[D3D12] DXBC: Apply exp bias after alpha test

This commit is contained in:
Triang3l 2018-09-26 16:20:04 +03:00
parent 70103804c3
commit 55f96c0f83
1 changed files with 27 additions and 20 deletions

View File

@ -828,26 +828,6 @@ void DxbcShaderTranslator::CompleteVertexShader() {
}
void DxbcShaderTranslator::CompletePixelShader() {
// Apply color exponent bias (the constant contains 2.0^bias).
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysColorExpBias);
for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorExpBias_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Alpha test.
// Check if alpha test is enabled (if the constant is not 0).
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysAlphaTest);
@ -959,6 +939,33 @@ void DxbcShaderTranslator::CompletePixelShader() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Apply color exponent bias (the constant contains 2.0^bias).
// Not sure if this should be done before alpha testing or after, but this is
// render target state, and alpha test works with values obtained mainly from
// textures (so conceptually closer to the shader rather than the
// output-merger in the pipeline).
// TODO(Triang3l): Verify whether the order of alpha testing and exponent bias
// is correct.
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysColorExpBias);
for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorExpBias_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive. This is done using 16
// movc instructions because indexable temps are known to be causing