[D3D12] DXBC vfetch byte swap

This commit is contained in:
Triang3l 2018-09-06 22:05:20 +03:00
parent bed58a2282
commit 0d3ef9e05d
2 changed files with 261 additions and 3 deletions

View File

@ -163,7 +163,7 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 8-in-16: Insert C in Y.
// 8-in-16: Insert C in W.
// bfi reg.y, l(8), l(24), reg.z, reg.y
// ABCD | BADC | CD00 | unused
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
@ -260,7 +260,7 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Write the low 16 bits of the 16-in-32 swap.
// 16-in-32: Write the low 16 bits.
// ushr reg.y, reg.x, l(16)
// ABCD/BADC | CD00/DC00 | unused | 8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
@ -277,7 +277,7 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Write the high 16 bits of the 16-in-32 swap.
// 16-in-32: Write the high 16 bits.
// bfi reg.y, l(16), l(16), reg.x, reg.y
// ABCD/BADC | CDAB/DCBA | unused | 8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
@ -1490,6 +1490,258 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
}
}
void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
uint32_t write_mask) {
// Allocate temporary registers for intermediate values.
uint32_t temp1 = PushSystemTemp();
uint32_t temp2 = PushSystemTemp();
// 8-in-16: Create the value being built in temp1.
// ushr temp1, pv, l(8, 8, 8, 8)
// pv: ABCD, temp1: BCD0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 8-in-16: Insert A in Y of temp1.
// bfi temp1, l(8, 8, 8, 8), l(8, 8, 8, 8), pv, temp1
// pv: ABCD, temp1: BAD0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 8-in-16: Create the source for C insertion in temp2.
// ushr temp2, pv, l(16, 16, 16, 16)
// pv: ABCD, temp1: BAD0, temp2: CD00
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 8-in-16: Insert C in W of temp1.
// bfi temp1, l(8, 8, 8, 8), l(24, 24, 24, 24), temp2, temp1
// pv: ABCD, temp1: BADC
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(24);
shader_code_.push_back(24);
shader_code_.push_back(24);
shader_code_.push_back(24);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get bits indicating what swaps should be done. The endianness is located in
// the low 2 bits of the second dword of the fetch constant:
// - 00 for no swap.
// - 01 for 8-in-16.
// - 10 for 8-in-32 (8-in-16 and 16-in-32).
// - 11 for 16-in-32.
// ubfe temp2.xy, l(1, 1), l(0, 1), fetch.yy
// pv: ABCD, temp1: BADC, temp2: 8in16/16in32?|8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(1);
shader_code_.push_back(0);
shader_code_.push_back(0);
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kFetchConstants);
uint32_t vfetch_component = (vfetch_index & 1) * 2 + 1;
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
vfetch_component | (vfetch_component << 2) |
(vfetch_component << 4) | (vfetch_component << 6),
3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kFetchConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kFetchConstants));
shader_code_.push_back(vfetch_index >> 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 16-in-32 is used as intermediate swapping step here rather than 8-in-32.
// Thus 8-in-16 needs to be done for 8-in-16 (01) and 8-in-32 (10).
// And 16-in-32 needs to be done for 8-in-32 (10) and 16-in-32 (11).
// xor temp2.x, temp2.x, temp2.y
// pv: ABCD, temp1: BADC, temp2: 8in16/8in32?|8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_XOR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(temp2);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Write the 8-in-16 value to pv if needed.
// movc pv, temp2.xxxx, temp1, pv
// pv: ABCD/BADC, temp2: 8in16/8in32?|8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// 16-in-32: Write the low 16 bits to temp1.
// ushr temp1, pv, l(16, 16, 16, 16)
// pv: ABCD/BADC, temp1: CD00/DC00, temp2: 8in16/8in32?|8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 16-in-32: Write the high 16 bits to temp1.
// bfi temp1, l(16, 16, 16, 16), l(16, 16, 16, 16), pv, temp1
// pv: ABCD/BADC, temp1: CDAB/DCBA, temp2: 8in16/8in32?|8in32/16in32?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Write the swapped value to pv.
// movc pv, temp2.yyyy, temp1, pv
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleYYYY, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
PopSystemTemp(2);
}
void DxbcShaderTranslator::ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) {
if (instr.operand_count < 2 ||
@ -1631,6 +1883,9 @@ void DxbcShaderTranslator::ProcessVertexFetchInstruction(
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Byte swap the data.
SwapVertexData(vfetch_index, (1 << load_dword_count) - 1);
}
void DxbcShaderTranslator::ProcessVectorAluInstruction(

View File

@ -258,6 +258,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
void StoreResult(const InstructionResult& result, uint32_t reg,
bool replicate_x);
// Emits copde for endian swapping of the data located in pv.
void SwapVertexData(uint32_t vfetch_index, uint32_t write_mask);
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);