at end of shader if there is anything on it
if( -1 != QueueIndex )
{
_EnterQuadPixelLoop
_NewPSInst(RDPSINST_FLUSHQUEUE);
QueueIndex = -1;
}
_LeaveQuadPixelLoop
_NewPSInst(RDPSINST_END);
#if DBG
if( pRast->m_bDebugPrintTranslatedPixelShaderTokens )
RDPSDisAsm(pRDPSInstBuffer, m_pConstDefs, m_cConstDefs,pCaps->MaxPixelShaderValue, Version);
#endif
}
return S_OK;
}
///////////////////////////////////////////////////////////////////////////////
// end