[D3D12] Cleanup primitive types and front/back facing
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a16a746432
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@ -139,17 +139,13 @@ void D3D12CommandProcessor::SubmitBarriers() {
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ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
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PrimitiveType primitive_type) {
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bool tessellated) {
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assert_true(vertex_shader->is_translated());
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assert_true(pixel_shader == nullptr || pixel_shader->is_translated());
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D3D12_SHADER_VISIBILITY vertex_visibility;
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if (primitive_type == PrimitiveType::kTrianglePatch ||
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primitive_type == PrimitiveType::kQuadPatch) {
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vertex_visibility = D3D12_SHADER_VISIBILITY_DOMAIN;
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} else {
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vertex_visibility = D3D12_SHADER_VISIBILITY_VERTEX;
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}
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D3D12_SHADER_VISIBILITY vertex_visibility =
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tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN
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: D3D12_SHADER_VISIBILITY_VERTEX;
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uint32_t texture_count_vertex, sampler_count_vertex;
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vertex_shader->GetTextureSRVs(texture_count_vertex);
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@ -172,8 +168,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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index_offset += D3D12Shader::kMaxTextureSRVIndexBits;
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index |= sampler_count_vertex << index_offset;
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index_offset += D3D12Shader::kMaxSamplerBindingIndexBits;
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index |= uint32_t(vertex_visibility == D3D12_SHADER_VISIBILITY_DOMAIN)
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<< index_offset;
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index |= (tessellated ? 1 : 0) << index_offset;
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++index_offset;
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assert_true(index_offset <= 32);
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@ -1157,6 +1152,15 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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return true;
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}
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// Check if using tessellation to get the correct primitive type.
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bool tessellated;
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if (uint32_t(primitive_type) >=
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uint32_t(PrimitiveType::kExplicitMajorModeForceStart)) {
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tessellated = (regs[XE_GPU_REG_VGT_OUTPUT_PATH_CNTL].u32 & 0x3) == 0x1;
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} else {
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tessellated = false;
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}
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// Shaders will have already been defined by previous loads.
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// We need them to do just about anything so validate here.
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auto vertex_shader = static_cast<D3D12Shader*>(active_vertex_shader());
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@ -1176,7 +1180,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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// which is needed by the render target cache, to check the possibility of
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// doing early depth/stencil, and also to get used textures and samplers.
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if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader, pixel_shader,
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primitive_type)) {
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tessellated, primitive_type)) {
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return false;
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}
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@ -1189,11 +1193,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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!pixel_shader->memexport_stream_constants().empty();
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bool memexport_used = memexport_used_vertex || memexport_used_pixel;
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if (!memexport_used_vertex &&
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(regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & 0x3) == 0x3 &&
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primitive_type != PrimitiveType::kPointList &&
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primitive_type != PrimitiveType::kRectangleList) {
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// Both sides are culled - can't reproduce this with rasterizer state.
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bool primitive_two_faced = IsPrimitiveTwoFaced(tessellated, primitive_type);
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if (!memexport_used_vertex && primitive_two_faced &&
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(regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & 0x3) == 0x3) {
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// Both sides are culled.
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return true;
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}
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@ -1221,8 +1225,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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// Adaptive tessellation requires an index buffer, but it contains per-edge
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// tessellation factors (as floats) instead of control point indices.
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bool adaptive_tessellation;
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if (primitive_type == PrimitiveType::kTrianglePatch ||
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primitive_type == PrimitiveType::kQuadPatch) {
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if (tessellated) {
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TessellationMode tessellation_mode =
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TessellationMode(regs[XE_GPU_REG_VGT_HOS_CNTL].u32 & 0x3);
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adaptive_tessellation = tessellation_mode == TessellationMode::kAdaptive;
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@ -1245,44 +1248,54 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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} else {
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adaptive_tessellation = false;
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}
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PrimitiveType primitive_type_converted =
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PrimitiveConverter::GetReplacementPrimitiveType(primitive_type);
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PrimitiveType primitive_type_converted;
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D3D_PRIMITIVE_TOPOLOGY primitive_topology;
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switch (primitive_type_converted) {
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case PrimitiveType::kPointList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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break;
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case PrimitiveType::kLineList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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case PrimitiveType::kLineStrip:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
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break;
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case PrimitiveType::kTriangleList:
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case PrimitiveType::kRectangleList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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break;
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case PrimitiveType::kTriangleStrip:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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break;
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case PrimitiveType::kQuadList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
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break;
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case PrimitiveType::kTrianglePatch:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
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break;
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case PrimitiveType::kQuadPatch:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST;
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break;
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default:
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return false;
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if (tessellated) {
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primitive_type_converted = primitive_type;
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switch (primitive_type_converted) {
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// TODO(Triang3l): Support line patches.
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case PrimitiveType::kTrianglePatch:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
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break;
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case PrimitiveType::kQuadPatch:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST;
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break;
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default:
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return false;
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}
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} else {
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primitive_type_converted =
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PrimitiveConverter::GetReplacementPrimitiveType(primitive_type);
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switch (primitive_type_converted) {
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case PrimitiveType::kPointList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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break;
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case PrimitiveType::kLineList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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case PrimitiveType::kLineStrip:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
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break;
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case PrimitiveType::kTriangleList:
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case PrimitiveType::kRectangleList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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break;
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case PrimitiveType::kTriangleStrip:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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break;
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case PrimitiveType::kQuadList:
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primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
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break;
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default:
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return false;
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}
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}
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if (primitive_topology_ != primitive_topology) {
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primitive_topology_ = primitive_topology;
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deferred_command_list_->D3DIASetPrimitiveTopology(primitive_topology);
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}
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uint32_t line_loop_closing_index;
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if (primitive_type == PrimitiveType::kLineLoop && !indexed &&
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if (!tessellated && primitive_type == PrimitiveType::kLineLoop && !indexed &&
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index_count >= 3) {
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// Add a vertex to close the loop, and make the vertex shader replace its
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// index (before adding the offset) with 0 to fetch the first vertex again.
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@ -1318,7 +1331,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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void* pipeline_handle;
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ID3D12RootSignature* root_signature;
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if (!pipeline_cache_->ConfigurePipeline(
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vertex_shader, pixel_shader, primitive_type_converted,
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vertex_shader, pixel_shader, tessellated, primitive_type_converted,
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indexed ? index_buffer_info->format : IndexFormat::kInt16, early_z,
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pipeline_render_targets, &pipeline_handle, &root_signature)) {
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return false;
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@ -1335,7 +1348,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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// Update system constants before uploading them.
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UpdateSystemConstantValues(
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memexport_used, primitive_type, line_loop_closing_index,
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memexport_used, primitive_two_faced, line_loop_closing_index,
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indexed ? index_buffer_info->endianness : Endian::kUnspecified,
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adaptive_tessellation ? (index_buffer_info->guest_base & 0x1FFFFFFC) : 0,
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early_z, color_mask, pipeline_render_targets);
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@ -1494,18 +1507,23 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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index_buffer_view.Format = index_buffer_info->format == IndexFormat::kInt32
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? DXGI_FORMAT_R32_UINT
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: DXGI_FORMAT_R16_UINT;
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PrimitiveConverter::ConversionResult conversion_result;
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uint32_t converted_index_count;
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PrimitiveConverter::ConversionResult conversion_result =
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primitive_converter_->ConvertPrimitives(
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primitive_type, index_buffer_info->guest_base, index_count,
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index_buffer_info->format, index_buffer_info->endianness,
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index_buffer_view.BufferLocation, converted_index_count);
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if (conversion_result == PrimitiveConverter::ConversionResult::kFailed) {
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return false;
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}
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if (conversion_result ==
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PrimitiveConverter::ConversionResult::kPrimitiveEmpty) {
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return true;
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if (tessellated) {
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conversion_result =
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PrimitiveConverter::ConversionResult::kConversionNotNeeded;
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} else {
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conversion_result = primitive_converter_->ConvertPrimitives(
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primitive_type, index_buffer_info->guest_base, index_count,
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index_buffer_info->format, index_buffer_info->endianness,
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index_buffer_view.BufferLocation, converted_index_count);
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if (conversion_result == PrimitiveConverter::ConversionResult::kFailed) {
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return false;
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}
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if (conversion_result ==
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PrimitiveConverter::ConversionResult::kPrimitiveEmpty) {
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return true;
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}
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}
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ID3D12Resource* scratch_index_buffer = nullptr;
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if (conversion_result == PrimitiveConverter::ConversionResult::kConverted) {
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@ -1564,10 +1582,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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}
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} else {
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// Check if need to draw using a conversion index buffer.
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uint32_t converted_index_count;
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uint32_t converted_index_count = 0;
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D3D12_GPU_VIRTUAL_ADDRESS conversion_gpu_address =
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primitive_converter_->GetStaticIndexBuffer(primitive_type, index_count,
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converted_index_count);
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tessellated ? 0
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: primitive_converter_->GetStaticIndexBuffer(
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primitive_type, index_count, converted_index_count);
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if (memexport_used) {
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shared_memory_->UseForWriting();
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} else {
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@ -1954,7 +1973,7 @@ void D3D12CommandProcessor::UpdateFixedFunctionState() {
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}
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void D3D12CommandProcessor::UpdateSystemConstantValues(
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bool shared_memory_is_uav, PrimitiveType primitive_type,
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bool shared_memory_is_uav, bool primitive_two_faced,
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uint32_t line_loop_closing_index, Endian index_endian,
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uint32_t edge_factor_base, bool early_z, uint32_t color_mask,
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const RenderTargetCache::PipelineRenderTarget render_targets[4]) {
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@ -2195,18 +2214,25 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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bool gl_clip_space_def =
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!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
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float ndc_scale_x, ndc_scale_y;
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if (pa_cl_vte_cntl & (1 << 0)) {
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ndc_scale_x = viewport_scale_x >= 0.0f ? 1.0f : -1.0f;
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float ndc_scale_x, ndc_scale_y, ndc_scale_z;
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if (primitive_two_faced && (pa_su_sc_mode_cntl & 0x3) == 0x3) {
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// Kill all primitives if both faces are culled, but the vertex shader still
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// needs to do memexport (not NaN because of comparison for setting the
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// dirty flag).
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ndc_scale_x = ndc_scale_y = ndc_scale_z = 0;
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} else {
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ndc_scale_x = 1.0f / 1280.0f;
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if (pa_cl_vte_cntl & (1 << 0)) {
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ndc_scale_x = viewport_scale_x >= 0.0f ? 1.0f : -1.0f;
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} else {
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ndc_scale_x = 1.0f / 1280.0f;
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}
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if (pa_cl_vte_cntl & (1 << 2)) {
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ndc_scale_y = viewport_scale_y >= 0.0f ? -1.0f : 1.0f;
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} else {
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ndc_scale_y = -1.0f / 1280.0f;
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}
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ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
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}
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if (pa_cl_vte_cntl & (1 << 2)) {
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ndc_scale_y = viewport_scale_y >= 0.0f ? -1.0f : 1.0f;
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} else {
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ndc_scale_y = -1.0f / 1280.0f;
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}
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float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
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float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? 0.0f : -1.0f;
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float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? 0.0f : 1.0f;
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float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
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@ -2376,6 +2402,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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DxbcShaderTranslator::ROV_AddColorFormatFlags(color_format);
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dirty |= system_constants_.edram_rt_format_flags[i] != format_flags;
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system_constants_.edram_rt_format_flags[i] = format_flags;
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// Can't do float comparisons here because NaNs would result in always
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// setting the dirty flag.
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dirty |= std::memcmp(system_constants_.edram_rt_clamp[i], rt_clamp[i],
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4 * sizeof(float)) != 0;
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std::memcpy(system_constants_.edram_rt_clamp[i], rt_clamp[i],
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@ -2419,25 +2447,12 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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dirty |= system_constants_.edram_depth_range_offset != depth_range_offset;
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system_constants_.edram_depth_range_offset = depth_range_offset;
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// For points and lines, front polygon offset is used, and it's enabled if
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// For non-polygons, front polygon offset is used, and it's enabled if
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// POLY_OFFSET_PARA_ENABLED is set, for polygons, separate front and back
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// are used.
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float poly_offset_front_scale = 0.0f, poly_offset_front_offset = 0.0f;
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float poly_offset_back_scale = 0.0f, poly_offset_back_offset = 0.0f;
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if (primitive_type == PrimitiveType::kPointList ||
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primitive_type == PrimitiveType::kLineList ||
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primitive_type == PrimitiveType::kLineStrip ||
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primitive_type == PrimitiveType::kLineLoop ||
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primitive_type == PrimitiveType::k2DLineStrip) {
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if (pa_su_sc_mode_cntl & (1 << 13)) {
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poly_offset_front_scale =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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poly_offset_front_offset =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_back_scale = poly_offset_front_scale;
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poly_offset_back_offset = poly_offset_front_offset;
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}
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} else {
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if (primitive_two_faced) {
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if (pa_su_sc_mode_cntl & (1 << 11)) {
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poly_offset_front_scale =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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@ -2450,6 +2465,15 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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poly_offset_back_offset =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
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}
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} else {
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if (pa_su_sc_mode_cntl & (1 << 13)) {
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poly_offset_front_scale =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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poly_offset_front_offset =
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regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_back_scale = poly_offset_front_scale;
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poly_offset_back_offset = poly_offset_front_offset;
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}
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}
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// "slope computed in subpixels (1/12 or 1/16)" - R5xx Acceleration. Also:
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// https://github.com/mesa3d/mesa/blob/54ad9b444c8e73da498211870e785239ad3ff1aa/src/gallium/drivers/radeonsi/si_state.c#L943
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@ -2511,7 +2535,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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system_constants_.edram_stencil_front_comparison != stencil_value;
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system_constants_.edram_stencil_front_comparison = stencil_value;
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if (rb_depthcontrol & 0x80) {
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if (primitive_two_faced && (rb_depthcontrol & 0x80)) {
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stencil_value = kStencilOpMap[(rb_depthcontrol >> 23) & 0x7];
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dirty |= system_constants_.edram_stencil_back_fail != stencil_value;
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system_constants_.edram_stencil_back_fail = stencil_value;
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@ -82,7 +82,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Finds or creates root signature for a pipeline.
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ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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PrimitiveType primitive_type);
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bool tessellated);
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ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
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return constant_buffer_pool_.get();
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@ -210,7 +210,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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void UpdateFixedFunctionState();
|
||||
void UpdateSystemConstantValues(
|
||||
bool shared_memory_is_uav, PrimitiveType primitive_type,
|
||||
bool shared_memory_is_uav, bool primitive_two_faced,
|
||||
uint32_t line_loop_closing_index, Endian index_endian,
|
||||
uint32_t edge_factor_base, bool early_z, uint32_t color_mask,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[4]);
|
||||
|
|
|
@ -25,15 +25,6 @@ class D3D12Shader : public Shader {
|
|||
D3D12Shader(ShaderType shader_type, uint64_t data_hash,
|
||||
const uint32_t* dword_ptr, uint32_t dword_count);
|
||||
|
||||
// For checking if it's a domain shader rather than a vertex shader when used
|
||||
// (since when a shader is used for the first time, it's translated either
|
||||
// into a vertex shader or a domain shader, depending on the primitive type).
|
||||
PrimitiveType GetDomainShaderPrimitiveType() const {
|
||||
return domain_shader_primitive_type_;
|
||||
}
|
||||
void SetDomainShaderPrimitiveType(PrimitiveType primitive_type) {
|
||||
domain_shader_primitive_type_ = primitive_type;
|
||||
}
|
||||
void SetTexturesAndSamplers(
|
||||
const DxbcShaderTranslator::TextureSRV* texture_srvs,
|
||||
uint32_t texture_srv_count,
|
||||
|
@ -88,8 +79,6 @@ class D3D12Shader : public Shader {
|
|||
}
|
||||
|
||||
private:
|
||||
PrimitiveType domain_shader_primitive_type_ = PrimitiveType::kNone;
|
||||
|
||||
std::vector<TextureSRV> texture_srvs_;
|
||||
uint32_t used_texture_mask_ = 0;
|
||||
std::vector<SamplerBinding> sampler_bindings_;
|
||||
|
|
|
@ -194,6 +194,7 @@ D3D12Shader* PipelineCache::LoadShader(ShaderType shader_type,
|
|||
|
||||
bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
|
||||
D3D12Shader* pixel_shader,
|
||||
bool tessellated,
|
||||
PrimitiveType primitive_type) {
|
||||
auto& regs = *register_file_;
|
||||
|
||||
|
@ -207,12 +208,14 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
|
|||
xenos::xe_gpu_program_cntl_t sq_program_cntl;
|
||||
sq_program_cntl.dword_0 = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
|
||||
if (!vertex_shader->is_translated() &&
|
||||
!TranslateShader(vertex_shader, sq_program_cntl, primitive_type)) {
|
||||
!TranslateShader(vertex_shader, sq_program_cntl, tessellated,
|
||||
primitive_type)) {
|
||||
XELOGE("Failed to translate the vertex shader!");
|
||||
return false;
|
||||
}
|
||||
if (pixel_shader != nullptr && !pixel_shader->is_translated() &&
|
||||
!TranslateShader(pixel_shader, sq_program_cntl, primitive_type)) {
|
||||
!TranslateShader(pixel_shader, sq_program_cntl, tessellated,
|
||||
primitive_type)) {
|
||||
XELOGE("Failed to translate the pixel shader!");
|
||||
return false;
|
||||
}
|
||||
|
@ -220,7 +223,7 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
|
|||
}
|
||||
|
||||
bool PipelineCache::ConfigurePipeline(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
void** pipeline_handle_out, ID3D12RootSignature** root_signature_out) {
|
||||
|
@ -232,9 +235,9 @@ bool PipelineCache::ConfigurePipeline(
|
|||
assert_not_null(root_signature_out);
|
||||
|
||||
PipelineDescription description;
|
||||
if (!GetCurrentStateDescription(vertex_shader, pixel_shader, primitive_type,
|
||||
index_format, early_z, render_targets,
|
||||
description)) {
|
||||
if (!GetCurrentStateDescription(vertex_shader, pixel_shader, tessellated,
|
||||
primitive_type, index_format, early_z,
|
||||
render_targets, description)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -260,7 +263,8 @@ bool PipelineCache::ConfigurePipeline(
|
|||
}
|
||||
}
|
||||
|
||||
if (!EnsureShadersTranslated(vertex_shader, pixel_shader, primitive_type)) {
|
||||
if (!EnsureShadersTranslated(vertex_shader, pixel_shader, tessellated,
|
||||
primitive_type)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -289,33 +293,17 @@ bool PipelineCache::ConfigurePipeline(
|
|||
|
||||
bool PipelineCache::TranslateShader(D3D12Shader* shader,
|
||||
xenos::xe_gpu_program_cntl_t cntl,
|
||||
bool tessellated,
|
||||
PrimitiveType primitive_type) {
|
||||
// Set the target for vertex shader translation.
|
||||
DxbcShaderTranslator::VertexShaderType vertex_shader_type;
|
||||
if (primitive_type == PrimitiveType::kTrianglePatch) {
|
||||
vertex_shader_type =
|
||||
DxbcShaderTranslator::VertexShaderType::kTriangleDomain;
|
||||
} else if (primitive_type == PrimitiveType::kQuadPatch) {
|
||||
vertex_shader_type = DxbcShaderTranslator::VertexShaderType::kQuadDomain;
|
||||
} else {
|
||||
vertex_shader_type = DxbcShaderTranslator::VertexShaderType::kVertex;
|
||||
}
|
||||
shader_translator_->SetVertexShaderType(vertex_shader_type);
|
||||
|
||||
// Perform translation.
|
||||
// If this fails the shader will be marked as invalid and ignored later.
|
||||
if (!shader_translator_->Translate(shader, cntl)) {
|
||||
if (!shader_translator_->Translate(
|
||||
shader, tessellated ? primitive_type : PrimitiveType::kNone, cntl)) {
|
||||
XELOGE("Shader %.16" PRIX64 " translation failed; marking as ignored",
|
||||
shader->ucode_data_hash());
|
||||
return false;
|
||||
}
|
||||
|
||||
if (vertex_shader_type != DxbcShaderTranslator::VertexShaderType::kVertex) {
|
||||
// For checking later for safety (so a vertex shader won't be accidentally
|
||||
// used as a domain shader or vice versa).
|
||||
shader->SetDomainShaderPrimitiveType(primitive_type);
|
||||
}
|
||||
|
||||
uint32_t texture_srv_count;
|
||||
const DxbcShaderTranslator::TextureSRV* texture_srvs =
|
||||
shader_translator_->GetTextureSRVs(texture_srv_count);
|
||||
|
@ -360,19 +348,20 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
|
|||
}
|
||||
|
||||
bool PipelineCache::GetCurrentStateDescription(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
PipelineDescription& description_out) {
|
||||
auto& regs = *register_file_;
|
||||
uint32_t pa_su_sc_mode_cntl = regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32;
|
||||
bool primitive_two_faced = IsPrimitiveTwoFaced(tessellated, primitive_type);
|
||||
|
||||
// Initialize all unused fields to zero for comparison/hashing.
|
||||
std::memset(&description_out, 0, sizeof(description_out));
|
||||
|
||||
// Root signature.
|
||||
description_out.root_signature = command_processor_->GetRootSignature(
|
||||
vertex_shader, pixel_shader, primitive_type);
|
||||
vertex_shader, pixel_shader, tessellated);
|
||||
if (description_out.root_signature == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
@ -393,93 +382,79 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
}
|
||||
|
||||
// Primitive topology type, tessellation mode and geometry shader.
|
||||
description_out.tessellation_mode = PipelineTessellationMode::kNone;
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kPoint;
|
||||
break;
|
||||
case PrimitiveType::kLineList:
|
||||
case PrimitiveType::kLineStrip:
|
||||
case PrimitiveType::kLineLoop:
|
||||
// Quads are emulated as line lists with adjacency.
|
||||
case PrimitiveType::kQuadList:
|
||||
case PrimitiveType::k2DLineStrip:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kLine;
|
||||
break;
|
||||
case PrimitiveType::kTrianglePatch:
|
||||
case PrimitiveType::kQuadPatch:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kPatch;
|
||||
switch (TessellationMode(regs[XE_GPU_REG_VGT_HOS_CNTL].u32 & 0x3)) {
|
||||
case TessellationMode::kContinuous:
|
||||
description_out.tessellation_mode =
|
||||
PipelineTessellationMode::kContinuous;
|
||||
break;
|
||||
case TessellationMode::kAdaptive:
|
||||
description_out.tessellation_mode =
|
||||
FLAGS_d3d12_tessellation_adaptive
|
||||
? PipelineTessellationMode::kAdaptive
|
||||
: PipelineTessellationMode::kContinuous;
|
||||
break;
|
||||
default:
|
||||
description_out.tessellation_mode =
|
||||
PipelineTessellationMode::kDiscrete;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kTriangle;
|
||||
break;
|
||||
}
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kLinePatch:
|
||||
description_out.patch_type = PipelinePatchType::kLine;
|
||||
break;
|
||||
case PrimitiveType::kTrianglePatch:
|
||||
description_out.patch_type = PipelinePatchType::kTriangle;
|
||||
break;
|
||||
case PrimitiveType::kQuadPatch:
|
||||
description_out.patch_type = PipelinePatchType::kQuad;
|
||||
break;
|
||||
default:
|
||||
description_out.patch_type = PipelinePatchType::kNone;
|
||||
break;
|
||||
}
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kPointList;
|
||||
break;
|
||||
case PrimitiveType::kRectangleList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kRectangleList;
|
||||
break;
|
||||
case PrimitiveType::kQuadList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kQuadList;
|
||||
break;
|
||||
default:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kNone;
|
||||
break;
|
||||
if (tessellated) {
|
||||
switch (TessellationMode(regs[XE_GPU_REG_VGT_HOS_CNTL].u32 & 0x3)) {
|
||||
case TessellationMode::kContinuous:
|
||||
description_out.tessellation_mode =
|
||||
PipelineTessellationMode::kContinuous;
|
||||
break;
|
||||
case TessellationMode::kAdaptive:
|
||||
description_out.tessellation_mode =
|
||||
FLAGS_d3d12_tessellation_adaptive
|
||||
? PipelineTessellationMode::kAdaptive
|
||||
: PipelineTessellationMode::kContinuous;
|
||||
break;
|
||||
default:
|
||||
description_out.tessellation_mode = PipelineTessellationMode::kDiscrete;
|
||||
break;
|
||||
}
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kPatch;
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kLinePatch:
|
||||
description_out.patch_type = PipelinePatchType::kLine;
|
||||
break;
|
||||
case PrimitiveType::kTrianglePatch:
|
||||
description_out.patch_type = PipelinePatchType::kTriangle;
|
||||
break;
|
||||
case PrimitiveType::kQuadPatch:
|
||||
description_out.patch_type = PipelinePatchType::kQuad;
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(primitive_type);
|
||||
return false;
|
||||
}
|
||||
description_out.geometry_shader = PipelineGeometryShader::kNone;
|
||||
} else {
|
||||
description_out.tessellation_mode = PipelineTessellationMode::kNone;
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kPoint;
|
||||
break;
|
||||
case PrimitiveType::kLineList:
|
||||
case PrimitiveType::kLineStrip:
|
||||
case PrimitiveType::kLineLoop:
|
||||
// Quads are emulated as line lists with adjacency.
|
||||
case PrimitiveType::kQuadList:
|
||||
case PrimitiveType::k2DLineStrip:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kLine;
|
||||
break;
|
||||
default:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kTriangle;
|
||||
break;
|
||||
}
|
||||
description_out.patch_type = PipelinePatchType::kNone;
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kPointList;
|
||||
break;
|
||||
case PrimitiveType::kRectangleList:
|
||||
description_out.geometry_shader =
|
||||
PipelineGeometryShader::kRectangleList;
|
||||
break;
|
||||
case PrimitiveType::kQuadList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kQuadList;
|
||||
break;
|
||||
default:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kNone;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Rasterizer state.
|
||||
uint32_t cull_mode;
|
||||
if (primitive_type == PrimitiveType::kPointList ||
|
||||
primitive_type == PrimitiveType::kRectangleList) {
|
||||
cull_mode = 0;
|
||||
} else {
|
||||
cull_mode = pa_su_sc_mode_cntl & 0x3;
|
||||
}
|
||||
if (cull_mode & 1) {
|
||||
// More special, so checked first - generally back faces are culled.
|
||||
description_out.cull_mode = PipelineCullMode::kFront;
|
||||
} else if (cull_mode & 2) {
|
||||
description_out.cull_mode = PipelineCullMode::kBack;
|
||||
} else {
|
||||
description_out.cull_mode = PipelineCullMode::kNone;
|
||||
}
|
||||
description_out.front_counter_clockwise = (pa_su_sc_mode_cntl & 0x4) == 0;
|
||||
// Because Direct3D 12 doesn't support per-side fill mode and depth bias, the
|
||||
// values to use depends on the current culling state.
|
||||
// If front faces are culled, use the ones for back faces.
|
||||
|
@ -495,33 +470,56 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
// Here we also assume that only one side is culled - if two sides are culled,
|
||||
// the D3D12 command processor will drop such draw early.
|
||||
float poly_offset = 0.0f, poly_offset_scale = 0.0f;
|
||||
// With ROV, the depth bias is applied in the pixel shader because per-sample
|
||||
// depth is needed for MSAA.
|
||||
if (!(cull_mode & 1)) {
|
||||
// Front faces aren't culled.
|
||||
uint32_t fill_mode = (pa_su_sc_mode_cntl >> 5) & 0x7;
|
||||
if (fill_mode == 0 || fill_mode == 1) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
if (primitive_two_faced) {
|
||||
uint32_t cull_mode = pa_su_sc_mode_cntl & 0x3;
|
||||
description_out.front_counter_clockwise = (pa_su_sc_mode_cntl & 0x4) == 0;
|
||||
if (cull_mode == 1) {
|
||||
description_out.cull_mode = PipelineCullMode::kFront;
|
||||
} else if (cull_mode == 2) {
|
||||
description_out.cull_mode = PipelineCullMode::kBack;
|
||||
} else {
|
||||
description_out.cull_mode = PipelineCullMode::kNone;
|
||||
}
|
||||
if (!edram_rov_used_ && ((pa_su_sc_mode_cntl >> 11) & 0x1)) {
|
||||
// With ROV, the depth bias is applied in the pixel shader because
|
||||
// per-sample depth is needed for MSAA.
|
||||
if (cull_mode != 1) {
|
||||
// Front faces aren't culled.
|
||||
uint32_t fill_mode = (pa_su_sc_mode_cntl >> 5) & 0x7;
|
||||
if (fill_mode == 0 || fill_mode == 1) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
}
|
||||
if (!edram_rov_used_ && (pa_su_sc_mode_cntl & (1 << 11))) {
|
||||
poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
|
||||
poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
|
||||
}
|
||||
}
|
||||
if (cull_mode != 2) {
|
||||
// Back faces aren't culled.
|
||||
uint32_t fill_mode = (pa_su_sc_mode_cntl >> 8) & 0x7;
|
||||
if (fill_mode == 0 || fill_mode == 1) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
}
|
||||
// Prefer front depth bias because in general, front faces are the ones
|
||||
// that are rendered (except for shadow volumes).
|
||||
if (!edram_rov_used_ && (pa_su_sc_mode_cntl & (1 << 12)) &&
|
||||
poly_offset == 0.0f && poly_offset_scale == 0.0f) {
|
||||
poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
|
||||
poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
|
||||
}
|
||||
}
|
||||
if (((pa_su_sc_mode_cntl >> 3) & 0x3) == 0) {
|
||||
// Fill mode is disabled.
|
||||
description_out.fill_mode_wireframe = 0;
|
||||
}
|
||||
} else {
|
||||
// Filled front faces only.
|
||||
// Use front depth bias if POLY_OFFSET_PARA_ENABLED
|
||||
// (POLY_OFFSET_FRONT_ENABLED is for two-sided primitives).
|
||||
if (!edram_rov_used_ && (pa_su_sc_mode_cntl & (1 << 13))) {
|
||||
poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
|
||||
poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
|
||||
}
|
||||
}
|
||||
if (!(cull_mode & 2)) {
|
||||
// Back faces aren't culled.
|
||||
uint32_t fill_mode = (pa_su_sc_mode_cntl >> 8) & 0x7;
|
||||
if (fill_mode == 0 || fill_mode == 1) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
}
|
||||
// Prefer front depth bias because in general, front faces are the ones
|
||||
// that are rendered (except for shadow volumes).
|
||||
if (!edram_rov_used_ && ((pa_su_sc_mode_cntl >> 12) & 0x1) &&
|
||||
poly_offset == 0.0f && poly_offset_scale == 0.0f) {
|
||||
poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
|
||||
poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
|
||||
}
|
||||
}
|
||||
if (!edram_rov_used_) {
|
||||
// Conversion based on the calculations in Call of Duty 4 and the values it
|
||||
// writes to the registers, and also on:
|
||||
|
@ -551,12 +549,9 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
description_out.depth_bias_slope_scaled =
|
||||
poly_offset_scale * (1.0f / 16.0f);
|
||||
}
|
||||
if ((pa_su_sc_mode_cntl & (0x3 << 3)) == 0) {
|
||||
// Fill mode is disabled.
|
||||
description_out.fill_mode_wireframe = 0;
|
||||
}
|
||||
if (FLAGS_d3d12_tessellation_wireframe &&
|
||||
description_out.tessellation_mode != PipelineTessellationMode::kNone) {
|
||||
if (FLAGS_d3d12_tessellation_wireframe && tessellated &&
|
||||
(primitive_type == PrimitiveType::kTrianglePatch ||
|
||||
primitive_type == PrimitiveType::kQuadPatch)) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
}
|
||||
// CLIP_DISABLE
|
||||
|
@ -596,7 +591,7 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
(rb_depthcontrol >> 17) & 0x7;
|
||||
description_out.stencil_front_pass_op = (rb_depthcontrol >> 14) & 0x7;
|
||||
description_out.stencil_front_func = (rb_depthcontrol >> 8) & 0x7;
|
||||
if (rb_depthcontrol & 0x80) {
|
||||
if (primitive_two_faced && (rb_depthcontrol & 0x80)) {
|
||||
description_out.stencil_back_fail_op = (rb_depthcontrol >> 23) & 0x7;
|
||||
description_out.stencil_back_depth_fail_op =
|
||||
(rb_depthcontrol >> 29) & 0x7;
|
||||
|
@ -768,7 +763,7 @@ ID3D12PipelineState* PipelineCache::CreatePipelineState(
|
|||
if (description.tessellation_mode != PipelineTessellationMode::kNone) {
|
||||
switch (description.patch_type) {
|
||||
case PipelinePatchType::kTriangle:
|
||||
if (description.vertex_shader->GetDomainShaderPrimitiveType() !=
|
||||
if (description.vertex_shader->patch_primitive_type() !=
|
||||
PrimitiveType::kTrianglePatch) {
|
||||
XELOGE(
|
||||
"Tried to use vertex shader %.16" PRIX64
|
||||
|
@ -794,7 +789,7 @@ ID3D12PipelineState* PipelineCache::CreatePipelineState(
|
|||
state_desc.VS.BytecodeLength = sizeof(tessellation_triangle_vs);
|
||||
break;
|
||||
case PipelinePatchType::kQuad:
|
||||
if (description.vertex_shader->GetDomainShaderPrimitiveType() !=
|
||||
if (description.vertex_shader->patch_primitive_type() !=
|
||||
PrimitiveType::kQuadPatch) {
|
||||
XELOGE("Tried to use vertex shader %.16" PRIX64
|
||||
" for quad patch tessellation, but it's not a tessellation "
|
||||
|
@ -825,7 +820,7 @@ ID3D12PipelineState* PipelineCache::CreatePipelineState(
|
|||
state_desc.DS.BytecodeLength =
|
||||
description.vertex_shader->translated_binary().size();
|
||||
} else {
|
||||
if (description.vertex_shader->GetDomainShaderPrimitiveType() !=
|
||||
if (description.vertex_shader->patch_primitive_type() !=
|
||||
PrimitiveType::kNone) {
|
||||
XELOGE("Tried to use vertex shader %.16" PRIX64
|
||||
" without tessellation, but it's a tessellation domain shader",
|
||||
|
|
|
@ -49,11 +49,11 @@ class PipelineCache {
|
|||
|
||||
// Translates shaders if needed, also making shader info up to date.
|
||||
bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
|
||||
D3D12Shader* pixel_shader,
|
||||
D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type);
|
||||
|
||||
bool ConfigurePipeline(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
|
||||
|
@ -172,10 +172,10 @@ class PipelineCache {
|
|||
};
|
||||
|
||||
bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl,
|
||||
PrimitiveType primitive_type);
|
||||
bool tessellated, PrimitiveType primitive_type);
|
||||
|
||||
bool GetCurrentStateDescription(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
PipelineDescription& description_out);
|
||||
|
|
|
@ -761,14 +761,15 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
|
|||
// Copy the domain location to r0.yz (for quad patches) or r0.xyz (for
|
||||
// triangle patches), and also set the domain in STAT.
|
||||
uint32_t domain_location_mask, domain_location_swizzle;
|
||||
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
domain_location_mask = 0b0111;
|
||||
// ZYX swizzle with r1.y == 0, according to the water shader in
|
||||
// Banjo-Kazooie: Nuts & Bolts.
|
||||
domain_location_swizzle = 0b00000110;
|
||||
stat_.tessellator_domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
|
||||
} else {
|
||||
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
// According to the ground shader in Viva Pinata, though it's impossible
|
||||
// (as of December 12th, 2018) to test there since it possibly requires
|
||||
// memexport for ground control points (the memory region with them is
|
||||
|
@ -807,8 +808,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
|
|||
// TODO(Triang3l): Investigate what should be written for primitives (or
|
||||
// even control points) for non-adaptive tessellation modes (they may
|
||||
// possibly have an index buffer).
|
||||
// TODO(Triang3l): Support line patches.
|
||||
uint32_t primitive_id_gpr_index =
|
||||
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;
|
||||
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 1 : 0;
|
||||
|
||||
if (register_count() > primitive_id_gpr_index) {
|
||||
uint32_t primitive_id_temp = uses_register_dynamic_addressing()
|
||||
|
@ -877,9 +879,11 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
|
|||
//
|
||||
// Direct3D 12 appears to be passing the coordinates in a consistent
|
||||
// order, so we can just use ZYX for triangle patches.
|
||||
//
|
||||
// TODO(Triang3l): Support line patches.
|
||||
uint32_t domain_location_swizzle_mask =
|
||||
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 0b0010
|
||||
: 0b0001;
|
||||
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 0b0010
|
||||
: 0b0001;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
|
||||
3 + temp_register_operand_length));
|
||||
|
@ -4152,11 +4156,12 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
|
|||
// FXC refuses to compile without SV_TessFactor and SV_InsideTessFactor input,
|
||||
// so this is required.
|
||||
uint32_t tess_factor_count_edge, tess_factor_count_inside;
|
||||
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
tess_factor_count_edge = 3;
|
||||
tess_factor_count_inside = 1;
|
||||
} else {
|
||||
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
tess_factor_count_edge = 4;
|
||||
tess_factor_count_inside = 2;
|
||||
}
|
||||
|
@ -4172,7 +4177,7 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
|
|||
shader_object_.push_back(0);
|
||||
shader_object_.push_back(
|
||||
i < tess_factor_count_edge ? i : (i - tess_factor_count_edge));
|
||||
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
if (i < tess_factor_count_edge) {
|
||||
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
|
||||
shader_object_.push_back(13);
|
||||
|
@ -4181,7 +4186,8 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
|
|||
shader_object_.push_back(14);
|
||||
}
|
||||
} else {
|
||||
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
if (i < tess_factor_count_edge) {
|
||||
// D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR.
|
||||
shader_object_.push_back(11);
|
||||
|
@ -4401,11 +4407,12 @@ void DxbcShaderTranslator::WriteShaderCode() {
|
|||
// as both vertex shader and domain shader.
|
||||
uint32_t control_point_count;
|
||||
D3D11_SB_TESSELLATOR_DOMAIN domain;
|
||||
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
control_point_count = 3;
|
||||
domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
|
||||
} else {
|
||||
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
control_point_count = 4;
|
||||
domain = D3D11_SB_TESSELLATOR_DOMAIN_QUAD;
|
||||
}
|
||||
|
@ -4597,10 +4604,11 @@ void DxbcShaderTranslator::WriteShaderCode() {
|
|||
if (IsDxbcDomainShader()) {
|
||||
// Domain location input (barycentric for triangles, UV for quads).
|
||||
uint32_t domain_location_mask;
|
||||
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
domain_location_mask = 0b0111;
|
||||
} else {
|
||||
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
domain_location_mask = 0b0011;
|
||||
}
|
||||
shader_object_.push_back(
|
||||
|
|
|
@ -31,13 +31,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
DxbcShaderTranslator(uint32_t vendor_id, bool edram_rov_used);
|
||||
~DxbcShaderTranslator() override;
|
||||
|
||||
enum class VertexShaderType { kVertex, kTriangleDomain, kQuadDomain };
|
||||
// Sets the type (shader model and input layout) of the next vertex shader
|
||||
// that will be converted.
|
||||
void SetVertexShaderType(VertexShaderType type) {
|
||||
vertex_shader_type_ = type;
|
||||
}
|
||||
|
||||
// Constant buffer bindings in space 0.
|
||||
enum class CbufferRegister {
|
||||
kSystemConstants,
|
||||
|
@ -646,12 +639,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
}
|
||||
inline bool IsDxbcVertexShader() const {
|
||||
return IsDxbcVertexOrDomainShader() &&
|
||||
vertex_shader_type_ == VertexShaderType::kVertex;
|
||||
patch_primitive_type() == PrimitiveType::kNone;
|
||||
}
|
||||
inline bool IsDxbcDomainShader() const {
|
||||
return IsDxbcVertexOrDomainShader() &&
|
||||
(vertex_shader_type_ == VertexShaderType::kTriangleDomain ||
|
||||
vertex_shader_type_ == VertexShaderType::kQuadDomain);
|
||||
patch_primitive_type() != PrimitiveType::kNone;
|
||||
}
|
||||
inline bool IsDxbcPixelShader() const {
|
||||
return is_depth_only_pixel_shader_ || is_pixel_shader();
|
||||
|
@ -957,7 +949,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
// Whether the output merger should be emulated in pixel shaders.
|
||||
bool edram_rov_used_;
|
||||
|
||||
VertexShaderType vertex_shader_type_ = VertexShaderType::kVertex;
|
||||
// Is currently writing the empty depth-only pixel shader, for
|
||||
// CompleteTranslation.
|
||||
bool is_depth_only_pixel_shader_;
|
||||
|
|
|
@ -587,6 +587,10 @@ class Shader {
|
|||
// Whether the shader is identified as a vertex or pixel shader.
|
||||
ShaderType type() const { return shader_type_; }
|
||||
|
||||
// Tessellation patch primitive type for a vertex shader translated into a
|
||||
// domain shader, or PrimitiveType::kNone for a normal vertex shader.
|
||||
PrimitiveType patch_primitive_type() const { return patch_primitive_type_; }
|
||||
|
||||
// Microcode dwords in host endianness.
|
||||
const std::vector<uint32_t>& ucode_data() const { return ucode_data_; }
|
||||
uint64_t ucode_data_hash() const { return ucode_data_hash_; }
|
||||
|
@ -667,6 +671,7 @@ class Shader {
|
|||
friend class ShaderTranslator;
|
||||
|
||||
ShaderType shader_type_;
|
||||
PrimitiveType patch_primitive_type_ = PrimitiveType::kNone;
|
||||
std::vector<uint32_t> ucode_data_;
|
||||
uint64_t ucode_data_hash_;
|
||||
|
||||
|
|
|
@ -35,10 +35,10 @@ DEFINE_string(shader_input_type, "",
|
|||
DEFINE_string(shader_output, "", "Output shader file path.");
|
||||
DEFINE_string(shader_output_type, "ucode",
|
||||
"Translator to use: [ucode, glsl45, spirv, spirvtext, dxbc].");
|
||||
DEFINE_string(shader_output_domain, "",
|
||||
"Abstract patch type in the generated tessellation evaluation "
|
||||
"(domain) shader, or unspecified to produce a vertex shader: "
|
||||
"[triangle, quad].");
|
||||
DEFINE_string(shader_output_patch, "",
|
||||
"Tessellation patch type in the generated tessellation "
|
||||
"evaluation (domain) shader, or unspecified to produce a vertex "
|
||||
"shader: [line, triangle, quad].");
|
||||
DEFINE_bool(shader_output_dxbc_rov, false,
|
||||
"Output ROV-based output-merger code in DXBC pixel shaders.");
|
||||
|
||||
|
@ -108,23 +108,22 @@ int shader_compiler_main(const std::vector<std::wstring>& args) {
|
|||
} else if (FLAGS_shader_output_type == "dxbc") {
|
||||
translator =
|
||||
std::make_unique<DxbcShaderTranslator>(0, FLAGS_shader_output_dxbc_rov);
|
||||
DxbcShaderTranslator::VertexShaderType dxbc_vertex_shader_type;
|
||||
if (FLAGS_shader_output_domain == "triangle") {
|
||||
dxbc_vertex_shader_type =
|
||||
DxbcShaderTranslator::VertexShaderType::kTriangleDomain;
|
||||
} else if (FLAGS_shader_output_domain == "quad") {
|
||||
dxbc_vertex_shader_type =
|
||||
DxbcShaderTranslator::VertexShaderType::kQuadDomain;
|
||||
} else {
|
||||
dxbc_vertex_shader_type = DxbcShaderTranslator::VertexShaderType::kVertex;
|
||||
}
|
||||
static_cast<DxbcShaderTranslator*>(translator.get())
|
||||
->SetVertexShaderType(dxbc_vertex_shader_type);
|
||||
} else {
|
||||
translator = std::make_unique<UcodeShaderTranslator>();
|
||||
}
|
||||
|
||||
translator->Translate(shader.get());
|
||||
PrimitiveType patch_primitive_type = PrimitiveType::kNone;
|
||||
if (shader_type == ShaderType::kVertex) {
|
||||
if (FLAGS_shader_output_patch == "line") {
|
||||
patch_primitive_type == PrimitiveType::kLinePatch;
|
||||
} else if (FLAGS_shader_output_patch == "triangle") {
|
||||
patch_primitive_type == PrimitiveType::kTrianglePatch;
|
||||
} else if (FLAGS_shader_output_patch == "quad") {
|
||||
patch_primitive_type == PrimitiveType::kQuadPatch;
|
||||
}
|
||||
}
|
||||
|
||||
translator->Translate(shader.get(), patch_primitive_type);
|
||||
|
||||
const void* source_data = shader->translated_binary().data();
|
||||
size_t source_data_size = shader->translated_binary().size();
|
||||
|
|
|
@ -107,22 +107,25 @@ bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool ShaderTranslator::Translate(Shader* shader,
|
||||
bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type,
|
||||
xenos::xe_gpu_program_cntl_t cntl) {
|
||||
Reset();
|
||||
register_count_ = shader->type() == ShaderType::kVertex ? cntl.vs_regs + 1
|
||||
: cntl.ps_regs + 1;
|
||||
|
||||
return TranslateInternal(shader);
|
||||
return TranslateInternal(shader, patch_type);
|
||||
}
|
||||
|
||||
bool ShaderTranslator::Translate(Shader* shader) {
|
||||
bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type) {
|
||||
Reset();
|
||||
return TranslateInternal(shader);
|
||||
return TranslateInternal(shader, patch_type);
|
||||
}
|
||||
|
||||
bool ShaderTranslator::TranslateInternal(Shader* shader) {
|
||||
bool ShaderTranslator::TranslateInternal(Shader* shader,
|
||||
PrimitiveType patch_type) {
|
||||
shader_type_ = shader->type();
|
||||
patch_primitive_type_ =
|
||||
shader_type_ == ShaderType::kVertex ? patch_type : PrimitiveType::kNone;
|
||||
ucode_dwords_ = shader->ucode_dwords();
|
||||
ucode_dword_count_ = shader->ucode_dword_count();
|
||||
|
||||
|
@ -190,6 +193,7 @@ bool ShaderTranslator::TranslateInternal(Shader* shader) {
|
|||
shader->errors_ = std::move(errors_);
|
||||
shader->translated_binary_ = CompleteTranslation();
|
||||
shader->ucode_disassembly_ = ucode_disasm_buffer_.to_string();
|
||||
shader->patch_primitive_type_ = patch_primitive_type_;
|
||||
shader->vertex_bindings_ = std::move(vertex_bindings_);
|
||||
shader->texture_bindings_ = std::move(texture_bindings_);
|
||||
shader->constant_register_map_ = std::move(constant_register_map_);
|
||||
|
|
|
@ -32,8 +32,9 @@ class ShaderTranslator {
|
|||
// DEPRECATED(benvanik): remove this when shader cache is removed.
|
||||
bool GatherAllBindingInformation(Shader* shader);
|
||||
|
||||
bool Translate(Shader* shader, xenos::xe_gpu_program_cntl_t cntl);
|
||||
bool Translate(Shader* shader);
|
||||
bool Translate(Shader* shader, PrimitiveType patch_type,
|
||||
xenos::xe_gpu_program_cntl_t cntl);
|
||||
bool Translate(Shader* shader, PrimitiveType patch_type);
|
||||
|
||||
protected:
|
||||
ShaderTranslator();
|
||||
|
@ -45,6 +46,9 @@ class ShaderTranslator {
|
|||
uint32_t register_count() const { return register_count_; }
|
||||
// True if the current shader is a vertex shader.
|
||||
bool is_vertex_shader() const { return shader_type_ == ShaderType::kVertex; }
|
||||
// Tessellation patch primitive type for a vertex shader translated into a
|
||||
// domain shader, or PrimitiveType::kNone for a normal vertex shader.
|
||||
PrimitiveType patch_primitive_type() const { return patch_primitive_type_; }
|
||||
// True if the current shader is a pixel shader.
|
||||
bool is_pixel_shader() const { return shader_type_ == ShaderType::kPixel; }
|
||||
const Shader::ConstantRegisterMap& constant_register_map() const {
|
||||
|
@ -176,7 +180,7 @@ class ShaderTranslator {
|
|||
bool disable_implicit_early_z;
|
||||
};
|
||||
|
||||
bool TranslateInternal(Shader* shader);
|
||||
bool TranslateInternal(Shader* shader, PrimitiveType patch_type);
|
||||
|
||||
void MarkUcodeInstruction(uint32_t dword_offset);
|
||||
void AppendUcodeDisasm(char c);
|
||||
|
@ -225,6 +229,7 @@ class ShaderTranslator {
|
|||
|
||||
// Input shader metadata and microcode.
|
||||
ShaderType shader_type_;
|
||||
PrimitiveType patch_primitive_type_;
|
||||
const uint32_t* ucode_dwords_;
|
||||
size_t ucode_dword_count_;
|
||||
xenos::xe_gpu_program_cntl_t program_cntl_;
|
||||
|
|
|
@ -367,7 +367,7 @@ bool PipelineCache::TranslateShader(VulkanShader* shader,
|
|||
xenos::xe_gpu_program_cntl_t cntl) {
|
||||
// Perform translation.
|
||||
// If this fails the shader will be marked as invalid and ignored later.
|
||||
if (!shader_translator_->Translate(shader, cntl)) {
|
||||
if (!shader_translator_->Translate(shader, PrimitiveType::kNone, cntl)) {
|
||||
XELOGE("Shader translation failed; marking shader as ignored");
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue