[D3D12] Convert dxbc_shader_translator_om.cc to new DXBC emission code

This commit is contained in:
Triang3l 2020-02-10 23:50:26 +03:00
parent 160f218210
commit 014d03193e
3 changed files with 2232 additions and 6155 deletions

View File

@ -181,15 +181,16 @@ void DxbcShaderTranslator::Reset() {
}
void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
uint32_t dest_write_mask,
bool is_integer) const {
bool is_integer, uint32_t mask,
bool force_vector) const {
uint32_t operand_token = GetOperandTokenTypeAndIndex();
uint32_t dest_component = DxbcDest::GetMaskSingleComponent(dest_write_mask);
uint32_t select_component = dest_component != UINT32_MAX ? dest_component : 0;
bool dest_is_vector =
dest_write_mask != 0b0000 && dest_component == UINT32_MAX;
uint32_t mask_single_component = DxbcDest::GetMaskSingleComponent(mask);
uint32_t select_component =
mask_single_component != UINT32_MAX ? mask_single_component : 0;
bool is_vector =
force_vector || (mask != 0b0000 && mask_single_component == UINT32_MAX);
if (type_ == DxbcOperandType::kImmediate32) {
if (dest_is_vector) {
if (is_vector) {
operand_token |= uint32_t(DxbcOperandDimension::kVector) |
(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
(DxbcSrc::kXYZW << 4);
@ -197,11 +198,10 @@ void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
operand_token |= uint32_t(DxbcOperandDimension::kScalar);
}
code.push_back(operand_token);
if (dest_is_vector) {
if (is_vector) {
for (uint32_t i = 0; i < 4; ++i) {
code.push_back((dest_write_mask & (1 << i))
? GetModifiedImmediate(i, is_integer)
: 0);
code.push_back((mask & (1 << i)) ? GetModifiedImmediate(i, is_integer)
: 0);
}
} else {
code.push_back(GetModifiedImmediate(select_component, is_integer));
@ -209,7 +209,7 @@ void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
} else {
switch (GetDimension()) {
case DxbcOperandDimension::kScalar:
if (dest_is_vector) {
if (is_vector) {
operand_token |= uint32_t(DxbcOperandDimension::kVector) |
(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
(DxbcSrc::kXXXX << 4);
@ -219,17 +219,16 @@ void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
break;
case DxbcOperandDimension::kVector:
operand_token |= uint32_t(DxbcOperandDimension::kVector);
if (dest_is_vector) {
if (is_vector) {
operand_token |= uint32_t(DxbcComponentSelection::kSwizzle) << 2;
// Clear swizzle of unused components to a used value to avoid
// referencing potentially uninitialized register components.
uint32_t used_component;
if (!xe::bit_scan_forward(dest_write_mask, &used_component)) {
if (!xe::bit_scan_forward(mask, &used_component)) {
used_component = 0;
}
for (uint32_t i = 0; i < 4; ++i) {
uint32_t swizzle_index =
(dest_write_mask & (1 << i)) ? i : used_component;
uint32_t swizzle_index = (mask & (1 << i)) ? i : used_component;
operand_token |=
(((swizzle_ >> (swizzle_index * 2)) & 3) << (4 + i * 2));
}
@ -1388,7 +1387,7 @@ void DxbcShaderTranslator::StartTranslation() {
}
// Zero general-purpose registers to prevent crashes when the game references
// them.
// them after only initializing them conditionally.
for (uint32_t i = IsDxbcPixelShader() ? kInterpolatorCount : 0;
i < register_count(); ++i) {
DxbcOpMov(

View File

@ -605,10 +605,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
return DxbcDest(DxbcOperandType::kOutputDepth, 0b0001);
}
static DxbcDest Null() { return DxbcDest(DxbcOperandType::kNull, 0b0000); }
// Must write to all 4 components.
static DxbcDest U(uint32_t index_1d, DxbcIndex index_2d) {
return DxbcDest(DxbcOperandType::kUnorderedAccessView, 0b1111, index_1d,
index_2d);
static DxbcDest U(uint32_t index_1d, DxbcIndex index_2d,
uint32_t write_mask = 0b1111) {
return DxbcDest(DxbcOperandType::kUnorderedAccessView, write_mask,
index_1d, index_2d);
}
uint32_t GetMask() const {
@ -792,12 +792,12 @@ class DxbcShaderTranslator : public ShaderTranslator {
return new_src;
}
uint32_t GetLength(uint32_t dest_write_mask) const {
bool dest_is_vector =
dest_write_mask != 0b0000 &&
DxbcDest::GetMaskSingleComponent(dest_write_mask) == UINT32_MAX;
uint32_t GetLength(uint32_t mask, bool force_vector = false) const {
bool is_vector = force_vector ||
(mask != 0b0000 &&
DxbcDest::GetMaskSingleComponent(mask) == UINT32_MAX);
if (type_ == DxbcOperandType::kImmediate32) {
return dest_is_vector ? 5 : 2;
return is_vector ? 5 : 2;
}
return ((absolute_ || negate_) ? 2 : 1) + DxbcOperandAddress::GetLength();
}
@ -828,43 +828,74 @@ class DxbcShaderTranslator : public ShaderTranslator {
immediate_[(swizzle_ >> (swizzle_index * 2)) & 3], is_integer,
absolute_, negate_);
}
void Write(std::vector<uint32_t>& code, uint32_t dest_write_mask,
bool is_integer) const;
void Write(std::vector<uint32_t>& code, bool is_integer, uint32_t mask,
bool force_vector = false) const;
};
// D3D10_SB_OPCODE_TYPE
enum class DxbcOpcode : uint32_t {
kAdd = 0,
kAnd = 1,
kBreak = 2,
kCall = 4,
kCallC = 5,
kCase = 6,
kDefault = 10,
kDiscard = 13,
kDiv = 14,
kElse = 18,
kEndIf = 21,
kEndLoop = 22,
kEndSwitch = 23,
kEq = 24,
kFToI = 27,
kFToU = 28,
kGE = 29,
kIAdd = 30,
kIf = 31,
kIEq = 32,
kILT = 34,
kIMAd = 35,
kIMax = 36,
kIMin = 37,
kINE = 39,
kIShL = 41,
kIToF = 43,
kLabel = 44,
kLT = 49,
kMAd = 50,
kMin = 51,
kMax = 52,
kMov = 54,
kMovC = 55,
kMul = 56,
kNot = 59,
kOr = 60,
kRet = 62,
kRetC = 63,
kRoundNE = 64,
kSwitch = 76,
kULT = 79,
kUGE = 80,
kUMul = 81,
kUMAd = 82,
kUMax = 83,
kUMin = 84,
kUShR = 85,
kUToF = 86,
kXOr = 87,
kDerivRTXCoarse = 122,
kDerivRTXFine = 123,
kDerivRTYCoarse = 124,
kDerivRTYFine = 125,
kF32ToF16 = 130,
kF16ToF32 = 131,
kFirstBitHi = 135,
kUBFE = 138,
kIBFE = 139,
kBFI = 140,
kLdUAVTyped = 163,
kStoreUAVTyped = 164,
kEvalSampleIndex = 204,
};
@ -883,7 +914,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length, saturate));
dest.Write(shader_code_);
src.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1) != 0);
src.Write(shader_code_, (src_are_integer & 0b1) != 0, dest_write_mask);
++stat_.instruction_count;
}
void DxbcEmitAluOp(DxbcOpcode opcode, uint32_t src_are_integer,
@ -896,8 +927,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length, saturate));
dest.Write(shader_code_);
src0.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1) != 0);
src1.Write(shader_code_, dest_write_mask, (src_are_integer & 0b10) != 0);
src0.Write(shader_code_, (src_are_integer & 0b1) != 0, dest_write_mask);
src1.Write(shader_code_, (src_are_integer & 0b10) != 0, dest_write_mask);
++stat_.instruction_count;
}
void DxbcEmitAluOp(DxbcOpcode opcode, uint32_t src_are_integer,
@ -911,9 +942,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length, saturate));
dest.Write(shader_code_);
src0.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1) != 0);
src1.Write(shader_code_, dest_write_mask, (src_are_integer & 0b10) != 0);
src2.Write(shader_code_, dest_write_mask, (src_are_integer & 0b100) != 0);
src0.Write(shader_code_, (src_are_integer & 0b1) != 0, dest_write_mask);
src1.Write(shader_code_, (src_are_integer & 0b10) != 0, dest_write_mask);
src2.Write(shader_code_, (src_are_integer & 0b100) != 0, dest_write_mask);
++stat_.instruction_count;
}
void DxbcEmitAluOp(DxbcOpcode opcode, uint32_t src_are_integer,
@ -928,10 +959,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length, saturate));
dest.Write(shader_code_);
src0.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1) != 0);
src1.Write(shader_code_, dest_write_mask, (src_are_integer & 0b10) != 0);
src2.Write(shader_code_, dest_write_mask, (src_are_integer & 0b100) != 0);
src3.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1000) != 0);
src0.Write(shader_code_, (src_are_integer & 0b1) != 0, dest_write_mask);
src1.Write(shader_code_, (src_are_integer & 0b10) != 0, dest_write_mask);
src2.Write(shader_code_, (src_are_integer & 0b100) != 0, dest_write_mask);
src3.Write(shader_code_, (src_are_integer & 0b1000) != 0, dest_write_mask);
++stat_.instruction_count;
}
void DxbcEmitAluOp(DxbcOpcode opcode, uint32_t src_are_integer,
@ -946,8 +977,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length, saturate));
dest0.Write(shader_code_);
dest1.Write(shader_code_);
src0.Write(shader_code_, dest_write_mask, (src_are_integer & 0b1) != 0);
src1.Write(shader_code_, dest_write_mask, (src_are_integer & 0b10) != 0);
src0.Write(shader_code_, (src_are_integer & 0b1) != 0, dest_write_mask);
src1.Write(shader_code_, (src_are_integer & 0b10) != 0, dest_write_mask);
++stat_.instruction_count;
}
void DxbcEmitFlowOp(DxbcOpcode opcode, const DxbcSrc& src,
@ -956,7 +987,17 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length) |
(test ? (1 << 18) : 0));
src.Write(shader_code_, 0b0000, true);
src.Write(shader_code_, true, 0b0000);
++stat_.instruction_count;
}
void DxbcEmitFlowOp(DxbcOpcode opcode, const DxbcSrc& src0,
const DxbcSrc& src1, bool test = false) {
uint32_t operands_length = src0.GetLength(0b0000) + src1.GetLength(0b0000);
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(DxbcOpcodeToken(opcode, operands_length) |
(test ? (1 << 18) : 0));
src0.Write(shader_code_, true, 0b0000);
src1.Write(shader_code_, true, 0b0000);
++stat_.instruction_count;
}
@ -970,19 +1011,39 @@ class DxbcShaderTranslator : public ShaderTranslator {
DxbcEmitAluOp(DxbcOpcode::kAnd, 0b11, dest, src0, src1);
++stat_.uint_instruction_count;
}
void DxbcOpBreak() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kBreak, 0));
++stat_.instruction_count;
}
void DxbcOpCall(const DxbcSrc& label) {
DxbcEmitFlowOp(DxbcOpcode::kCall, label);
++stat_.static_flow_control_count;
}
void DxbcOpElse() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kElse, 0));
void DxbcOpCallC(bool test, const DxbcSrc& src, const DxbcSrc& label) {
DxbcEmitFlowOp(DxbcOpcode::kCallC, src, label, test);
++stat_.dynamic_flow_control_count;
}
void DxbcOpCase(const DxbcSrc& src) {
DxbcEmitFlowOp(DxbcOpcode::kCase, src);
++stat_.static_flow_control_count;
}
void DxbcOpDefault() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kDefault, 0));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
void DxbcOpDiscard(bool test, const DxbcSrc& src) {
DxbcEmitFlowOp(DxbcOpcode::kDiscard, src, test);
}
void DxbcOpDiv(const DxbcDest& dest, const DxbcSrc& src0, const DxbcSrc& src1,
bool saturate = false) {
DxbcEmitAluOp(DxbcOpcode::kDiv, 0b00, dest, src0, src1, saturate);
++stat_.float_instruction_count;
}
void DxbcOpElse() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kElse, 0));
++stat_.instruction_count;
}
void DxbcOpEndIf() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kEndIf, 0));
++stat_.instruction_count;
@ -995,10 +1056,24 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kEndSwitch, 0));
++stat_.instruction_count;
}
void DxbcOpEq(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kEq, 0b00, dest, src0, src1);
++stat_.float_instruction_count;
}
void DxbcOpFToI(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kFToI, 0b0, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpFToU(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kFToU, 0b0, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpGE(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kGE, 0b00, dest, src0, src1);
++stat_.float_instruction_count;
}
void DxbcOpIAdd(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kIAdd, 0b11, dest, src0, src1);
@ -1008,16 +1083,60 @@ class DxbcShaderTranslator : public ShaderTranslator {
DxbcEmitFlowOp(DxbcOpcode::kIf, src, test);
++stat_.dynamic_flow_control_count;
}
void DxbcOpIEq(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kIEq, 0b11, dest, src0, src1);
++stat_.int_instruction_count;
}
void DxbcOpILT(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kILT, 0b11, dest, src0, src1);
++stat_.int_instruction_count;
}
void DxbcOpIMAd(const DxbcDest& dest, const DxbcSrc& mul0,
const DxbcSrc& mul1, const DxbcSrc& add) {
DxbcEmitAluOp(DxbcOpcode::kIMAd, 0b111, dest, mul0, mul1, add);
++stat_.int_instruction_count;
}
void DxbcOpIMax(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kIMax, 0b11, dest, src0, src1);
++stat_.int_instruction_count;
}
void DxbcOpIMin(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kIMin, 0b11, dest, src0, src1);
++stat_.int_instruction_count;
}
void DxbcOpINE(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kINE, 0b11, dest, src0, src1);
++stat_.int_instruction_count;
}
void DxbcOpIShL(const DxbcDest& dest, const DxbcSrc& value,
const DxbcSrc& shift) {
DxbcEmitAluOp(DxbcOpcode::kIShL, 0b11, dest, value, shift);
++stat_.int_instruction_count;
}
void DxbcOpIToF(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kIToF, 0b1, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpLabel(const DxbcSrc& label) {
// The label is source, not destination, for simplicity, to unify it will
// call/callc (in DXBC it's just a zero-component label operand).
uint32_t operands_length = label.GetLength(0b0000);
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(
DxbcOpcodeToken(DxbcOpcode::kLabel, operands_length));
label.Write(shader_code_, true, 0b0000);
// Doesn't count towards stat_.instruction_count.
}
void DxbcOpLT(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kLT, 0b00, dest, src0, src1);
++stat_.float_instruction_count;
}
void DxbcOpMAd(const DxbcDest& dest, const DxbcSrc& mul0, const DxbcSrc& mul1,
const DxbcSrc& add, bool saturate = false) {
DxbcEmitAluOp(DxbcOpcode::kMAd, 0b000, dest, mul0, mul1, add, saturate);
@ -1050,10 +1169,43 @@ class DxbcShaderTranslator : public ShaderTranslator {
saturate);
++stat_.movc_instruction_count;
}
void DxbcOpMul(const DxbcDest& dest, const DxbcSrc& src0, const DxbcSrc& src1,
bool saturate = false) {
DxbcEmitAluOp(DxbcOpcode::kMul, 0b00, dest, src0, src1, saturate);
++stat_.float_instruction_count;
}
void DxbcOpNot(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kNot, 0b1, dest, src);
++stat_.uint_instruction_count;
}
void DxbcOpOr(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kOr, 0b11, dest, src0, src1);
++stat_.uint_instruction_count;
}
void DxbcOpRet() {
shader_code_.push_back(DxbcOpcodeToken(DxbcOpcode::kRet, 0));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
void DxbcOpRetC(bool test, const DxbcSrc& src) {
DxbcEmitFlowOp(DxbcOpcode::kRetC, src, test);
++stat_.dynamic_flow_control_count;
}
void DxbcOpRoundNE(const DxbcDest& dest, const DxbcSrc& src,
bool saturate = false) {
DxbcEmitAluOp(DxbcOpcode::kRoundNE, 0b0, dest, src, saturate);
++stat_.float_instruction_count;
}
void DxbcOpSwitch(const DxbcSrc& src) {
DxbcEmitFlowOp(DxbcOpcode::kSwitch, src);
++stat_.dynamic_flow_control_count;
}
void DxbcOpULT(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kULT, 0b11, dest, src0, src1);
++stat_.uint_instruction_count;
}
void DxbcOpUGE(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kUGE, 0b11, dest, src0, src1);
@ -1069,11 +1221,25 @@ class DxbcShaderTranslator : public ShaderTranslator {
DxbcEmitAluOp(DxbcOpcode::kUMAd, 0b111, dest, mul0, mul1, add);
++stat_.uint_instruction_count;
}
void DxbcOpUMax(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kUMax, 0b11, dest, src0, src1);
++stat_.uint_instruction_count;
}
void DxbcOpUMin(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kUMin, 0b11, dest, src0, src1);
++stat_.uint_instruction_count;
}
void DxbcOpUShR(const DxbcDest& dest, const DxbcSrc& value,
const DxbcSrc& shift) {
DxbcEmitAluOp(DxbcOpcode::kUShR, 0b11, dest, value, shift);
++stat_.uint_instruction_count;
}
void DxbcOpUToF(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kUToF, 0b1, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpXOr(const DxbcDest& dest, const DxbcSrc& src0,
const DxbcSrc& src1) {
DxbcEmitAluOp(DxbcOpcode::kXOr, 0b11, dest, src0, src1);
@ -1099,6 +1265,18 @@ class DxbcShaderTranslator : public ShaderTranslator {
DxbcEmitAluOp(DxbcOpcode::kDerivRTYFine, 0b0, dest, src, saturate);
++stat_.float_instruction_count;
}
void DxbcOpF32ToF16(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kF32ToF16, 0b0, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpF16ToF32(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kF16ToF32, 0b1, dest, src);
++stat_.conversion_instruction_count;
}
void DxbcOpFirstBitHi(const DxbcDest& dest, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kFirstBitHi, 0b1, dest, src);
++stat_.uint_instruction_count;
}
void DxbcOpUBFE(const DxbcDest& dest, const DxbcSrc& width,
const DxbcSrc& offset, const DxbcSrc& src) {
DxbcEmitAluOp(DxbcOpcode::kUBFE, 0b111, dest, width, offset, src);
@ -1115,6 +1293,40 @@ class DxbcShaderTranslator : public ShaderTranslator {
DxbcEmitAluOp(DxbcOpcode::kBFI, 0b1111, dest, width, offset, from, to);
++stat_.uint_instruction_count;
}
void DxbcOpLdUAVTyped(const DxbcDest& dest, const DxbcSrc& address,
uint32_t address_components, const DxbcSrc& uav) {
uint32_t dest_write_mask = dest.GetMask();
uint32_t address_mask = (1 << address_components) - 1;
uint32_t operands_length = dest.GetLength() +
address.GetLength(address_mask, true) +
uav.GetLength(dest_write_mask, true);
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(
DxbcOpcodeToken(DxbcOpcode::kLdUAVTyped, operands_length));
dest.Write(shader_code_);
address.Write(shader_code_, true, address_mask, true);
uav.Write(shader_code_, false, dest_write_mask, true);
++stat_.instruction_count;
++stat_.texture_load_instructions;
}
void DxbcOpStoreUAVTyped(const DxbcDest& dest, const DxbcSrc& address,
uint32_t address_components, const DxbcSrc& value) {
uint32_t dest_write_mask = dest.GetMask();
// Typed UAV writes don't support write masking.
assert_true(dest_write_mask == 0b1111);
uint32_t address_mask = (1 << address_components) - 1;
uint32_t operands_length = dest.GetLength() +
address.GetLength(address_mask, true) +
value.GetLength(dest_write_mask);
shader_code_.reserve(shader_code_.size() + 1 + operands_length);
shader_code_.push_back(
DxbcOpcodeToken(DxbcOpcode::kStoreUAVTyped, operands_length));
dest.Write(shader_code_);
address.Write(shader_code_, true, address_mask, true);
value.Write(shader_code_, false, dest_write_mask);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
}
void DxbcOpEvalSampleIndex(const DxbcDest& dest, const DxbcSrc& value,
const DxbcSrc& sample_index) {
uint32_t dest_write_mask = dest.GetMask();
@ -1125,8 +1337,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
shader_code_.push_back(
DxbcOpcodeToken(DxbcOpcode::kEvalSampleIndex, operands_length));
dest.Write(shader_code_);
value.Write(shader_code_, dest_write_mask, false);
sample_index.Write(shader_code_, 0b0000, true);
value.Write(shader_code_, false, dest_write_mask);
sample_index.Write(shader_code_, true, 0b0000);
++stat_.instruction_count;
}
@ -1444,15 +1656,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
// multiple times.
void ExportToMemory();
void CompleteVertexOrDomainShader();
// Applies the exponent bias from the constant to one color output.
void CompletePixelShader_ApplyColorExpBias(uint32_t rt_index);
// Discards the SSAA sample if it fails alpha to coverage.
void CompletePixelShader_WriteToRTVs_AlphaToCoverage();
void CompletePixelShader_WriteToRTVs();
// Returns if coverage in system_temp_rov_params_.x is empty.
void CompletePixelShader_ROV_CheckAnyCovered(
bool check_deferred_stencil_write, uint32_t temp,
uint32_t temp_component);
// Masks the sample away from system_temp_rov_params_.x if it's not covered.
void CompletePixelShader_ROV_AlphaToCoverageSample(uint32_t sample_index,
float threshold,

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