[D3D12] DXBC texture sign bias, gamma and exponent bias
This commit is contained in:
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099de4487b
commit
461fd3f693
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@ -4190,7 +4190,297 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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++stat_.instruction_count;
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}
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// TODO(Triang3l): Apply exponent bias, sign bias and gamma.
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if (instr.opcode == FetchOpcode::kTextureFetch) {
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// Apply sign bias (2 * color - 1) and linearize gamma textures. This is
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// done before applying the exponent bias because this must be done on
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// color values in 0...1 range, and this is closer to the storage
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// format, while exponent bias is closer to the actual usage in shaders.
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uint32_t signs_temp = PushSystemTemp();
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// Extract the sign values from dword 0 ([0].x or [1].z) of the fetch
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// constant, in bits 2:3, 4:5, 6:7 and 8:9.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(signs_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(2);
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shader_code_.push_back(2);
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shader_code_.push_back(2);
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shader_code_.push_back(2);
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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(2);
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shader_code_.push_back(4);
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shader_code_.push_back(6);
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shader_code_.push_back(8);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, (tfetch_index & 1) * 2, 3));
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shader_code_.push_back(
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uint32_t(RdefConstantBufferIndex::kFetchConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kFetchConstants));
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shader_code_.push_back(tfetch_pair_offset + (tfetch_index & 1));
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// TODO(Triang3l): Handle TextureSign::kSigned somehow - would possibly
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// require conditionally sampling unsigned and signed versions of the
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// texture.
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// Expand 0...1 to -1...1 (for normal and DuDv maps, for instance).
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uint32_t color_biased_temp = PushSystemTemp();
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(color_biased_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_pv_);
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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(0x40000000u);
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shader_code_.push_back(0x40000000u);
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shader_code_.push_back(0x40000000u);
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shader_code_.push_back(0x40000000u);
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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(0xBF800000u);
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shader_code_.push_back(0xBF800000u);
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shader_code_.push_back(0xBF800000u);
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shader_code_.push_back(0xBF800000u);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Change the color to the biased one where needed.
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uint32_t signs_are_bias_temp = PushSystemTemp();
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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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, 0b1111, 1));
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shader_code_.push_back(signs_are_bias_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(signs_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(uint32_t(TextureSign::kUnsignedBiased));
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shader_code_.push_back(uint32_t(TextureSign::kUnsignedBiased));
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shader_code_.push_back(uint32_t(TextureSign::kUnsignedBiased));
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shader_code_.push_back(uint32_t(TextureSign::kUnsignedBiased));
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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shader_code_.push_back(
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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, 0b1111, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(signs_are_bias_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(color_biased_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_pv_);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Release color_biased_temp and signs_are_bias_temp.
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PopSystemTemp(2);
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// Linearize the texture if it's stored in a gamma format.
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// TODO(Triang3l): Check how SetPWLGamma effects this - currently using
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// the default curve.
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// Check which components need gamma correction.
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uint32_t signs_are_gamma_temp = PushSystemTemp();
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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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, 0b1111, 1));
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shader_code_.push_back(signs_are_gamma_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(signs_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(uint32_t(TextureSign::kGamma));
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shader_code_.push_back(uint32_t(TextureSign::kGamma));
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shader_code_.push_back(uint32_t(TextureSign::kGamma));
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shader_code_.push_back(uint32_t(TextureSign::kGamma));
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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uint32_t gamma_pieces_temp = PushSystemTemp();
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for (uint32_t i = 0; i < 4; ++i) {
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shader_code_.push_back(
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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, i, 1));
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shader_code_.push_back(signs_are_gamma_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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// Gamma can only be corrected in the 0...1 range.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(system_temp_pv_);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// Calculate how far we are on each piece of the curve. Multiply by
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// 1/width of each piece, subtract start/width of it and saturate.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(gamma_pieces_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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// 1 / 0.25
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shader_code_.push_back(0x40800000u);
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// 1 / 0.125
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shader_code_.push_back(0x41000000u);
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// 1 / 0.375
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shader_code_.push_back(0x402AAAABu);
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// 1 / 0.25
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shader_code_.push_back(0x40800000u);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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// -0 / 0.25
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shader_code_.push_back(0);
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// -0.25 / 0.125
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shader_code_.push_back(0xC0000000u);
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// -0.375 / 0.375
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shader_code_.push_back(0xBF800000u);
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// -0.75 / 0.25
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shader_code_.push_back(0xC0400000u);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Combine the contribution of all pieces to the resulting linearized
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// value - multiply each piece by slope*width and sum them.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DP4) |
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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, 1 << i, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(gamma_pieces_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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// 0.25 * 0.25
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shader_code_.push_back(0x3D800000u);
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// 0.5 * 0.125
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shader_code_.push_back(0x3D800000u);
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// 1.0 * 0.375
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shader_code_.push_back(0x3EC00000u);
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// 2.0 * 0.25
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shader_code_.push_back(0x3F000000u);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Done with this component.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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// Release signs_are_gamma_temp and gamma_pieces_temp.
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PopSystemTemp(2);
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// Release signs_temp.
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PopSystemTemp();
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// Apply exponent bias.
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uint32_t exp_adjust_temp = PushSystemTemp();
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// Get the bias value in bits 13:18 of dword 3, which is [0].w or [2].y.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
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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, 0b0001, 1));
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shader_code_.push_back(exp_adjust_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(6);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(13);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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3 - 2 * (tfetch_index & 1), 3));
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shader_code_.push_back(
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uint32_t(RdefConstantBufferIndex::kFetchConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kFetchConstants));
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shader_code_.push_back(tfetch_pair_offset + (tfetch_index & 1) * 2);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Shift it into float exponent bits.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
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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, 0b0001, 1));
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shader_code_.push_back(exp_adjust_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(exp_adjust_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(23);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Add this to the exponent of 1.0.
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shader_code_.push_back(
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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, 0b0001, 1));
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shader_code_.push_back(exp_adjust_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(exp_adjust_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x3F800000);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Multiply the value from the texture by 2.0^bias.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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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, 0b1111, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(exp_adjust_temp);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Release exp_adjust_temp.
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PopSystemTemp();
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}
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}
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if (size_and_is_3d_temp != UINT32_MAX) {
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@ -63,6 +63,17 @@ enum class ClampMode : uint32_t {
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kMirrorClampToBorder = 7,
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};
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// TEX_FORMAT_COMP, known as GPUSIGN on the Xbox 360.
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enum class TextureSign : uint32_t {
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kUnsigned = 0,
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// Two's complement texture data.
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kSigned = 1,
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// 2*color-1 - http://xboxforums.create.msdn.com/forums/t/107374.aspx
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kUnsignedBiased = 2,
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// Linearized when sampled.
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kGamma = 3,
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};
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enum class TextureFilter : uint32_t {
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kPoint = 0,
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kLinear = 1,
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