diff --git a/src/xenia/gpu/dxbc_shader_translator.cc b/src/xenia/gpu/dxbc_shader_translator.cc index e81383668..1b1a41cd0 100644 --- a/src/xenia/gpu/dxbc_shader_translator.cc +++ b/src/xenia/gpu/dxbc_shader_translator.cc @@ -4822,10 +4822,11 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction( switch (instr.vector_opcode) { case AluVectorOpcode::kAdd: - case AluVectorOpcode::kMul: case AluVectorOpcode::kMax: // max is commonly used as mov, but probably better not to convert it to // make sure things like flusing denormals aren't affected. + // TODO(Triang3l): Implement Shader Model 3 behavior of min/max - return the + // non-NaN operand if any is NaN. case AluVectorOpcode::kMin: case AluVectorOpcode::kDp4: case AluVectorOpcode::kDp3: @@ -4843,6 +4844,97 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction( ++stat_.float_instruction_count; break; + case AluVectorOpcode::kMul: { + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 3 + operand_length_sums[1])); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(system_temp_pv_); + UseDxbcSourceOperand(dxbc_operands[0]); + UseDxbcSourceOperand(dxbc_operands[1]); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + // Reproduce Shader Model 3 multiplication behavior - 0 * anything = 0, + // flushing denormals. + // With Shader Model 4 behavior, Halo 3 has a significant portion of the + // image missing because rcp(0) is multiplied by 0, which results in NaN + // rather than 0. + uint32_t is_subnormal_temp = PushSystemTemp(); + // Check the first operand. + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 8 + DxbcSourceOperandLength(dxbc_operands[0], false, true))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(system_temp_pv_); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(is_subnormal_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0); + shader_code_.push_back(0); + shader_code_.push_back(0); + shader_code_.push_back(0); + 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; + // Check the second operand. + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 8 + DxbcSourceOperandLength(dxbc_operands[1], false, true))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(system_temp_pv_); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(is_subnormal_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0); + shader_code_.push_back(0); + shader_code_.push_back(0); + shader_code_.push_back(0); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(system_temp_pv_); + // Release is_subnormal_temp. + PopSystemTemp(); + } break; + case AluVectorOpcode::kSeq: case AluVectorOpcode::kSgt: case AluVectorOpcode::kSge: @@ -4898,7 +4990,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction( ++stat_.float_instruction_count; break; - case AluVectorOpcode::kMad: + case AluVectorOpcode::kMad: { shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( 3 + operand_length_sums[2])); @@ -4910,7 +5002,78 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction( UseDxbcSourceOperand(dxbc_operands[2]); ++stat_.instruction_count; ++stat_.float_instruction_count; - break; + // Reproduce Shader Model 3 multiplication behavior - 0 * anything = 0. + // If any operand is zero or denormalized, just leave the addition part. + uint32_t is_subnormal_temp = PushSystemTemp(); + // Check the first operand. + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 8 + DxbcSourceOperandLength(dxbc_operands[0], false, true))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 7 + DxbcSourceOperandLength(dxbc_operands[2]))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(system_temp_pv_); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[2]); + 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; + // Check the second operand. + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 8 + DxbcSourceOperandLength(dxbc_operands[1], false, true))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1)); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + shader_code_.push_back(0x00800000); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + shader_code_.push_back( + ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( + 7 + DxbcSourceOperandLength(dxbc_operands[2]))); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(system_temp_pv_); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(is_subnormal_temp); + UseDxbcSourceOperand(dxbc_operands[2]); + 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; + // Release is_subnormal_temp. + PopSystemTemp(); + } break; // Using true eq to compare with zero because it handles denormals and -0. case AluVectorOpcode::kCndEq: