[GPU] Shader::HostVertexShaderType enum for domain shader types
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8da8044771
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@ -177,14 +177,17 @@ void D3D12CommandProcessor::SubmitBarriers() {
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}
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ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
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bool tessellated) {
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const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) {
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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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tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN
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: D3D12_SHADER_VISIBILITY_VERTEX;
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D3D12_SHADER_VISIBILITY vertex_visibility;
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if (vertex_shader->host_vertex_shader_type() !=
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Shader::HostVertexShaderType::kVertex) {
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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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uint32_t texture_count_vertex, sampler_count_vertex;
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vertex_shader->GetTextureSRVs(texture_count_vertex);
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@ -207,7 +210,8 @@ 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 |= (tessellated ? 1 : 0) << index_offset;
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index |= uint32_t(vertex_visibility == D3D12_SHADER_VISIBILITY_DOMAIN)
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<< index_offset;
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++index_offset;
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assert_true(index_offset <= 32);
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@ -1284,15 +1288,6 @@ 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 (major_mode_explicit) {
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tessellated = regs.Get<reg::VGT_OUTPUT_PATH_CNTL>().path_select ==
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xenos::VGTOutputPath::kTessellationEnable;
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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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@ -1308,13 +1303,21 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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// Need a pixel shader in normal color mode.
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return false;
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}
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// Get tessellation info for the current draw for vertex shader translation.
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Shader::HostVertexShaderType host_vertex_shader_type =
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pipeline_cache_->GetHostVertexShaderTypeIfValid();
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if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
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return false;
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}
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// Translate the shaders now to get memexport configuration and color mask,
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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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tessellated, primitive_type)) {
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host_vertex_shader_type)) {
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return false;
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}
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bool tessellated =
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host_vertex_shader_type != Shader::HostVertexShaderType::kVertex;
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// Check if memexport is used. If it is, we can't skip draw calls that have no
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// visual effect.
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@ -1348,39 +1351,24 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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// Set up primitive topology.
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bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base;
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bool adaptive_tessellation =
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host_vertex_shader_type ==
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Shader::HostVertexShaderType::kLineDomainAdaptive ||
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host_vertex_shader_type ==
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Shader::HostVertexShaderType::kTriangleDomainAdaptive ||
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host_vertex_shader_type ==
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Shader::HostVertexShaderType::kQuadDomainAdaptive;
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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 (tessellated) {
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xenos::TessellationMode tessellation_mode =
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regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
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adaptive_tessellation =
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tessellation_mode == xenos::TessellationMode::kAdaptive;
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if (adaptive_tessellation &&
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(!indexed || index_buffer_info->format != IndexFormat::kInt32)) {
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return false;
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}
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// TODO(Triang3l): Implement all tessellation modes if games using any other
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// than adaptive are found. The biggest question about them is what is being
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// passed to vertex shader registers, especially if patches are drawn with
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// an index buffer.
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// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
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if (tessellation_mode != xenos::TessellationMode::kAdaptive) {
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XELOGE(
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"Tessellation mode %u is not implemented yet, only adaptive is "
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"partially available now - report the game to Xenia developers!",
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uint32_t(tessellation_mode));
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return false;
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}
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} else {
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adaptive_tessellation = false;
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}
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assert_true(!adaptive_tessellation ||
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(indexed && index_buffer_info->format == IndexFormat::kInt32));
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PrimitiveType primitive_type_converted;
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D3D_PRIMITIVE_TOPOLOGY primitive_topology;
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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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// TODO(Triang3l): Support all kinds of patches if found in games.
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case PrimitiveType::kTriangleList:
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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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@ -1422,7 +1410,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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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 (!tessellated && primitive_type == PrimitiveType::kLineLoop && !indexed &&
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if (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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@ -1455,7 +1443,7 @@ 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, tessellated, primitive_type_converted,
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vertex_shader, pixel_shader, 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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@ -95,8 +95,7 @@ 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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bool tessellated);
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const D3D12Shader* pixel_shader);
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ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
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return constant_buffer_pool_.get();
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@ -272,9 +272,10 @@ void PipelineCache::InitializeShaderStorage(const std::wstring& storage_root,
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break;
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}
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assert_not_null(shader_to_translate.second);
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if (!TranslateShader(translator, shader_to_translate.second,
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shader_to_translate.first.sq_program_cntl,
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shader_to_translate.first.patch_primitive_type)) {
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if (!TranslateShader(
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translator, shader_to_translate.second,
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shader_to_translate.first.sq_program_cntl,
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shader_to_translate.first.host_vertex_shader_type)) {
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std::unique_lock<std::mutex> lock(shaders_failed_to_translate_mutex);
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shaders_failed_to_translate.push_back(shader_to_translate.second);
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}
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@ -516,8 +517,7 @@ void PipelineCache::InitializeShaderStorage(const std::wstring& storage_root,
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pipeline_runtime_description.root_signature =
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command_processor_->GetRootSignature(
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pipeline_runtime_description.vertex_shader,
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pipeline_runtime_description.pixel_shader,
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pipeline_description.patch_type != PipelinePatchType::kNone);
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pipeline_runtime_description.pixel_shader);
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if (!pipeline_runtime_description.root_signature) {
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continue;
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}
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@ -712,10 +712,59 @@ D3D12Shader* PipelineCache::LoadShader(ShaderType shader_type,
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return shader;
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}
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bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
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D3D12Shader* pixel_shader,
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bool tessellated,
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PrimitiveType primitive_type) {
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Shader::HostVertexShaderType PipelineCache::GetHostVertexShaderTypeIfValid()
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const {
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auto& regs = *register_file_;
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auto vgt_draw_initiator = regs.Get<reg::VGT_DRAW_INITIATOR>();
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if (!xenos::IsMajorModeExplicit(vgt_draw_initiator.major_mode,
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vgt_draw_initiator.prim_type)) {
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// VGT_OUTPUT_PATH_CNTL and HOS registers are ignored in implicit major
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// mode.
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return Shader::HostVertexShaderType::kVertex;
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}
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if (regs.Get<reg::VGT_OUTPUT_PATH_CNTL>().path_select !=
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xenos::VGTOutputPath::kTessellationEnable) {
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return Shader::HostVertexShaderType::kVertex;
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}
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xenos::TessellationMode tessellation_mode =
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regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
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switch (vgt_draw_initiator.prim_type) {
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// case PrimitiveType::kTriangleList:
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// switch (tessellation_mode) {
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// case xenos::TessellationMode::kDiscrete:
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// // Call of Duty 3 - green terrain in the first mission.
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// case xenos::TessellationMode::kContinuous:
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// // Viva Pinata - something on the start screen.
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// return Shader::HostVertexShaderType::kTriangleDomainConstant;
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// }
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// break;
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// TODO(Triang3l): Support non-adaptive tessellation.
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case PrimitiveType::kTrianglePatch:
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if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
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// Banjo-Kazooie: Nuts & Bolts - water.
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// Halo 3 - water.
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return Shader::HostVertexShaderType::kTriangleDomainAdaptive;
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}
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break;
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case PrimitiveType::kQuadPatch:
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if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
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// Viva Pinata - something on the start screen.
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return Shader::HostVertexShaderType::kQuadDomainAdaptive;
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}
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break;
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// TODO(Triang3l): Support line patches and non-adaptive quad
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// tessellation.
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}
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XELOGE(
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"Unsupported tessellation mode %u for primitive type %u. Report the game "
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"to Xenia developers!",
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uint32_t(tessellation_mode), uint32_t(vgt_draw_initiator.prim_type));
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return Shader::HostVertexShaderType(-1);
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}
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bool PipelineCache::EnsureShadersTranslated(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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Shader::HostVertexShaderType host_vertex_shader_type) {
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auto& regs = *register_file_;
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// These are the constant base addresses/ranges for shaders.
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@ -734,12 +783,9 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
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xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill);
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assert_false(sq_program_cntl.gen_index_vtx);
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PrimitiveType patch_primitive_type =
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tessellated ? primitive_type : PrimitiveType::kNone;
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if (!vertex_shader->is_translated()) {
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if (!TranslateShader(*shader_translator_, vertex_shader, sq_program_cntl,
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patch_primitive_type)) {
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host_vertex_shader_type)) {
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XELOGE("Failed to translate the vertex shader!");
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return false;
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}
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@ -756,8 +802,7 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
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}
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if (pixel_shader != nullptr && !pixel_shader->is_translated()) {
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if (!TranslateShader(*shader_translator_, pixel_shader, sq_program_cntl,
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patch_primitive_type)) {
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if (!TranslateShader(*shader_translator_, pixel_shader, sq_program_cntl)) {
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XELOGE("Failed to translate the pixel shader!");
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return false;
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}
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@ -777,7 +822,7 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
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}
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bool PipelineCache::ConfigurePipeline(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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void** pipeline_state_handle_out,
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@ -790,9 +835,9 @@ bool PipelineCache::ConfigurePipeline(
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assert_not_null(root_signature_out);
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PipelineRuntimeDescription runtime_description;
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if (!GetCurrentStateDescription(vertex_shader, pixel_shader, tessellated,
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primitive_type, index_format, early_z,
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render_targets, runtime_description)) {
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if (!GetCurrentStateDescription(vertex_shader, pixel_shader, primitive_type,
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index_format, early_z, render_targets,
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runtime_description)) {
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return false;
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}
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PipelineDescription& description = runtime_description.description;
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@ -819,8 +864,9 @@ bool PipelineCache::ConfigurePipeline(
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}
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}
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if (!EnsureShadersTranslated(vertex_shader, pixel_shader, tessellated,
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primitive_type)) {
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if (!EnsureShadersTranslated(
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vertex_shader, pixel_shader,
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Shader::HostVertexShaderType(description.host_vertex_shader_type))) {
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return false;
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}
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@ -864,13 +910,13 @@ bool PipelineCache::ConfigurePipeline(
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return true;
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}
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bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
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D3D12Shader* shader,
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reg::SQ_PROGRAM_CNTL cntl,
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PrimitiveType patch_primitive_type) {
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bool PipelineCache::TranslateShader(
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DxbcShaderTranslator& translator, D3D12Shader* shader,
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reg::SQ_PROGRAM_CNTL cntl,
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Shader::HostVertexShaderType host_vertex_shader_type) {
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// Perform translation.
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// If this fails the shader will be marked as invalid and ignored later.
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if (!translator.Translate(shader, patch_primitive_type, cntl)) {
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if (!translator.Translate(shader, cntl, host_vertex_shader_type)) {
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XELOGE("Shader %.16" PRIX64 " translation failed; marking as ignored",
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shader->ucode_data_hash());
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return false;
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@ -923,7 +969,7 @@ bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
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}
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bool PipelineCache::GetCurrentStateDescription(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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PipelineRuntimeDescription& runtime_description_out) {
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@ -931,14 +977,13 @@ bool PipelineCache::GetCurrentStateDescription(
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auto& regs = *register_file_;
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auto pa_su_sc_mode_cntl = regs.Get<reg::PA_SU_SC_MODE_CNTL>();
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bool primitive_two_faced = IsPrimitiveTwoFaced(tessellated, primitive_type);
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// Initialize all unused fields to zero for comparison/hashing.
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std::memset(&runtime_description_out, 0, sizeof(runtime_description_out));
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// Root signature.
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runtime_description_out.root_signature = command_processor_->GetRootSignature(
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vertex_shader, pixel_shader, tessellated);
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runtime_description_out.root_signature =
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command_processor_->GetRootSignature(vertex_shader, pixel_shader);
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if (runtime_description_out.root_signature == nullptr) {
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return false;
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}
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@ -962,48 +1007,18 @@ bool PipelineCache::GetCurrentStateDescription(
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description_out.strip_cut_index = PipelineStripCutIndex::kNone;
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}
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// Primitive topology type, tessellation mode and geometry shader.
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if (tessellated) {
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xenos::TessellationMode tessellation_mode =
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regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
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switch (tessellation_mode) {
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case xenos::TessellationMode::kDiscrete:
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description_out.tessellation_mode = PipelineTessellationMode::kDiscrete;
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break;
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case xenos::TessellationMode::kContinuous:
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description_out.tessellation_mode =
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PipelineTessellationMode::kContinuous;
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break;
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case xenos::TessellationMode::kAdaptive:
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description_out.tessellation_mode = PipelineTessellationMode::kAdaptive;
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break;
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default:
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assert_unhandled_case(tessellation_mode);
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return false;
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}
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description_out.primitive_topology_type =
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PipelinePrimitiveTopologyType::kPatch;
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switch (primitive_type) {
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case PrimitiveType::kLinePatch:
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description_out.patch_type = PipelinePatchType::kLine;
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break;
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case PrimitiveType::kTrianglePatch:
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description_out.patch_type = PipelinePatchType::kTriangle;
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break;
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case PrimitiveType::kQuadPatch:
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description_out.patch_type = PipelinePatchType::kQuad;
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break;
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default:
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assert_unhandled_case(primitive_type);
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return false;
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}
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description_out.geometry_shader = PipelineGeometryShader::kNone;
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} else {
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description_out.tessellation_mode = PipelineTessellationMode::kNone;
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// Host vertex shader type and primitive topology.
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Shader::HostVertexShaderType host_vertex_shader_type =
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GetHostVertexShaderTypeIfValid();
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if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
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return false;
|
||||
}
|
||||
description_out.host_vertex_shader_type = host_vertex_shader_type;
|
||||
if (host_vertex_shader_type == Shader::HostVertexShaderType::kVertex) {
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kPoint;
|
||||
description_out.primitive_topology_type_or_tessellation_mode =
|
||||
uint32_t(PipelinePrimitiveTopologyType::kPoint);
|
||||
break;
|
||||
case PrimitiveType::kLineList:
|
||||
case PrimitiveType::kLineStrip:
|
||||
|
@ -1011,15 +1026,14 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
// Quads are emulated as line lists with adjacency.
|
||||
case PrimitiveType::kQuadList:
|
||||
case PrimitiveType::k2DLineStrip:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kLine;
|
||||
description_out.primitive_topology_type_or_tessellation_mode =
|
||||
uint32_t(PipelinePrimitiveTopologyType::kLine);
|
||||
break;
|
||||
default:
|
||||
description_out.primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType::kTriangle;
|
||||
description_out.primitive_topology_type_or_tessellation_mode =
|
||||
uint32_t(PipelinePrimitiveTopologyType::kTriangle);
|
||||
break;
|
||||
}
|
||||
description_out.patch_type = PipelinePatchType::kNone;
|
||||
switch (primitive_type) {
|
||||
case PrimitiveType::kPointList:
|
||||
description_out.geometry_shader = PipelineGeometryShader::kPointList;
|
||||
|
@ -1035,8 +1049,15 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
description_out.geometry_shader = PipelineGeometryShader::kNone;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
description_out.primitive_topology_type_or_tessellation_mode =
|
||||
uint32_t(regs.Get<reg::VGT_HOS_CNTL>().tess_mode);
|
||||
}
|
||||
|
||||
bool primitive_two_faced = IsPrimitiveTwoFaced(
|
||||
host_vertex_shader_type != Shader::HostVertexShaderType::kVertex,
|
||||
primitive_type);
|
||||
|
||||
// Rasterizer state.
|
||||
// Because Direct3D 12 doesn't support per-side fill mode and depth bias, the
|
||||
// values to use depends on the current culling state.
|
||||
|
@ -1139,9 +1160,8 @@ bool PipelineCache::GetCurrentStateDescription(
|
|||
description_out.depth_bias_slope_scaled =
|
||||
poly_offset_scale * (1.0f / 16.0f);
|
||||
}
|
||||
if (cvars::d3d12_tessellation_wireframe && tessellated &&
|
||||
(primitive_type == PrimitiveType::kTrianglePatch ||
|
||||
primitive_type == PrimitiveType::kQuadPatch)) {
|
||||
if (cvars::d3d12_tessellation_wireframe &&
|
||||
host_vertex_shader_type != Shader::HostVertexShaderType::kVertex) {
|
||||
description_out.fill_mode_wireframe = 1;
|
||||
}
|
||||
description_out.depth_clip = !regs.Get<reg::PA_CL_CLIP_CNTL>().clip_disable;
|
||||
|
@ -1333,130 +1353,119 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
|
|||
break;
|
||||
}
|
||||
|
||||
// Vertex or hull/domain shaders.
|
||||
// Primitive topology, vertex, hull/domain and geometry shaders.
|
||||
if (!runtime_description.vertex_shader->is_translated()) {
|
||||
XELOGE("Vertex shader %.16" PRIX64 " not translated",
|
||||
runtime_description.vertex_shader->ucode_data_hash());
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
if (description.tessellation_mode != PipelineTessellationMode::kNone) {
|
||||
state_desc.VS.pShaderBytecode = tessellation_vs;
|
||||
state_desc.VS.BytecodeLength = sizeof(tessellation_vs);
|
||||
switch (description.patch_type) {
|
||||
case PipelinePatchType::kTriangle:
|
||||
if (runtime_description.vertex_shader->patch_primitive_type() !=
|
||||
PrimitiveType::kTrianglePatch) {
|
||||
XELOGE(
|
||||
"Tried to use vertex shader %.16" PRIX64
|
||||
" for triangle patch tessellation, but it's not a tessellation "
|
||||
"domain shader or has the wrong domain",
|
||||
runtime_description.vertex_shader->ucode_data_hash());
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
switch (description.tessellation_mode) {
|
||||
case PipelineTessellationMode::kDiscrete:
|
||||
state_desc.HS.pShaderBytecode = discrete_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(discrete_triangle_hs);
|
||||
break;
|
||||
case PipelineTessellationMode::kContinuous:
|
||||
state_desc.HS.pShaderBytecode = continuous_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(continuous_triangle_hs);
|
||||
break;
|
||||
case PipelineTessellationMode::kAdaptive:
|
||||
state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(description.tessellation_mode);
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
case PipelinePatchType::kQuad:
|
||||
if (runtime_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 "
|
||||
"domain shader or has the wrong domain",
|
||||
runtime_description.vertex_shader->ucode_data_hash());
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
switch (description.tessellation_mode) {
|
||||
case PipelineTessellationMode::kDiscrete:
|
||||
state_desc.HS.pShaderBytecode = discrete_quad_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(discrete_quad_hs);
|
||||
break;
|
||||
case PipelineTessellationMode::kContinuous:
|
||||
state_desc.HS.pShaderBytecode = continuous_quad_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(continuous_quad_hs);
|
||||
break;
|
||||
// TODO(Triang3l): True adaptive tessellation when properly tested.
|
||||
default:
|
||||
assert_unhandled_case(description.tessellation_mode);
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(description.patch_type);
|
||||
return nullptr;
|
||||
}
|
||||
// The Xenos vertex shader works like a domain shader with tessellation.
|
||||
state_desc.DS.pShaderBytecode =
|
||||
runtime_description.vertex_shader->translated_binary().data();
|
||||
state_desc.DS.BytecodeLength =
|
||||
runtime_description.vertex_shader->translated_binary().size();
|
||||
} else {
|
||||
if (runtime_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",
|
||||
runtime_description.vertex_shader->ucode_data_hash());
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
Shader::HostVertexShaderType host_vertex_shader_type =
|
||||
description.host_vertex_shader_type;
|
||||
if (runtime_description.vertex_shader->host_vertex_shader_type() !=
|
||||
host_vertex_shader_type) {
|
||||
XELOGE("Vertex shader %.16" PRIX64
|
||||
" translated into the wrong host shader "
|
||||
"type",
|
||||
runtime_description.vertex_shader->ucode_data_hash());
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
if (host_vertex_shader_type == Shader::HostVertexShaderType::kVertex) {
|
||||
state_desc.VS.pShaderBytecode =
|
||||
runtime_description.vertex_shader->translated_binary().data();
|
||||
state_desc.VS.BytecodeLength =
|
||||
runtime_description.vertex_shader->translated_binary().size();
|
||||
}
|
||||
|
||||
// Pre-GS primitive topology type.
|
||||
switch (description.primitive_topology_type) {
|
||||
case PipelinePrimitiveTopologyType::kPoint:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
||||
break;
|
||||
case PipelinePrimitiveTopologyType::kLine:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
|
||||
break;
|
||||
case PipelinePrimitiveTopologyType::kTriangle:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
break;
|
||||
case PipelinePrimitiveTopologyType::kPatch:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(description.primitive_topology_type);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Geometry shader.
|
||||
switch (description.geometry_shader) {
|
||||
case PipelineGeometryShader::kPointList:
|
||||
state_desc.GS.pShaderBytecode = primitive_point_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_point_list_gs);
|
||||
break;
|
||||
case PipelineGeometryShader::kRectangleList:
|
||||
state_desc.GS.pShaderBytecode = primitive_rectangle_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_rectangle_list_gs);
|
||||
break;
|
||||
case PipelineGeometryShader::kQuadList:
|
||||
state_desc.GS.pShaderBytecode = primitive_quad_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_quad_list_gs);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
PipelinePrimitiveTopologyType primitive_topology_type =
|
||||
PipelinePrimitiveTopologyType(
|
||||
description.primitive_topology_type_or_tessellation_mode);
|
||||
switch (primitive_topology_type) {
|
||||
case PipelinePrimitiveTopologyType::kPoint:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
||||
break;
|
||||
case PipelinePrimitiveTopologyType::kLine:
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
|
||||
break;
|
||||
case PipelinePrimitiveTopologyType::kTriangle:
|
||||
state_desc.PrimitiveTopologyType =
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(primitive_topology_type);
|
||||
return nullptr;
|
||||
}
|
||||
switch (description.geometry_shader) {
|
||||
case PipelineGeometryShader::kPointList:
|
||||
state_desc.GS.pShaderBytecode = primitive_point_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_point_list_gs);
|
||||
break;
|
||||
case PipelineGeometryShader::kRectangleList:
|
||||
state_desc.GS.pShaderBytecode = primitive_rectangle_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_rectangle_list_gs);
|
||||
break;
|
||||
case PipelineGeometryShader::kQuadList:
|
||||
state_desc.GS.pShaderBytecode = primitive_quad_list_gs;
|
||||
state_desc.GS.BytecodeLength = sizeof(primitive_quad_list_gs);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
state_desc.VS.pShaderBytecode = tessellation_vs;
|
||||
state_desc.VS.BytecodeLength = sizeof(tessellation_vs);
|
||||
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
|
||||
xenos::TessellationMode tessellation_mode = xenos::TessellationMode(
|
||||
description.primitive_topology_type_or_tessellation_mode);
|
||||
switch (tessellation_mode) {
|
||||
case xenos::TessellationMode::kDiscrete:
|
||||
switch (host_vertex_shader_type) {
|
||||
case Shader::HostVertexShaderType::kTriangleDomainConstant:
|
||||
state_desc.HS.pShaderBytecode = discrete_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(discrete_triangle_hs);
|
||||
break;
|
||||
case Shader::HostVertexShaderType::kQuadDomainConstant:
|
||||
state_desc.HS.pShaderBytecode = discrete_quad_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(discrete_quad_hs);
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(host_vertex_shader_type);
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
case xenos::TessellationMode::kContinuous:
|
||||
switch (host_vertex_shader_type) {
|
||||
case Shader::HostVertexShaderType::kTriangleDomainConstant:
|
||||
state_desc.HS.pShaderBytecode = continuous_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(continuous_triangle_hs);
|
||||
break;
|
||||
case Shader::HostVertexShaderType::kQuadDomainConstant:
|
||||
state_desc.HS.pShaderBytecode = continuous_quad_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(continuous_quad_hs);
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(host_vertex_shader_type);
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
case xenos::TessellationMode::kAdaptive:
|
||||
switch (host_vertex_shader_type) {
|
||||
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
|
||||
state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
|
||||
state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(host_vertex_shader_type);
|
||||
return nullptr;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(tessellation_mode);
|
||||
return nullptr;
|
||||
}
|
||||
state_desc.DS.pShaderBytecode =
|
||||
runtime_description.vertex_shader->translated_binary().data();
|
||||
state_desc.DS.BytecodeLength =
|
||||
runtime_description.vertex_shader->translated_binary().size();
|
||||
}
|
||||
|
||||
// Pixel shader.
|
||||
|
@ -1715,7 +1724,7 @@ void PipelineCache::StorageWriteThread() {
|
|||
shader_header.ucode_data_hash = shader->ucode_data_hash();
|
||||
shader_header.ucode_dword_count = shader->ucode_dword_count();
|
||||
shader_header.type = shader->type();
|
||||
shader_header.patch_primitive_type = shader->patch_primitive_type();
|
||||
shader_header.host_vertex_shader_type = shader->host_vertex_shader_type();
|
||||
shader_header.sq_program_cntl = shader_pair.second;
|
||||
assert_not_null(shader_storage_file_);
|
||||
fwrite(&shader_header, sizeof(shader_header), 1, shader_storage_file_);
|
||||
|
|
|
@ -56,13 +56,17 @@ class PipelineCache {
|
|||
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
|
||||
const uint32_t* host_address, uint32_t dword_count);
|
||||
|
||||
// Returns the host vertex shader type for the current draw if it's valid and
|
||||
// supported, or Shader::HostVertexShaderType(-1) if not.
|
||||
Shader::HostVertexShaderType GetHostVertexShaderTypeIfValid() const;
|
||||
|
||||
// Translates shaders if needed, also making shader info up to date.
|
||||
bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
|
||||
D3D12Shader* pixel_shader, bool tessellated,
|
||||
PrimitiveType primitive_type);
|
||||
bool EnsureShadersTranslated(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type);
|
||||
|
||||
bool ConfigurePipeline(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
void** pipeline_state_handle_out,
|
||||
|
@ -81,11 +85,11 @@ class PipelineCache {
|
|||
|
||||
uint32_t ucode_dword_count : 16;
|
||||
ShaderType type : 1;
|
||||
PrimitiveType patch_primitive_type : 6;
|
||||
Shader::HostVertexShaderType host_vertex_shader_type : 3;
|
||||
|
||||
reg::SQ_PROGRAM_CNTL sq_program_cntl;
|
||||
|
||||
static constexpr uint32_t kVersion = 0x20200301;
|
||||
static constexpr uint32_t kVersion = 0x20200405;
|
||||
});
|
||||
|
||||
// Update PipelineDescription::kVersion if any of the Pipeline* enums are
|
||||
|
@ -115,7 +119,6 @@ class PipelineCache {
|
|||
kPoint,
|
||||
kLine,
|
||||
kTriangle,
|
||||
kPatch,
|
||||
};
|
||||
|
||||
enum class PipelineGeometryShader : uint32_t {
|
||||
|
@ -169,21 +172,23 @@ class PipelineCache {
|
|||
float depth_bias_slope_scaled;
|
||||
|
||||
PipelineStripCutIndex strip_cut_index : 2; // 2
|
||||
PipelineTessellationMode tessellation_mode : 2; // 4
|
||||
PipelinePrimitiveTopologyType primitive_topology_type : 2; // 6
|
||||
PipelinePatchType patch_type : 2; // 8
|
||||
PipelineGeometryShader geometry_shader : 2; // 10
|
||||
uint32_t fill_mode_wireframe : 1; // 11
|
||||
PipelineCullMode cull_mode : 2; // 13
|
||||
uint32_t front_counter_clockwise : 1; // 14
|
||||
uint32_t depth_clip : 1; // 15
|
||||
uint32_t rov_msaa : 1; // 16
|
||||
DepthRenderTargetFormat depth_format : 1; // 17
|
||||
CompareFunction depth_func : 3; // 20
|
||||
uint32_t depth_write : 1; // 21
|
||||
uint32_t stencil_enable : 1; // 22
|
||||
uint32_t stencil_read_mask : 8; // 30
|
||||
uint32_t force_early_z : 1; // 31
|
||||
Shader::HostVertexShaderType host_vertex_shader_type : 3; // 5
|
||||
// PipelinePrimitiveTopologyType for a vertex shader.
|
||||
// xenos::TessellationMode for a domain shader.
|
||||
uint32_t primitive_topology_type_or_tessellation_mode : 2; // 7
|
||||
// Zero for non-kVertex host_vertex_shader_type.
|
||||
PipelineGeometryShader geometry_shader : 2; // 9
|
||||
uint32_t fill_mode_wireframe : 1; // 10
|
||||
PipelineCullMode cull_mode : 2; // 12
|
||||
uint32_t front_counter_clockwise : 1; // 13
|
||||
uint32_t depth_clip : 1; // 14
|
||||
uint32_t rov_msaa : 1; // 15
|
||||
DepthRenderTargetFormat depth_format : 1; // 16
|
||||
CompareFunction depth_func : 3; // 19
|
||||
uint32_t depth_write : 1; // 20
|
||||
uint32_t stencil_enable : 1; // 21
|
||||
uint32_t stencil_read_mask : 8; // 29
|
||||
uint32_t force_early_z : 1; // 30
|
||||
|
||||
uint32_t stencil_write_mask : 8; // 8
|
||||
StencilOp stencil_front_fail_op : 3; // 11
|
||||
|
@ -197,7 +202,7 @@ class PipelineCache {
|
|||
|
||||
PipelineRenderTarget render_targets[4];
|
||||
|
||||
static constexpr uint32_t kVersion = 0x20200309;
|
||||
static constexpr uint32_t kVersion = 0x20200405;
|
||||
});
|
||||
|
||||
XEPACKEDSTRUCT(PipelineStoredDescription, {
|
||||
|
@ -214,10 +219,11 @@ class PipelineCache {
|
|||
|
||||
bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader* shader,
|
||||
reg::SQ_PROGRAM_CNTL cntl,
|
||||
PrimitiveType patch_primitive_type);
|
||||
Shader::HostVertexShaderType host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kVertex);
|
||||
|
||||
bool GetCurrentStateDescription(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
|
||||
const RenderTargetCache::PipelineRenderTarget render_targets[5],
|
||||
PipelineRuntimeDescription& runtime_description_out);
|
||||
|
|
|
@ -452,108 +452,111 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
|
|||
DxbcSrc::LF(0.0f));
|
||||
}
|
||||
|
||||
if (IsDxbcVertexShader()) {
|
||||
// Write the vertex index to GPR 0.
|
||||
StartVertexShader_LoadVertexIndex();
|
||||
} else if (IsDxbcDomainShader()) {
|
||||
assert_true(register_count() >= 2);
|
||||
if (register_count() != 0) {
|
||||
uint32_t temp_register_operand_length =
|
||||
uses_register_dynamic_addressing() ? 3 : 2;
|
||||
// Remember that x# are only accessible via mov load or store - use a
|
||||
// temporary variable if need to do any computations!
|
||||
switch (host_vertex_shader_type()) {
|
||||
case Shader::HostVertexShaderType::kVertex:
|
||||
StartVertexShader_LoadVertexIndex();
|
||||
break;
|
||||
|
||||
// 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 (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
domain_location_mask = 0b0111;
|
||||
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
|
||||
assert_true(register_count() >= 2);
|
||||
if (register_count() >= 1) {
|
||||
// Copy the domain location to r0.xyz.
|
||||
// ZYX swizzle with r1.y == 0, according to the water shader in
|
||||
// Banjo-Kazooie: Nuts & Bolts.
|
||||
domain_location_swizzle = 0b00000110;
|
||||
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
|
||||
} else {
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0111)
|
||||
: DxbcDest::R(0, 0b0111),
|
||||
DxbcSrc::VDomain(0b000110));
|
||||
if (register_count() >= 2) {
|
||||
// Copy the primitive index to r1.x as a float.
|
||||
uint32_t primitive_id_temp =
|
||||
uses_register_dynamic_addressing() ? PushSystemTemp() : 1;
|
||||
DxbcOpUToF(DxbcDest::R(primitive_id_temp, 0b0001), DxbcSrc::VPrim());
|
||||
if (uses_register_dynamic_addressing()) {
|
||||
DxbcOpMov(DxbcDest::X(0, 1, 0b0001),
|
||||
DxbcSrc::R(primitive_id_temp, DxbcSrc::kXXXX));
|
||||
// Release primitive_id_temp.
|
||||
PopSystemTemp();
|
||||
}
|
||||
// Write the swizzle of the barycentric coordinates to r1.y. It
|
||||
// appears that the tessellator offloads the reordering of coordinates
|
||||
// for edges to game shaders.
|
||||
//
|
||||
// In Banjo-Kazooie: Nuts & Bolts, the water shader multiplies the
|
||||
// first control point's position by r0.z, the second CP's by r0.y,
|
||||
// and the third CP's by r0.x. But before doing that it swizzles
|
||||
// r0.xyz the following way depending on the value in r1.y:
|
||||
// - ZXY for 1.0.
|
||||
// - YZX for 2.0.
|
||||
// - XZY for 4.0.
|
||||
// - YXZ for 5.0.
|
||||
// - ZYX for 6.0.
|
||||
// Possibly, the logic here is that the value itself is the amount of
|
||||
// rotation of the swizzle to the right, and 1 << 2 is set when the
|
||||
// swizzle needs to be flipped before rotating.
|
||||
//
|
||||
// Direct3D 12 appears to be passing the coordinates in a consistent
|
||||
// order, so can just use ZYX for triangle patches.
|
||||
DxbcOpMov(uses_register_dynamic_addressing()
|
||||
? DxbcDest::X(0, 1, 0b0010)
|
||||
: DxbcDest::R(1, 0b0010),
|
||||
DxbcSrc::LF(0.0f));
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
|
||||
assert_true(register_count() >= 2);
|
||||
if (register_count() >= 1) {
|
||||
// Copy the domain location to r0.yz.
|
||||
// According to the ground shader in Viva Pinata, though it's untested
|
||||
// as of April 4th, 2020.
|
||||
domain_location_mask = 0b0110;
|
||||
domain_location_swizzle = 0b00000100;
|
||||
stat_.tessellator_domain = DxbcTessellatorDomain::kQuad;
|
||||
}
|
||||
DxbcOpMov(uses_register_dynamic_addressing()
|
||||
? DxbcDest::X(0, 0, domain_location_mask)
|
||||
: DxbcDest::R(0, domain_location_mask),
|
||||
DxbcSrc::VDomain(domain_location_swizzle));
|
||||
|
||||
// Copy the primitive index to r0.x (for quad patches) or r1.x (for
|
||||
// triangle patches) as a float.
|
||||
// When using indexable temps, copy through a r# because x# are apparently
|
||||
// only accessible via mov.
|
||||
// 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 =
|
||||
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 1 : 0;
|
||||
if (register_count() > primitive_id_gpr_index) {
|
||||
uint32_t primitive_id_temp = uses_register_dynamic_addressing()
|
||||
? PushSystemTemp()
|
||||
: primitive_id_gpr_index;
|
||||
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0110)
|
||||
: DxbcDest::R(0, 0b0110),
|
||||
DxbcSrc::VDomain(0b000100));
|
||||
// Copy the primitive index to r0.x as a float.
|
||||
uint32_t primitive_id_temp =
|
||||
uses_register_dynamic_addressing() ? PushSystemTemp() : 0;
|
||||
DxbcOpUToF(DxbcDest::R(primitive_id_temp, 0b0001), DxbcSrc::VPrim());
|
||||
if (uses_register_dynamic_addressing()) {
|
||||
DxbcOpMov(DxbcDest::X(0, primitive_id_gpr_index, 0b0001),
|
||||
DxbcOpMov(DxbcDest::X(0, 0, 0b0001),
|
||||
DxbcSrc::R(primitive_id_temp, DxbcSrc::kXXXX));
|
||||
// Release primitive_id_temp.
|
||||
PopSystemTemp();
|
||||
}
|
||||
if (register_count() >= 2) {
|
||||
// Write the swizzle of the barycentric coordinates to r1.x. It
|
||||
// appears that the tessellator offloads the reordering of coordinates
|
||||
// for edges to game shaders.
|
||||
//
|
||||
// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
|
||||
// factors each control point value is multiplied by are the
|
||||
// following:
|
||||
// - (1-v)*(1-u), v*(1-u), (1-v)*u, v*u for 0.0 (base swizzle).
|
||||
// - v*(1-u), (1-v)*(1-u), v*u, (1-v)*u for 1.0 (YXWZ).
|
||||
// - v*u, (1-v)*u, v*(1-u), (1-v)*(1-u) for 2.0 (WZYX).
|
||||
// - (1-v)*u, v*u, (1-v)*(1-u), v*(1-u) for 3.0 (ZWXY).
|
||||
// According to the control point order at
|
||||
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
|
||||
// the first is located at (0,0), the second at (0,1), the third at
|
||||
// (1,0) and the fourth at (1,1). So, swizzle index 0 appears to be
|
||||
// the correct one. (This, however, hasn't been tested yet as of April
|
||||
// 5th, 2020.)
|
||||
DxbcOpMov(uses_register_dynamic_addressing()
|
||||
? DxbcDest::X(0, 1, 0b0001)
|
||||
: DxbcDest::R(1, 0b0001),
|
||||
DxbcSrc::LF(0.0f));
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
if (register_count() >= 2) {
|
||||
// Write the swizzle of the barycentric/UV coordinates to r1.x (for quad
|
||||
// patches) or r1.y (for triangle patches). It appears that the
|
||||
// tessellator offloads the reordering of coordinates for edges to game
|
||||
// shaders.
|
||||
//
|
||||
// In Banjo-Kazooie: Nuts & Bolts (triangle patches with per-edge
|
||||
// factors), the shader multiplies the first control point's position by
|
||||
// r0.z, the second CP's by r0.y, and the third CP's by r0.x. But before
|
||||
// doing that it swizzles r0.xyz the following way depending on the
|
||||
// value in r1.y:
|
||||
// - ZXY for 1.0.
|
||||
// - YZX for 2.0.
|
||||
// - XZY for 4.0.
|
||||
// - YXZ for 5.0.
|
||||
// - ZYX for 6.0.
|
||||
// Possibly, the logic here is that the value itself is the amount of
|
||||
// rotation of the swizzle to the right, and 1 << 2 is set when the
|
||||
// swizzle needs to be flipped before rotating.
|
||||
//
|
||||
// In Viva Pinata (quad patches with per-edge factors - not possible to
|
||||
// test however as of December 12th, 2018), if we assume that r0.y is V
|
||||
// and r0.z is U, the factors each control point value is multiplied by
|
||||
// are the following:
|
||||
// - (1-v)*(1-u), v*(1-u), (1-v)*u, v*u for 0.0 (base swizzle).
|
||||
// - v*(1-u), (1-v)*(1-u), v*u, (1-v)*u for 1.0 (YXWZ).
|
||||
// - v*u, (1-v)*u, v*(1-u), (1-v)*(1-u) for 2.0 (WZYX).
|
||||
// - (1-v)*u, v*u, (1-v)*(1-u), v*(1-u) for 3.0 (ZWXY).
|
||||
// According to the control point order at
|
||||
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
|
||||
// the first is located at (0,0), the second at (0,1), the third at
|
||||
// (1,0) and the fourth at (1,1). So, swizzle index 0 appears to be the
|
||||
// correct one. But, this hasn't been tested yet.
|
||||
//
|
||||
// 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 =
|
||||
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 0b0010
|
||||
: 0b0001;
|
||||
DxbcOpMov(uses_register_dynamic_addressing()
|
||||
? DxbcDest::X(0, 1, domain_location_swizzle_mask)
|
||||
: DxbcDest::R(1, domain_location_swizzle_mask),
|
||||
DxbcSrc::LF(0.0f));
|
||||
}
|
||||
}
|
||||
default:
|
||||
// TODO(Triang3l): Support line and non-adaptive patches.
|
||||
assert_unhandled_case(host_vertex_shader_type());
|
||||
EmitTranslationError(
|
||||
"Unsupported host vertex shader type in StartVertexOrDomainShader");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3707,15 +3710,32 @@ 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 (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
tess_factor_count_edge = 3;
|
||||
tess_factor_count_inside = 1;
|
||||
} else {
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
tess_factor_count_edge = 4;
|
||||
tess_factor_count_inside = 2;
|
||||
uint32_t tess_factor_count_edge = 3, tess_factor_name_edge = 13;
|
||||
uint32_t tess_factor_count_inside = 1, tess_factor_name_inside = 14;
|
||||
switch (host_vertex_shader_type()) {
|
||||
case Shader::HostVertexShaderType::kTriangleDomainConstant:
|
||||
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
|
||||
tess_factor_count_edge = 3;
|
||||
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
|
||||
tess_factor_name_edge = 13;
|
||||
tess_factor_count_inside = 1;
|
||||
// D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR.
|
||||
tess_factor_name_inside = 14;
|
||||
break;
|
||||
case Shader::HostVertexShaderType::kQuadDomainConstant:
|
||||
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
|
||||
tess_factor_count_edge = 4;
|
||||
// D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR.
|
||||
tess_factor_name_edge = 11;
|
||||
tess_factor_count_inside = 2;
|
||||
// D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR.
|
||||
tess_factor_name_inside = 12;
|
||||
break;
|
||||
default:
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_unhandled_case(host_vertex_shader_type());
|
||||
EmitTranslationError(
|
||||
"Unsupported host vertex shader type in WritePatchConstantSignature");
|
||||
}
|
||||
uint32_t tess_factor_count_total =
|
||||
tess_factor_count_edge + tess_factor_count_inside;
|
||||
|
@ -3729,24 +3749,10 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
|
|||
shader_object_.push_back(0);
|
||||
shader_object_.push_back(
|
||||
i < tess_factor_count_edge ? i : (i - tess_factor_count_edge));
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
if (i < tess_factor_count_edge) {
|
||||
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
|
||||
shader_object_.push_back(13);
|
||||
} else {
|
||||
// D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR.
|
||||
shader_object_.push_back(14);
|
||||
}
|
||||
if (i < tess_factor_count_edge) {
|
||||
shader_object_.push_back(tess_factor_name_edge);
|
||||
} else {
|
||||
// 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);
|
||||
} else {
|
||||
// D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR.
|
||||
shader_object_.push_back(12);
|
||||
}
|
||||
shader_object_.push_back(tess_factor_name_inside);
|
||||
}
|
||||
// D3D_REGISTER_COMPONENT_FLOAT32.
|
||||
shader_object_.push_back(3);
|
||||
|
@ -3965,29 +3971,39 @@ void DxbcShaderTranslator::WriteShaderCode() {
|
|||
// Inputs/outputs have 1D-indexed operands with a component mask and a
|
||||
// register index.
|
||||
|
||||
uint32_t domain_location_mask = 0b0111;
|
||||
if (IsDxbcDomainShader()) {
|
||||
// Not using control point data since Xenos only has a vertex shader acting
|
||||
// as both vertex shader and domain shader.
|
||||
uint32_t control_point_count;
|
||||
D3D11_SB_TESSELLATOR_DOMAIN domain;
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
control_point_count = 3;
|
||||
domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
|
||||
} else {
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
control_point_count = 4;
|
||||
domain = D3D11_SB_TESSELLATOR_DOMAIN_QUAD;
|
||||
stat_.c_control_points = 3;
|
||||
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
|
||||
switch (host_vertex_shader_type()) {
|
||||
case Shader::HostVertexShaderType::kTriangleDomainConstant:
|
||||
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
|
||||
stat_.c_control_points = 3;
|
||||
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
|
||||
domain_location_mask = 0b0111;
|
||||
break;
|
||||
case Shader::HostVertexShaderType::kQuadDomainConstant:
|
||||
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
|
||||
stat_.c_control_points = 4;
|
||||
stat_.tessellator_domain = DxbcTessellatorDomain::kQuad;
|
||||
domain_location_mask = 0b0011;
|
||||
break;
|
||||
default:
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_unhandled_case(host_vertex_shader_type());
|
||||
EmitTranslationError(
|
||||
"Unsupported host vertex shader type in WriteShaderCode");
|
||||
}
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(
|
||||
D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT) |
|
||||
ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(control_point_count) |
|
||||
ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(stat_.c_control_points) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
stat_.c_control_points = control_point_count;
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_TESS_DOMAIN) |
|
||||
ENCODE_D3D11_SB_TESS_DOMAIN(domain) |
|
||||
ENCODE_D3D11_SB_TESS_DOMAIN(uint32_t(stat_.tessellator_domain)) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
}
|
||||
|
||||
|
@ -4164,14 +4180,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
|
|||
if (IsDxbcVertexOrDomainShader()) {
|
||||
if (IsDxbcDomainShader()) {
|
||||
// Domain location input (barycentric for triangles, UV for quads).
|
||||
uint32_t domain_location_mask;
|
||||
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
|
||||
domain_location_mask = 0b0111;
|
||||
} else {
|
||||
// TODO(Triang3l): Support line patches.
|
||||
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
|
||||
domain_location_mask = 0b0011;
|
||||
}
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
|
||||
|
|
|
@ -1657,11 +1657,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
}
|
||||
inline bool IsDxbcVertexShader() const {
|
||||
return IsDxbcVertexOrDomainShader() &&
|
||||
patch_primitive_type() == PrimitiveType::kNone;
|
||||
host_vertex_shader_type() == Shader::HostVertexShaderType::kVertex;
|
||||
}
|
||||
inline bool IsDxbcDomainShader() const {
|
||||
return IsDxbcVertexOrDomainShader() &&
|
||||
patch_primitive_type() != PrimitiveType::kNone;
|
||||
host_vertex_shader_type() != Shader::HostVertexShaderType::kVertex;
|
||||
}
|
||||
inline bool IsDxbcPixelShader() const {
|
||||
return is_depth_only_pixel_shader_ || is_pixel_shader();
|
||||
|
|
|
@ -530,6 +530,19 @@ struct ParsedAluInstruction {
|
|||
|
||||
class Shader {
|
||||
public:
|
||||
// If values are changed, invalidate shader storages where this is stored! And
|
||||
// check bit count where this is packed. This is : uint32_t for simplicity of
|
||||
// packing in bit fields.
|
||||
enum class HostVertexShaderType : uint32_t {
|
||||
kVertex,
|
||||
kLineDomainConstant,
|
||||
kLineDomainAdaptive,
|
||||
kTriangleDomainConstant,
|
||||
kTriangleDomainAdaptive,
|
||||
kQuadDomainConstant,
|
||||
kQuadDomainAdaptive,
|
||||
};
|
||||
|
||||
struct Error {
|
||||
bool is_fatal = false;
|
||||
std::string message;
|
||||
|
@ -592,9 +605,12 @@ 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_; }
|
||||
// If this is a vertex shader, and it has been translated, type of the shader
|
||||
// in a D3D11-like rendering pipeline - shader interface depends on in, so it
|
||||
// must be known at translation time.
|
||||
HostVertexShaderType host_vertex_shader_type() const {
|
||||
return host_vertex_shader_type_;
|
||||
}
|
||||
|
||||
// Microcode dwords in host endianness.
|
||||
const std::vector<uint32_t>& ucode_data() const { return ucode_data_; }
|
||||
|
@ -676,7 +692,7 @@ class Shader {
|
|||
friend class ShaderTranslator;
|
||||
|
||||
ShaderType shader_type_;
|
||||
PrimitiveType patch_primitive_type_ = PrimitiveType::kNone;
|
||||
HostVertexShaderType host_vertex_shader_type_ = HostVertexShaderType::kVertex;
|
||||
std::vector<uint32_t> ucode_data_;
|
||||
uint64_t ucode_data_hash_;
|
||||
|
||||
|
|
|
@ -35,11 +35,12 @@ DEFINE_string(shader_output, "", "Output shader file path.", "GPU");
|
|||
DEFINE_string(shader_output_type, "ucode",
|
||||
"Translator to use: [ucode, spirv, spirvtext, dxbc, dxbctext].",
|
||||
"GPU");
|
||||
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].",
|
||||
"GPU");
|
||||
DEFINE_string(
|
||||
vertex_shader_output_type, "",
|
||||
"Type of the host interface to produce the vertex or domain shader for: "
|
||||
"[vertex or unspecified, linedomain, linedomainadaptive, triangledomain, "
|
||||
"triangledomainadaptive, quaddomain, quaddomainadaptive].",
|
||||
"GPU");
|
||||
DEFINE_bool(shader_output_dxbc_rov, false,
|
||||
"Output ROV-based output-merger code in DXBC pixel shaders.",
|
||||
"GPU");
|
||||
|
@ -112,18 +113,31 @@ int shader_compiler_main(const std::vector<std::wstring>& args) {
|
|||
translator = std::make_unique<UcodeShaderTranslator>();
|
||||
}
|
||||
|
||||
PrimitiveType patch_primitive_type = PrimitiveType::kNone;
|
||||
Shader::HostVertexShaderType host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kVertex;
|
||||
if (shader_type == ShaderType::kVertex) {
|
||||
if (cvars::shader_output_patch == "line") {
|
||||
patch_primitive_type = PrimitiveType::kLinePatch;
|
||||
} else if (cvars::shader_output_patch == "triangle") {
|
||||
patch_primitive_type = PrimitiveType::kTrianglePatch;
|
||||
} else if (cvars::shader_output_patch == "quad") {
|
||||
patch_primitive_type = PrimitiveType::kQuadPatch;
|
||||
if (cvars::vertex_shader_output_type == "linedomain") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kLineDomainConstant;
|
||||
} else if (cvars::vertex_shader_output_type == "linedomainadaptive") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kLineDomainAdaptive;
|
||||
} else if (cvars::vertex_shader_output_type == "triangledomain") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kTriangleDomainConstant;
|
||||
} else if (cvars::vertex_shader_output_type == "triangledomainadaptive") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kTriangleDomainAdaptive;
|
||||
} else if (cvars::vertex_shader_output_type == "quaddomain") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kQuadDomainConstant;
|
||||
} else if (cvars::vertex_shader_output_type == "quaddomainadaptive") {
|
||||
host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kQuadDomainAdaptive;
|
||||
}
|
||||
}
|
||||
|
||||
translator->Translate(shader.get(), patch_primitive_type);
|
||||
translator->Translate(shader.get(), host_vertex_shader_type);
|
||||
|
||||
const void* source_data = shader->translated_binary().data();
|
||||
size_t source_data_size = shader->translated_binary().size();
|
||||
|
|
|
@ -107,26 +107,27 @@ bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type,
|
||||
reg::SQ_PROGRAM_CNTL cntl) {
|
||||
bool ShaderTranslator::Translate(
|
||||
Shader* shader, reg::SQ_PROGRAM_CNTL cntl,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type) {
|
||||
Reset();
|
||||
uint32_t cntl_num_reg =
|
||||
shader->type() == ShaderType::kVertex ? cntl.vs_num_reg : cntl.ps_num_reg;
|
||||
register_count_ = (cntl_num_reg & 0x80) ? 0 : (cntl_num_reg + 1);
|
||||
|
||||
return TranslateInternal(shader, patch_type);
|
||||
return TranslateInternal(shader, host_vertex_shader_type);
|
||||
}
|
||||
|
||||
bool ShaderTranslator::Translate(Shader* shader, PrimitiveType patch_type) {
|
||||
bool ShaderTranslator::Translate(
|
||||
Shader* shader, Shader::HostVertexShaderType host_vertex_shader_type) {
|
||||
Reset();
|
||||
return TranslateInternal(shader, patch_type);
|
||||
return TranslateInternal(shader, host_vertex_shader_type);
|
||||
}
|
||||
|
||||
bool ShaderTranslator::TranslateInternal(Shader* shader,
|
||||
PrimitiveType patch_type) {
|
||||
bool ShaderTranslator::TranslateInternal(
|
||||
Shader* shader, Shader::HostVertexShaderType host_vertex_shader_type) {
|
||||
shader_type_ = shader->type();
|
||||
patch_primitive_type_ =
|
||||
shader_type_ == ShaderType::kVertex ? patch_type : PrimitiveType::kNone;
|
||||
host_vertex_shader_type_ = host_vertex_shader_type;
|
||||
ucode_dwords_ = shader->ucode_dwords();
|
||||
ucode_dword_count_ = shader->ucode_dword_count();
|
||||
|
||||
|
@ -194,7 +195,7 @@ 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->host_vertex_shader_type_ = host_vertex_shader_type_;
|
||||
shader->vertex_bindings_ = std::move(vertex_bindings_);
|
||||
shader->texture_bindings_ = std::move(texture_bindings_);
|
||||
shader->constant_register_map_ = std::move(constant_register_map_);
|
||||
|
|
|
@ -33,9 +33,12 @@ class ShaderTranslator {
|
|||
// DEPRECATED(benvanik): remove this when shader cache is removed.
|
||||
bool GatherAllBindingInformation(Shader* shader);
|
||||
|
||||
bool Translate(Shader* shader, PrimitiveType patch_type,
|
||||
reg::SQ_PROGRAM_CNTL cntl);
|
||||
bool Translate(Shader* shader, PrimitiveType patch_type);
|
||||
bool Translate(Shader* shader, reg::SQ_PROGRAM_CNTL cntl,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kVertex);
|
||||
bool Translate(Shader* shader,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type =
|
||||
Shader::HostVertexShaderType::kVertex);
|
||||
|
||||
protected:
|
||||
ShaderTranslator();
|
||||
|
@ -47,9 +50,11 @@ 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_; }
|
||||
// If translating a vertex shader, type of the shader in a D3D11-like
|
||||
// rendering pipeline.
|
||||
Shader::HostVertexShaderType host_vertex_shader_type() const {
|
||||
return host_vertex_shader_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 {
|
||||
|
@ -181,7 +186,8 @@ class ShaderTranslator {
|
|||
bool disable_implicit_early_z;
|
||||
};
|
||||
|
||||
bool TranslateInternal(Shader* shader, PrimitiveType patch_type);
|
||||
bool TranslateInternal(Shader* shader,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type);
|
||||
|
||||
void MarkUcodeInstruction(uint32_t dword_offset);
|
||||
void AppendUcodeDisasm(char c);
|
||||
|
@ -230,7 +236,7 @@ class ShaderTranslator {
|
|||
|
||||
// Input shader metadata and microcode.
|
||||
ShaderType shader_type_;
|
||||
PrimitiveType patch_primitive_type_;
|
||||
Shader::HostVertexShaderType host_vertex_shader_type_;
|
||||
const uint32_t* ucode_dwords_;
|
||||
size_t ucode_dword_count_;
|
||||
reg::SQ_PROGRAM_CNTL program_cntl_;
|
||||
|
|
|
@ -366,7 +366,7 @@ bool PipelineCache::TranslateShader(VulkanShader* shader,
|
|||
reg::SQ_PROGRAM_CNTL cntl) {
|
||||
// Perform translation.
|
||||
// If this fails the shader will be marked as invalid and ignored later.
|
||||
if (!shader_translator_->Translate(shader, PrimitiveType::kNone, cntl)) {
|
||||
if (!shader_translator_->Translate(shader, cntl)) {
|
||||
XELOGE("Shader translation failed; marking shader as ignored");
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -52,17 +52,19 @@ enum class PrimitiveType : uint32_t {
|
|||
k2DLineStrip = 0x15,
|
||||
k2DTriStrip = 0x16,
|
||||
|
||||
// Tessellation patches (D3DTPT) when VGT_OUTPUT_PATH_CNTL & 3 is
|
||||
// VGT_OUTPATH_TESS_EN (1).
|
||||
// Tessellation patches (D3DTPT) when VGT_OUTPUT_PATH_CNTL::path_select is
|
||||
// xenos::VGTOutputPath::tess_mode. Seen being used with adaptive tessellation
|
||||
// in Banjo-Kazooie: Nuts & Bolts, Halo 3 and Viva Pinata; discrete/continuous
|
||||
// uses kTriangleList in Call of Duty 3 and Viva Pinata.
|
||||
kLinePatch = 0x10,
|
||||
kTrianglePatch = 0x11,
|
||||
kQuadPatch = 0x12,
|
||||
};
|
||||
|
||||
inline bool IsPrimitiveTwoFaced(bool tessellated, PrimitiveType type) {
|
||||
if (tessellated) {
|
||||
return type == PrimitiveType::kTrianglePatch ||
|
||||
type == PrimitiveType::kQuadPatch;
|
||||
if (tessellated && (type == PrimitiveType::kTrianglePatch ||
|
||||
type == PrimitiveType::kQuadPatch)) {
|
||||
return true;
|
||||
}
|
||||
switch (type) {
|
||||
case PrimitiveType::kTriangleList:
|
||||
|
|
Loading…
Reference in New Issue