public void PrepareForReturn() { if (_config.Stage == ShaderStage.Fragment) { if (_config.OmapDepth) { Operand dest = Attribute(AttributeConsts.FragmentOutputDepth); Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr); this.Copy(dest, src); } int regIndex = 0; for (int attachment = 0; attachment < 8; attachment++) { OmapTarget target = _config.OmapTargets[attachment]; for (int component = 0; component < 4; component++) { if (target.ComponentEnabled(component)) { Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4); Operand src = Register(regIndex, RegisterType.Gpr); this.Copy(dest, src); regIndex++; } } } } }
public void PrepareForReturn() { if (Config.Stage == ShaderStage.Fragment) { if (Config.OmapDepth) { Operand dest = Attribute(AttributeConsts.FragmentOutputDepth); Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr); this.Copy(dest, src); } int regIndex = 0; for (int rtIndex = 0; rtIndex < 8; rtIndex++) { OmapTarget target = Config.OmapTargets[rtIndex]; for (int component = 0; component < 4; component++) { if (!target.ComponentEnabled(component)) { continue; } int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16; Operand src = Register(regIndex, RegisterType.Gpr); // Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL). if (component == 0 || component == 2) { Operand isBgra = Attribute(AttributeConsts.FragmentOutputIsBgraBase + rtIndex * 4); Operand lblIsBgra = Label(); Operand lblEnd = Label(); this.BranchIfTrue(lblIsBgra, isBgra); this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src); this.Branch(lblEnd); MarkLabel(lblIsBgra); this.Copy(Attribute(fragmentOutputColorAttr + (2 - component) * 4), src); MarkLabel(lblEnd); } else { this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src); } regIndex++; } } } }
public void PrepareForReturn() { if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0) { // Here we attempt to implement viewport swizzle on the vertex shader. // Perform permutation and negation of the output gl_Position components. // Note that per-viewport swizzling can't be supported using thhis approach. int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0); int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1); int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2); int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3); bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6; if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle) { Operand[] temp = new Operand[4]; temp[0] = this.Copy(Attribute(AttributeConsts.PositionX)); temp[1] = this.Copy(Attribute(AttributeConsts.PositionY)); temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ)); temp[3] = this.Copy(Attribute(AttributeConsts.PositionW)); this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0)); } } else if (Config.Stage == ShaderStage.Fragment) { if (Config.OmapDepth) { Operand dest = Attribute(AttributeConsts.FragmentOutputDepth); Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr); this.Copy(dest, src); } int regIndex = 0; for (int attachment = 0; attachment < 8; attachment++) { OmapTarget target = Config.OmapTargets[attachment]; for (int component = 0; component < 4; component++) { if (target.ComponentEnabled(component)) { Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4); Operand src = Register(regIndex, RegisterType.Gpr); this.Copy(dest, src); regIndex++; } } } } }
public void PrepareForReturn() { if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0) { // Here we attempt to implement viewport swizzle on the vertex shader. // Perform permutation and negation of the output gl_Position components. // Note that per-viewport swizzling can't be supported using this approach. int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0); int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1); int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2); int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3); bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6; if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle) { Operand[] temp = new Operand[4]; temp[0] = this.Copy(Attribute(AttributeConsts.PositionX)); temp[1] = this.Copy(Attribute(AttributeConsts.PositionY)); temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ)); temp[3] = this.Copy(Attribute(AttributeConsts.PositionW)); this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0)); this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0)); } } else if (Config.Stage == ShaderStage.Fragment) { if (Config.OmapDepth) { Operand dest = Attribute(AttributeConsts.FragmentOutputDepth); Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr); this.Copy(dest, src); } int regIndex = 0; for (int rtIndex = 0; rtIndex < 8; rtIndex++) { OmapTarget target = Config.OmapTargets[rtIndex]; for (int component = 0; component < 4; component++) { if (!target.ComponentEnabled(component)) { continue; } int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16; Operand src = Register(regIndex, RegisterType.Gpr); // Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL). if (component == 0 || component == 2) { Operand isBgra = Attribute(AttributeConsts.FragmentOutputIsBgraBase + rtIndex * 4); Operand lblIsBgra = Label(); Operand lblEnd = Label(); this.BranchIfTrue(lblIsBgra, isBgra); this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src); this.Branch(lblEnd); MarkLabel(lblIsBgra); this.Copy(Attribute(fragmentOutputColorAttr + (2 - component) * 4), src); MarkLabel(lblEnd); } else { this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src); } regIndex++; } } } }