[D3D12] Apply exponent bias to vertex fetches

This commit is contained in:
Triang3l 2018-08-04 20:48:45 +03:00
parent 6d9225e84c
commit 620aa664e4
1 changed files with 25 additions and 0 deletions

View File

@ -915,6 +915,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
(vfetch_index & 1) ? 'w' : 'y');
// Convert to the target format.
uint32_t component_count = 4;
switch (instr.attributes.data_format) {
case VertexFormat::k_8_8_8_8:
EmitSourceDepth("xe_vertex_element = (xe_vertex_element.xxxx >>\n");
@ -953,6 +954,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
}
break;
case VertexFormat::k_10_11_11:
component_count = 3;
EmitSourceDepth("xe_vertex_element.xyz = (xe_vertex_element.xxx >>\n");
EmitSourceDepth(
" uint3(0u, 11u, 22u)) & uint3(2047u, 2047u, 1023u);\n");
@ -975,6 +977,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth("xe_pv.w = 1.0;\n");
break;
case VertexFormat::k_11_11_10:
component_count = 3;
EmitSourceDepth("xe_vertex_element.xyz = (xe_vertex_element.xxx >>\n");
EmitSourceDepth(
" uint3(0u, 10u, 21u)) & uint3(1023u, 2047u, 2047u);\n");
@ -997,6 +1000,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth("xe_pv.w = 1.0;\n");
break;
case VertexFormat::k_16_16:
component_count = 2;
EmitSourceDepth("xe_vertex_element.xy = (xe_vertex_element.xx >>\n");
EmitSourceDepth(" uint2(0u, 16u)) & 65535u;\n");
if (instr.attributes.is_signed) {
@ -1034,6 +1038,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
}
break;
case VertexFormat::k_16_16_FLOAT:
component_count = 2;
EmitSourceDepth("xe_vertex_element.xy = (xe_vertex_element.xx >>\n");
EmitSourceDepth(" uint2(0u, 16u)) & 65535u;\n");
EmitSourceDepth("xe_pv.xy = f16tof32(xe_vertex_element.xy);\n");
@ -1045,6 +1050,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth("xe_pv = f16tof32(xe_vertex_element);\n");
break;
case VertexFormat::k_32:
component_count = 1;
if (instr.attributes.is_signed) {
EmitSourceDepth("xe_pv.x = float(int(xe_vertex_element.x));\n");
} else {
@ -1057,6 +1063,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth("xe_pv.yzw = float3(0.0, 0.0, 1.0);\n");
break;
case VertexFormat::k_32_32:
component_count = 2;
if (instr.attributes.is_signed) {
EmitSourceDepth("xe_pv.xy = float2(int2(xe_vertex_element.xy));\n");
} else {
@ -1080,10 +1087,12 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
}
break;
case VertexFormat::k_32_FLOAT:
component_count = 1;
EmitSourceDepth("xe_pv.x = asfloat(xe_vertex_element.x);\n");
EmitSourceDepth("xe_pv.yzw = float3(0.0, 0.0, 1.0);\n");
break;
case VertexFormat::k_32_32_FLOAT:
component_count = 2;
EmitSourceDepth("xe_pv.xy = asfloat(xe_vertex_element.xy);\n");
EmitSourceDepth("xe_pv.zw = float2(0.0, 1.0);\n");
break;
@ -1095,6 +1104,22 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth("xe_pv.w = 1.0;\n");
break;
}
// TODO(Triang3l): Check if the exponent bias needs to be added to unfetched
// components as well (and check if W should actually be 1 in this case).
if (instr.attributes.exp_adjust != 0) {
EmitSourceDepth("xe_pv");
if (component_count != 4) {
EmitSource(".x");
if (component_count >= 2) {
EmitSource("y");
if (component_count >= 3) {
EmitSource("z");
}
}
}
EmitSource(" *= asfloat(0x%Xu);\n",
0x3F800000 + (instr.attributes.exp_adjust << 23));
}
EmitStoreResult(instr.result, false);