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/**
**
** Copyright 2011, The Android Open Source Project
**
** 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 "src/pixelflinger2/pixelflinger2.h"
#include "src/pixelflinger2/llvm_helper.h"
#include "src/mesa/main/mtypes.h"
#include <llvm/IR/Module.h>
//#undef ALOGD
//#define ALOGD(...)
using namespace llvm;
static void StencilOp(IRBuilder<> &builder, const unsigned char op,
Value * sPtr, Value * sRef)
{
CondBranch condBranch(builder);
Value * s = builder.CreateLoad(sPtr, "stenciOpS");
switch (op) {
case 0 : // GL_ZERO
builder.CreateStore(builder.getInt8(0), sPtr);
break;
case 1 : // GL_KEEP
builder.CreateStore(s, sPtr);
break;
case 2 : // GL_REPLACE
builder.CreateStore(sRef, sPtr);
break;
case 3 : // GL_INCR
condBranch.ifCond(builder.CreateICmpEQ(s, builder.getInt8(255)));
builder.CreateStore(s, sPtr);
condBranch.elseop();
builder.CreateStore(builder.CreateAdd(s, builder.getInt8(1)), sPtr);
condBranch.endif();
break;
case 4 : // GL_DECR
condBranch.ifCond(builder.CreateICmpEQ(s, builder.getInt8(0)));
builder.CreateStore(s, sPtr);
condBranch.elseop();
builder.CreateStore(builder.CreateSub(s, builder.getInt8(1)), sPtr);
condBranch.endif();
break;
case 5 : // GL_INVERT
builder.CreateStore(builder.CreateNot(s), sPtr);
break;
case 6 : // GL_INCR_WRAP
builder.CreateStore(builder.CreateAdd(s, builder.getInt8(1)), sPtr);
break;
case 7 : // GL_DECR_WRAP
builder.CreateStore(builder.CreateSub(s, builder.getInt8(1)), sPtr);
break;
default:
assert(0);
break;
}
}
static Value * StencilOp(IRBuilder<> & builder, Value * face,
const unsigned char frontOp, const unsigned char backOp,
Value * sPtr, Value * sRef)
{
CondBranch condBranch(builder);
if (frontOp != backOp)
condBranch.ifCond(builder.CreateICmpEQ(face, builder.getInt8(0)));
StencilOp(builder, frontOp, sPtr, sRef);
if (frontOp != backOp) {
condBranch.elseop();
StencilOp(builder, backOp, sPtr, sRef);
condBranch.endif();
}
return builder.CreateLoad(sPtr);
}
static void StencilFunc(IRBuilder<> & builder, const unsigned char func,
Value * s, Value * sRef, Value * sCmpPtr)
{
switch (func) {
case GL_NEVER & 0x7:
builder.CreateStore(builder.getFalse(), sCmpPtr);
break;
case GL_LESS & 0x7:
builder.CreateStore(builder.CreateICmpULT(sRef, s), sCmpPtr);
break;
case GL_EQUAL & 0x7:
builder.CreateStore(builder.CreateICmpEQ(sRef, s), sCmpPtr);
break;
case GL_LEQUAL & 0x7:
builder.CreateStore(builder.CreateICmpULE(sRef, s), sCmpPtr);
break;
case GL_GREATER & 0x7:
builder.CreateStore(builder.CreateICmpUGT(sRef, s), sCmpPtr);
break;
case GL_NOTEQUAL & 0x7:
builder.CreateStore(builder.CreateICmpNE(sRef, s), sCmpPtr);
break;
case GL_GEQUAL & 0x7:
builder.CreateStore(builder.CreateICmpUGE(sRef, s), sCmpPtr);
break;
case GL_ALWAYS & 0x7:
builder.CreateStore(builder.getTrue(), sCmpPtr);
break;
default:
assert(0);
break;
}
}
static Value * BlendFactor(const unsigned mode, Value * src, Value * dst,
Value * constant, Value * one, Value * zero,
Value * srcA, Value * dstA, Value * constantA,
Value * sOne, const bool isVector, IRBuilder<> & builder)
{
Value * factor = NULL;
switch (mode) {
case GGLBlendState::GGL_ZERO:
factor = zero;
break;
case GGLBlendState::GGL_ONE:
factor = one;
break;
case GGLBlendState::GGL_SRC_COLOR:
factor = src;
break;
case GGLBlendState::GGL_ONE_MINUS_SRC_COLOR:
factor = builder.CreateSub(one, src);
break;
case GGLBlendState::GGL_DST_COLOR:
factor = dst;
break;
case GGLBlendState::GGL_ONE_MINUS_DST_COLOR:
factor = builder.CreateSub(one, dst);
break;
case GGLBlendState::GGL_SRC_ALPHA:
factor = srcA;
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
case GGLBlendState::GGL_ONE_MINUS_SRC_ALPHA:
factor = builder.CreateSub(sOne, srcA);
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
case GGLBlendState::GGL_DST_ALPHA:
factor = dstA;
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
case GGLBlendState::GGL_ONE_MINUS_DST_ALPHA:
factor = builder.CreateSub(sOne, dstA);
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
case GGLBlendState::GGL_SRC_ALPHA_SATURATE:
// valid only for source color and alpha
factor = minIntScalar(builder, srcA, builder.CreateSub(sOne, dstA));
if (isVector)
factor = intVec(builder, factor, factor, factor, sOne);
else
factor = sOne; // when it's used for source alpha, it's just 1
break;
case GGLBlendState::GGL_CONSTANT_COLOR:
factor = constant;
break;
case GGLBlendState::GGL_ONE_MINUS_CONSTANT_COLOR:
factor = builder.CreateSub(one, constant);
break;
case GGLBlendState::GGL_CONSTANT_ALPHA:
factor = constantA;
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
case GGLBlendState::GGL_ONE_MINUS_CONSTANT_ALPHA:
factor = builder.CreateSub(sOne, constantA);
if (isVector)
factor = intVec(builder, factor, factor, factor, factor);
break;
default:
assert(0);
break;
}
return factor;
}
static Value * Saturate(IRBuilder<> & builder, Value * intVector)
{
intVector = intVecMax(builder, intVector, constIntVec(builder, 0,0,0,0));
return intVecMin(builder, intVector, constIntVec(builder, 255,255,255,255));
}
// src is int32x4 [0,255] rgba vector, and combines them into int32
// RGB_565 channel order is weird
static Value * IntVectorToScreenColor(IRBuilder<> & builder, const GGLPixelFormat format, Value * src)
{
if (GGL_PIXEL_FORMAT_RGBA_8888 == format) {
src = builder.CreateShl(src, constIntVec(builder, 0, 8, 16, 24));
std::vector<Value *> comps = extractVector(builder, src);
comps[0] = builder.CreateOr(comps[0], comps[1]);
comps[0] = builder.CreateOr(comps[0], comps[2]);
comps[0] = builder.CreateOr(comps[0], comps[3]);
return comps[0];
} else if (GGL_PIXEL_FORMAT_RGB_565 == format) {
src = builder.CreateAnd(src, constIntVec(builder, 0xf8, 0xfc, 0xf8, 0));
std::vector<Value *> comps = extractVector(builder, src);
// channel order is weird
for (unsigned i = 0; i < 4; i++)
comps[i] = builder.CreateTrunc(comps[i], builder.getInt16Ty());
comps[2] = builder.CreateLShr(comps[2], 3);
comps[1] = builder.CreateShl(comps[1], 3);
comps[0] = builder.CreateShl(comps[0], 8);
comps[0] = builder.CreateOr(comps[0], comps[1]);
comps[0] = builder.CreateOr(comps[0], comps[2]);
return comps[0];
} else if (GGL_PIXEL_FORMAT_UNKNOWN == format)
return builder.getInt32(0);
else
assert(0);
return NULL;
}
// src is int32 or int16, return is int32x4 [0,255] rgba
// RGB_565 channel order is weird
static Value * ScreenColorToIntVector(IRBuilder<> & builder, const GGLPixelFormat format, Value * src)
{
src = builder.CreateZExt(src, builder.getInt32Ty());
Value * dst = intVec(builder, src, src, src, src);
if (GGL_PIXEL_FORMAT_RGBA_8888 == format) {
dst = builder.CreateLShr(dst, constIntVec(builder, 0, 8, 16, 24));
dst = builder.CreateAnd(dst, constIntVec(builder, 0xff, 0xff, 0xff, 0xff));
} else if (GGL_PIXEL_FORMAT_RGB_565 == format) {
// channel order is weird
dst = builder.CreateAnd(dst, constIntVec(builder, 0xf800, 0x7e0, 0x1f, 0));
dst = builder.CreateLShr(dst, constIntVec(builder, 8, 3, 0, 0));
dst = builder.CreateShl(dst, constIntVec(builder, 0, 0, 3, 0));
dst = builder.CreateOr(dst, constIntVec(builder, 0, 0, 0, 0xff));
} else if (GGL_PIXEL_FORMAT_UNKNOWN == format)
ALOGD("pf2: ScreenColorToIntVector GGL_PIXEL_FORMAT_UNKNOWN"); // not set yet, do nothing
else
assert(0);
return dst;
}
// src is <4 x float> approx [0,1]; dst is <4 x i32> [0,255] from frame buffer; return is i32
Value * GenerateFSBlend(const GGLState * gglCtx, const GGLPixelFormat format, /*const RegDesc * regDesc,*/
IRBuilder<> & builder, Value * src, Value * dst)
{
Type * const intType = builder.getInt32Ty();
// TODO cast the outputs pointer type to int for writing to minimize bandwidth
if (!gglCtx->blendState.enable) {
// if (regDesc->IsInt32Color())
// {
// debug_printf("GenerateFixedFS dst is already scalar fixed0 \n");
// src = builder.CreateExtractElement(src, builder.getInt32(0));
// src = builder.CreateBitCast(src, intType); // it's already RGBA int32
// }
// else if (regDesc->IsVectorType(Float))
// {
src = builder.CreateFMul(src, constFloatVec(builder,255,255,255,255));
src = builder.CreateFPToSI(src, intVecType(builder));
src = Saturate(builder, src);
src = IntVectorToScreenColor(builder, format, src);
// }
// else if (regDesc->IsVectorType(Fixed8))
// {
// src = builder.CreateBitCast(src, instr->GetIntVectorType());
// src = Saturate(instr, src);
// src = IntVectorToColor(instr, storage, src);
// }
// else if (regDesc->IsVectorType(Fixed16))
// {
// src = builder.CreateBitCast(src, instr->GetIntVectorType());
// src = builder.CreateAShr(src, constIntVec(builder,8,8,8,8));
// src = Saturate(instr, src);
// src = IntVectorToColor(instr, storage, src);
// }
// else
// assert(0);
return src;
}
// blending, so convert src to <4 x i32>
// if (regDesc->IsInt32Color())
// {
// src = builder.CreateExtractElement(src, builder.getInt32(0));
// src = builder.CreateBitCast(src, intType); // it's already RGBA int32
//
// Value * channels = Constant::getNullValue(instr->GetIntVectorType());
// channels = builder.CreateInsertElement(channels, src, builder.getInt32(0));
// channels = builder.CreateInsertElement(channels, src, builder.getInt32(1));
// channels = builder.CreateInsertElement(channels, src, builder.getInt32(2));
// channels = builder.CreateInsertElement(channels, src, builder.getInt32(3));
// channels = builder.CreateLShr(channels, constIntVec(builder,0, 8, 16, 24));
// channels = builder.CreateAnd(channels, constIntVec(builder,0xff, 0xff, 0xff, 0xff));
// src = channels;
// }
// else if (regDesc->IsVectorType(Fixed8)) // it's already int32x4 RGBA
// src = builder.CreateBitCast(src, instr->GetIntVectorType());
// else if (regDesc->IsVectorType(Fixed16))
// {
// src = builder.CreateBitCast(src, instr->GetIntVectorType());
// // TODO DXL consider shl dst by 8 and ashr by 16 in the end for more precision
// src = builder.CreateAShr(src, constIntVec(builder,8,8,8,8));
// }
// else if (regDesc->IsVectorType(Float))
// {
src = builder.CreateFMul(src, constFloatVec(builder,255,255,255,255));
src = builder.CreateFPToSI(src, intVecType(builder));
// }
// else
// assert(0);
Value * const one = constIntVec(builder,255,255,255,255);
Value * const zero = constIntVec(builder,0,0,0,0);
Value * const sOne = builder.getInt32(255);
Value * const sZero = builder.getInt32(0);
#if USE_LLVM_SCANLINE
Value * constant = constIntVec(builder,gglCtx->blendState.color[0],
gglCtx->blendState.color[1],
gglCtx->blendState.color[2],
gglCtx->blendState.color[3]);
#else
Value * constant = NULL;
assert(0);
#endif
Value * srcA = extractVector(builder,src)[3];
Value * dstA = extractVector(builder,dst)[3];
Value * constantA = extractVector(builder,constant)[3];
Value * sf = BlendFactor(gglCtx->blendState.scf, src, dst,
constant, one, zero, srcA, dstA,
constantA, sOne, true, builder);
if (gglCtx->blendState.scf != gglCtx->blendState.saf) {
Value * sfA = BlendFactor(gglCtx->blendState.saf, srcA, dstA,
constantA, sOne, sZero, srcA, dstA,
constantA, sOne, false, builder);
sf = builder.CreateInsertElement(sf, sfA, builder.getInt32(3),
name("sfAStore"));
}
Value * df = BlendFactor(gglCtx->blendState.dcf, src, dst,
constant, one, zero, srcA, dstA,
constantA, sOne, true, builder);
if (gglCtx->blendState.dcf != gglCtx->blendState.daf) {
Value * dfA = BlendFactor(gglCtx->blendState.daf, srcA, dstA,
constantA, sOne, sZero, srcA, dstA,
constantA, sOne, false, builder);
df = builder.CreateInsertElement(df, dfA, builder.getInt32(3),
name("dfAStore"));
}
// this is factor *= 256 / 255; factors have a chance of constant folding
sf = builder.CreateAdd(sf, builder.CreateLShr(sf, constIntVec(builder,7,7,7,7)));
df = builder.CreateAdd(df, builder.CreateLShr(df, constIntVec(builder,7,7,7,7)));
src = builder.CreateMul(src, sf);
dst = builder.CreateMul(dst, df);
Value * res = NULL;
switch (gglCtx->blendState.ce + GL_FUNC_ADD) {
case GL_FUNC_ADD:
res = builder.CreateAdd(src, dst);
break;
case GL_FUNC_SUBTRACT:
res = builder.CreateSub(src, dst);
break;
case GL_FUNC_REVERSE_SUBTRACT:
res = builder.CreateSub(dst, src);
break;
default:
assert(0);
break;
}
if (gglCtx->blendState.ce != gglCtx->blendState.ae) {
srcA = extractVector(builder,src)[3];
dstA = extractVector(builder,dst)[3];
Value * resA = NULL;
switch (gglCtx->blendState.ae + GL_FUNC_ADD) {
case GL_FUNC_ADD:
resA = builder.CreateAdd(srcA, dstA);
break;
case GL_FUNC_SUBTRACT:
resA = builder.CreateSub(srcA, dstA);
break;
case GL_FUNC_REVERSE_SUBTRACT:
resA = builder.CreateSub(dstA, srcA);
break;
default:
assert(0);
break;
}
res = builder.CreateInsertElement(res, resA, builder.getInt32(3),
name("resAStore"));
}
res = builder.CreateAShr(res, constIntVec(builder,8,8,8,8));
res = Saturate(builder, res);
res = IntVectorToScreenColor(builder, format, res);
return res;
}
static FunctionType * ScanLineFunctionType(IRBuilder<> & builder)
{
std::vector<Type*> funcArgs;
VectorType * vectorType = floatVecType(builder);
PointerType * vectorPtr = PointerType::get(vectorType, 0);
Type * intType = builder.getInt32Ty();
PointerType * intPointerType = PointerType::get(intType, 0);
PointerType * bytePointerType = PointerType::get(builder.getInt8Ty(), 0);
funcArgs.push_back(vectorPtr); // start
funcArgs.push_back(vectorPtr); // step
funcArgs.push_back(vectorPtr); // constants
funcArgs.push_back(intPointerType); // frame
funcArgs.push_back(intPointerType); // depth
funcArgs.push_back(bytePointerType); // stencil
funcArgs.push_back(bytePointerType); // stencil state
funcArgs.push_back(intType); // count
FunctionType *functionType = FunctionType::get(/*Result=*/builder.getVoidTy(),
llvm::ArrayRef<Type*>(funcArgs),
/*isVarArg=*/false);
return functionType;
}
// generated scanline function parameters are VertexOutput * start, VertexOutput * step,
// unsigned * frame, int * depth, unsigned char * stencil,
// GGLActiveStencilState * stencilState, unsigned count
void GenerateScanLine(const GGLState * gglCtx, const gl_shader_program * program, Module * mod,
const char * shaderName, const char * scanlineName)
{
IRBuilder<> builder(mod->getContext());
// debug_printf("GenerateScanLine %s \n", scanlineName);
Type * intType = builder.getInt32Ty();
PointerType * intPointerType = PointerType::get(intType, 0);
Type * byteType = builder.getInt8Ty();
PointerType * bytePointerType = PointerType::get(byteType, 0);
Function * func = mod->getFunction(scanlineName);
if (func)
return;
func = llvm::cast<Function>(mod->getOrInsertFunction(scanlineName,
ScanLineFunctionType(builder)));
BasicBlock *label_entry = BasicBlock::Create(builder.getContext(), "entry", func, 0);
builder.SetInsertPoint(label_entry);
CondBranch condBranch(builder);
Function::arg_iterator args = func->arg_begin();
Value * start = args++;
start->setName("start");
Value * step = args++;
step->setName("step");
Value * constants = args++;
constants->setName("constants");
// need alloc to be able to assign to it by using store
Value * framePtr = builder.CreateAlloca(intPointerType);
builder.CreateStore(args++, framePtr);
Value * depthPtr = builder.CreateAlloca(intPointerType);
builder.CreateStore(args++, depthPtr);
Value * stencilPtr = builder.CreateAlloca(bytePointerType);
builder.CreateStore(args++, stencilPtr);
Value * stencilState = args++;
stencilState->setName("stencilState");
Value * countPtr = builder.CreateAlloca(intType);
builder.CreateStore(args++, countPtr);
Value * sFace = NULL, * sRef = NULL, *sMask = NULL, * sFunc = NULL;
if (gglCtx->bufferState.stencilTest) {
sFace = builder.CreateLoad(builder.CreateConstInBoundsGEP1_32(stencilState, 0), "sFace");
if (gglCtx->frontStencil.ref == gglCtx->backStencil.ref)
sRef = builder.getInt8(gglCtx->frontStencil.ref);
else
sRef = builder.CreateLoad(builder.CreateConstInBoundsGEP1_32(stencilState, 1), "sRef");
if (gglCtx->frontStencil.mask == gglCtx->backStencil.mask)
sMask = builder.getInt8(gglCtx->frontStencil.mask);
else
sMask = builder.CreateLoad(builder.CreateConstInBoundsGEP1_32(stencilState, 2), "sMask");
if (gglCtx->frontStencil.func == gglCtx->backStencil.func)
sFunc = builder.getInt8(gglCtx->frontStencil.func);
else
sFunc = builder.CreateLoad(builder.CreateConstInBoundsGEP1_32(stencilState, 3), "sFunc");
}
condBranch.beginLoop(); // while (count > 0)
assert(framePtr && gglCtx);
// get values
Value * frame = NULL;
if (GGL_PIXEL_FORMAT_RGBA_8888 == gglCtx->bufferState.colorFormat)
frame = builder.CreateLoad(framePtr);
else if (GGL_PIXEL_FORMAT_RGB_565 == gglCtx->bufferState.colorFormat) {
frame = builder.CreateLoad(framePtr);
frame = builder.CreateBitCast(frame, PointerType::get(builder.getInt16Ty(), 0));
} else if (GGL_PIXEL_FORMAT_UNKNOWN == gglCtx->bufferState.colorFormat)
frame = builder.CreateLoad(framePtr); // color buffer not set yet
else
assert(0);
frame->setName("frame");
Value * depth = NULL, * stencil = NULL;
if (gglCtx->bufferState.depthTest) {
assert(GGL_PIXEL_FORMAT_Z_32 == gglCtx->bufferState.depthFormat);
depth = builder.CreateLoad(depthPtr);
depth->setName("depth");
}
Value * count = builder.CreateLoad(countPtr);
count->setName("count");
Value * cmp = builder.CreateICmpEQ(count, builder.getInt32(0));
condBranch.ifCond(cmp, "if_break_loop"); // if (count == 0)
condBranch.brk(); // break;
condBranch.endif();
Value * sCmpPtr = NULL, * sCmp = NULL, * sPtr = NULL, * s = NULL;
if (gglCtx->bufferState.stencilTest) {
stencil = builder.CreateLoad(stencilPtr);
stencil->setName("stencil");
// temporaries to load/store value
sCmpPtr = builder.CreateAlloca(builder.getInt1Ty());
sCmpPtr->setName("sCmpPtr");
sPtr = builder.CreateAlloca(byteType);
sPtr->setName("sPtr");
s = builder.CreateLoad(stencil);
s = builder.CreateAnd(s, sMask);
builder.CreateStore(s, sPtr);
if (gglCtx->frontStencil.func != gglCtx->backStencil.func)
condBranch.ifCond(builder.CreateICmpEQ(sFace, builder.getInt8(0)));
StencilFunc(builder, gglCtx->frontStencil.func, s, sRef, sCmpPtr);
if (gglCtx->frontStencil.func != gglCtx->backStencil.func) {
condBranch.elseop();
StencilFunc(builder, gglCtx->backStencil.func, s, sRef, sCmpPtr);
condBranch.endif();
}
sCmp = builder.CreateLoad(sCmpPtr);
} else
sCmp = ConstantInt::getTrue(mod->getContext());
sCmp->setName("sCmp");
Value * depthZ = NULL, * zPtr = NULL, * z = NULL, * zCmp = NULL;
if (gglCtx->bufferState.depthTest) {
depthZ = builder.CreateLoad(depth, "depthZ"); // z stored in buffer
zPtr = builder.CreateAlloca(intType); // temp store for modifying incoming z
zPtr->setName("zPtr");
// modified incoming z
z = builder.CreateBitCast(start, intPointerType);
z = builder.CreateConstInBoundsGEP1_32(z, (GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_FRAGCOORD_INDEX) * 4 + 2);
z = builder.CreateLoad(z, "z");
builder.CreateStore(z, zPtr);
Value * zNegative = builder.CreateICmpSLT(z, builder.getInt32(0));
condBranch.ifCond(zNegative);
// if (0x80000000 & z) z ^= 0x7fffffff since smaller -ve float means bigger -ve int
z = builder.CreateXor(z, builder.getInt32(0x7fffffff));
builder.CreateStore(z, zPtr);
condBranch.endif();
z = builder.CreateLoad(zPtr, "z");
switch (0x200 | gglCtx->bufferState.depthFunc) {
case GL_NEVER:
zCmp = ConstantInt::getFalse(mod->getContext());
break;
case GL_LESS:
zCmp = builder.CreateICmpSLT(z, depthZ);
break;
case GL_EQUAL:
zCmp = builder.CreateICmpEQ(z, depthZ);
break;
case GL_LEQUAL:
zCmp = builder.CreateICmpSLE(z, depthZ);
break;
case GL_GREATER:
zCmp = builder.CreateICmpSGT(z, depthZ);
break;
case GL_NOTEQUAL:
zCmp = builder.CreateICmpNE(z, depthZ);
break;
case GL_GEQUAL:
zCmp = builder.CreateICmpSGE(z, depthZ);
break;
case GL_ALWAYS:
zCmp = ConstantInt::getTrue(mod->getContext());
break;
default:
assert(0);
break;
}
} else // no depth test means always pass
zCmp = ConstantInt::getTrue(mod->getContext());
zCmp->setName("zCmp");
condBranch.ifCond(sCmp, "if_sCmp", "sCmp_fail");
condBranch.ifCond(zCmp, "if_zCmp", "zCmp_fail");
Value * inputs = start;
Value * outputs = start;
Value * fsOutputs = builder.CreateConstInBoundsGEP1_32(start,
offsetof(VertexOutput,fragColor)/sizeof(Vector4));
Function * fsFunction = mod->getFunction(shaderName);
assert(fsFunction);
CallInst *call = builder.CreateCall3(fsFunction,inputs, outputs, constants);
call->setCallingConv(CallingConv::C);
call->setTailCall(false);
Value * dst = Constant::getNullValue(intVecType(builder));
if (gglCtx->blendState.enable && (0 != gglCtx->blendState.dcf || 0 != gglCtx->blendState.daf)) {
Value * frameColor = builder.CreateLoad(frame, "frameColor");
dst = ScreenColorToIntVector(builder, gglCtx->bufferState.colorFormat, frameColor);
}
Value * src = builder.CreateConstInBoundsGEP1_32(fsOutputs, 0);
src = builder.CreateLoad(src);
Value * color = GenerateFSBlend(gglCtx, gglCtx->bufferState.colorFormat,/*&prog->outputRegDesc,*/ builder, src, dst);
builder.CreateStore(color, frame);
// TODO DXL depthmask check
if (gglCtx->bufferState.depthTest) {
z = builder.CreateBitCast(z, intType);
builder.CreateStore(z, depth); // store z
}
if (gglCtx->bufferState.stencilTest)
builder.CreateStore(StencilOp(builder, sFace, gglCtx->frontStencil.dPass,
gglCtx->backStencil.dPass, sPtr, sRef), stencil);
condBranch.elseop(); // failed z test
if (gglCtx->bufferState.stencilTest)
builder.CreateStore(StencilOp(builder, sFace, gglCtx->frontStencil.dFail,
gglCtx->backStencil.dFail, sPtr, sRef), stencil);
condBranch.endif();
condBranch.elseop(); // failed s test
if (gglCtx->bufferState.stencilTest)
builder.CreateStore(StencilOp(builder, sFace, gglCtx->frontStencil.sFail,
gglCtx->backStencil.sFail, sPtr, sRef), stencil);
condBranch.endif();
assert(frame);
frame = builder.CreateConstInBoundsGEP1_32(frame, 1); // frame++
// frame may have been casted to short* from int*, so cast back
frame = builder.CreateBitCast(frame, PointerType::get(builder.getInt32Ty(), 0));
builder.CreateStore(frame, framePtr);
if (gglCtx->bufferState.depthTest) {
depth = builder.CreateConstInBoundsGEP1_32(depth, 1); // depth++
builder.CreateStore(depth, depthPtr);
}
if (gglCtx->bufferState.stencilTest) {
stencil = builder.CreateConstInBoundsGEP1_32(stencil, 1); // stencil++
builder.CreateStore(stencil, stencilPtr);
}
Value * vPtr = NULL, * v = NULL, * dx = NULL;
if (program->UsesFragCoord) {
vPtr = builder.CreateConstInBoundsGEP1_32(start, GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_FRAGCOORD_INDEX);
v = builder.CreateLoad(vPtr);
dx = builder.CreateConstInBoundsGEP1_32(step, GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_FRAGCOORD_INDEX);
dx = builder.CreateLoad(dx);
v = builder.CreateFAdd(v, dx);
builder.CreateStore(v, vPtr);
} else if (gglCtx->bufferState.depthTest) {
Type * floatType = builder.getFloatTy();
PointerType * floatPointerType = PointerType::get(floatType, 0);
vPtr = builder.CreateBitCast(start, floatPointerType);
vPtr = builder.CreateConstInBoundsGEP1_32(vPtr,
(GGL_FS_INPUT_OFFSET + GGL_FS_INPUT_FRAGCOORD_INDEX) * 4 + 2);
v = builder.CreateLoad(vPtr);
dx = builder.CreateBitCast(step, floatPointerType);
dx = builder.CreateConstInBoundsGEP1_32(dx,
(GGL_FS_INPUT_OFFSET + GGL_FS_INPUT_FRAGCOORD_INDEX) * 4 + 2);
dx = builder.CreateLoad(dx);
v = builder.CreateFAdd(v, dx);
builder.CreateStore(v, vPtr);
}
if (program->UsesPointCoord) {
vPtr = builder.CreateConstInBoundsGEP1_32(start, GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_FRONTFACINGPOINTCOORD_INDEX);
v = builder.CreateLoad(vPtr);
dx = builder.CreateConstInBoundsGEP1_32(step, GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_FRONTFACINGPOINTCOORD_INDEX);
dx = builder.CreateLoad(dx);
v = builder.CreateFAdd(v, dx);
builder.CreateStore(v, vPtr);
}
for (unsigned i = 0; i < program->VaryingSlots; ++i) {
vPtr = builder.CreateConstInBoundsGEP1_32(start, offsetof(VertexOutput,varyings)/sizeof(Vector4) + i);
v = builder.CreateLoad(vPtr);
dx = builder.CreateConstInBoundsGEP1_32(step, GGL_FS_INPUT_OFFSET +
GGL_FS_INPUT_VARYINGS_INDEX + i);
dx = builder.CreateLoad(dx);
v = builder.CreateFAdd(v, dx);
builder.CreateStore(v, vPtr);
}
count = builder.CreateSub(count, builder.getInt32(1));
builder.CreateStore(count, countPtr); // count--;
condBranch.endLoop();
builder.CreateRetVoid();
}