Exemple #1
0
        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++;
                    }
                }
            }
        }
Exemple #3
0
        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++;
                        }
                    }
                }
            }
        }
Exemple #4
0
        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++;
                    }
                }
            }
        }