[D3D12] ROV 7e3 writing
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@ -1754,7 +1754,306 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_StoreColor(
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// Release fixed_temp.
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// Release fixed_temp.
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PopSystemTemp();
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PopSystemTemp();
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// TODO(Triang3l): Convert to 7e3.
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// ***************************************************************************
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// 7e3 conversion begins here.
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// https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp
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// ***************************************************************************
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// Check if the target format is 7e3 and the conversion is needed (this is
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// pretty long, better to branch here).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(flags_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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uint32_t f10_temp1 = PushSystemTemp(), f10_temp2 = PushSystemTemp();
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// Assuming RGB is already clamped to [0.0, 31.875], and alpha is a float and
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// already clamped and multiplied by 3 to get [0.0, 3.0].
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// Calculate the denormalized value if the numbers are too small to be
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// represented as normalized 7e3 into f10_temp1.
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// t1 = f32 & 0x7FFFFF
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x7FFFFF);
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shader_code_.push_back(0x7FFFFF);
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shader_code_.push_back(0x7FFFFF);
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shader_code_.push_back(0x7FFFFF);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// t1 = (f32 & 0x7FFFFF) | 0x800000
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x800000);
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shader_code_.push_back(0x800000);
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shader_code_.push_back(0x800000);
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shader_code_.push_back(0x800000);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// t2 = f32 >> 23
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp2);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(23);
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shader_code_.push_back(23);
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shader_code_.push_back(23);
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shader_code_.push_back(23);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// t2 = 125 - (f32 >> 23)
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp2);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(125);
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shader_code_.push_back(125);
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shader_code_.push_back(125);
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shader_code_.push_back(125);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1) |
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ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
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shader_code_.push_back(
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ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(D3D10_SB_OPERAND_MODIFIER_NEG));
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shader_code_.push_back(f10_temp2);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// t1 = ((f32 & 0x7FFFFF) | 0x800000) >> (125 - (f32 >> 23))
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp2);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Check if the numbers are too small to be represented as a normalized 7e3.
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// t2 = f32 < 0x3E800000
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp2);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x3E800000);
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shader_code_.push_back(0x3E800000);
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shader_code_.push_back(0x3E800000);
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shader_code_.push_back(0x3E800000);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Bias the exponent.
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// f32 += 0xC2000000
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0xC2000000u);
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shader_code_.push_back(0xC2000000u);
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shader_code_.push_back(0xC2000000u);
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shader_code_.push_back(0xC2000000u);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Replace the number in f32 with a denormalized one if needed.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp2);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Build the 7e3 numbers.
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// t1 = f32 >> 16
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// t1 = (f32 >> 16) & 1
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// f10 = f32 + 0x7FFF
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x7FFF);
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shader_code_.push_back(0x7FFF);
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shader_code_.push_back(0x7FFF);
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shader_code_.push_back(0x7FFF);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// f10 = f32 + 0x7FFF + ((f32 >> 16) & 1)
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(f10_temp1);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// f10 = (f32 + 0x7FFF + ((f32 >> 16) & 1)) >> 16
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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shader_code_.push_back(16);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// f10 = ((f32 + 0x7FFF + ((f32 >> 16) & 1)) >> 16) & 0x3FF
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x3FF);
|
||||||
|
shader_code_.push_back(0x3FF);
|
||||||
|
shader_code_.push_back(0x3FF);
|
||||||
|
shader_code_.push_back(0x3FF);
|
||||||
|
++stat_.instruction_count;
|
||||||
|
++stat_.uint_instruction_count;
|
||||||
|
|
||||||
|
// Release f10_temp1 and f10_temp2.
|
||||||
|
PopSystemTemp(2);
|
||||||
|
|
||||||
|
// Convert alpha to fixed-point.
|
||||||
|
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
|
||||||
|
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||||
|
shader_code_.push_back(
|
||||||
|
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
|
||||||
|
shader_code_.push_back(source_and_scratch_temp);
|
||||||
|
shader_code_.push_back(
|
||||||
|
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||||
|
shader_code_.push_back(source_and_scratch_temp);
|
||||||
|
++stat_.instruction_count;
|
||||||
|
++stat_.conversion_instruction_count;
|
||||||
|
|
||||||
|
// 7e3 conversion done.
|
||||||
|
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
|
||||||
|
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||||
|
++stat_.instruction_count;
|
||||||
|
|
||||||
|
// ***************************************************************************
|
||||||
|
// 7e3 conversion ends here.
|
||||||
|
// ***************************************************************************
|
||||||
|
|
||||||
// Convert to 16-bit float.
|
// Convert to 16-bit float.
|
||||||
uint32_t f16_temp = PushSystemTemp();
|
uint32_t f16_temp = PushSystemTemp();
|
||||||
|
|
Loading…
Reference in New Issue