[D3D12] ROV: 64bpp load/store
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eb8596d72a
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5395183d98
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@ -1411,7 +1411,11 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Load the low 32 bits.
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// Allocate temporary registers for unpacking pixels.
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uint32_t pack_width_temp = PushSystemTemp();
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uint32_t pack_offset_temp = PushSystemTemp();
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// Load the lower 32 bits.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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@ -1428,12 +1432,10 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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++stat_.instruction_count;
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++stat_.texture_load_instructions;
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// Unpack the low 32 bits, as signed because of k_16_16 and k_16_16_16_16
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// Unpack the lower 32 bits, as signed because of k_16_16 and k_16_16_16_16
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// (will be masked later if needed).
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uint32_t pack_width_low_temp = PushSystemTemp();
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uint32_t pack_offset_low_temp = PushSystemTemp();
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CompletePixelShader_WriteToROV_ExtractPackLayout(
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rt_index, false, pack_width_low_temp, pack_offset_low_temp);
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rt_index, false, pack_width_temp, pack_offset_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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@ -1441,16 +1443,97 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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shader_code_.push_back(target_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_width_low_temp);
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shader_code_.push_back(pack_width_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_offset_low_temp);
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shader_code_.push_back(pack_offset_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
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shader_code_.push_back(target_temp);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Release pack_width_low_temp and pack_offset_low_temp.
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// Check if need to load the upper 32 bits.
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system_constants_used_ |= 1ull << kSysConst_EDRAMRTPackWidthHigh_Index;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMRTPackWidthHigh_Vec);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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// Allocate a register for the components from the upper 32 bits (will be
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// combined with the lower using OR).
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uint32_t high_temp = PushSystemTemp();
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// Load the upper 32 bits.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(high_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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shader_code_.push_back(edram_dword_offset_high_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.texture_load_instructions;
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// Unpack the higher 32 bits.
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CompletePixelShader_WriteToROV_ExtractPackLayout(
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rt_index, true, pack_width_temp, pack_offset_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(high_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_width_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_offset_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
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shader_code_.push_back(high_temp);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Combine the components from the lower and the upper 32 bits. In ibfe, if
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// width is 0, the result is 0 (not 0xFFFFFFFF), so it's fine to do this
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// without pre-masking.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(target_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(target_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(high_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Release high_temp.
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PopSystemTemp();
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// Upper 32 bits loaded.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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// Release pack_width_temp and pack_offset_temp.
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PopSystemTemp(2);
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// Mask the components to differentiate between signed and unsigned.
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@ -1472,8 +1555,6 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// TODO(Triang3l): 64bpp loading and unpacking.
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// Convert from fixed-point.
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uint32_t fixed_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ITOF) |
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@ -2587,87 +2668,113 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_StoreColor(
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// Release f16_temp.
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PopSystemTemp();
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// Pack and store the low 32 bits.
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uint32_t pack_temp = PushSystemTemp(true);
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// Pack and store the lower and the upper 32 bits.
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uint32_t pack_temp = PushSystemTemp();
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uint32_t pack_width_temp = PushSystemTemp();
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uint32_t pack_offset_temp = PushSystemTemp();
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// 1) Insert color components into different vector components.
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uint32_t pack_width_low_temp = PushSystemTemp();
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uint32_t pack_offset_low_temp = PushSystemTemp();
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CompletePixelShader_WriteToROV_ExtractPackLayout(
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rt_index, false, pack_width_low_temp, pack_offset_low_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_width_low_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_offset_low_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Release pack_width_low_temp and pack_offset_low_temp.
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PopSystemTemp(2);
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// 2) Merge XY and ZW.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01001110, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 3) Merge X and Y.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 4) Write the low 32 bits.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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shader_code_.push_back(edram_dword_offset_low_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.c_texture_store_instructions;
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for (uint32_t i = 0; i < 2; ++i) {
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if (i != 0) {
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// Check if need to store the upper 32 bits.
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system_constants_used_ |= 1ull << kSysConst_EDRAMRTPackWidthHigh_Index;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMRTPackWidthHigh_Vec);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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}
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// Release pack_temp.
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PopSystemTemp();
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// Insert color components into different vector components.
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CompletePixelShader_WriteToROV_ExtractPackLayout(
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rt_index, i != 0, pack_width_temp, pack_offset_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_width_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_offset_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(source_and_scratch_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// TODO(Triang3l): 64bpp packing and storing.
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// Merge XY and ZW.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01001110, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Release flags_temp.
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PopSystemTemp();
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// Merge X and Y.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(pack_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Write the dword.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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shader_code_.push_back(i ? edram_dword_offset_high_temp
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: edram_dword_offset_low_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(pack_temp);
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++stat_.instruction_count;
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++stat_.c_texture_store_instructions;
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if (i != 0) {
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// Upper 32 bits stored.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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}
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// Release pack_temp, pack_width_temp, pack_offset_temp and flags_temp.
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PopSystemTemp(4);
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}
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void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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