[D3D12] DXBC: SM3 zero handling in all multiplication instructions
This commit is contained in:
parent
836b4eef27
commit
7b450e9cec
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@ -4852,7 +4852,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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UseDxbcSourceOperand(dxbc_operands[1]);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Reproduce Shader Model 3 multiplication behavior - 0 * anything = 0,
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// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0),
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// flushing denormals.
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// With Shader Model 4 behavior, Halo 3 has a significant portion of the
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// image missing because rcp(0) is multiplied by 0, which results in NaN
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@ -4868,7 +4868,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -4884,7 +4884,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(is_subnormal_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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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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@ -4904,7 +4904,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -4920,7 +4920,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(is_subnormal_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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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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@ -5001,7 +5001,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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UseDxbcSourceOperand(dxbc_operands[2]);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Reproduce Shader Model 3 multiplication behavior - 0 * anything = 0.
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// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
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// If any operand is zero or denormalized, just leave the addition part.
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uint32_t is_subnormal_temp = PushSystemTemp();
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// Check the first operand.
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@ -5014,7 +5014,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -5047,7 +5047,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -5144,7 +5144,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(system_temp_pv_);
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -5161,7 +5161,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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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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@ -5179,7 +5179,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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shader_code_.push_back(src1_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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@ -5197,7 +5197,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(src1_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 1));
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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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@ -5779,7 +5779,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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++stat_.instruction_count;
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break;
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case AluVectorOpcode::kDst:
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case AluVectorOpcode::kDst: {
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// Not shortening so there are no write-read dependencies and less scalar
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// operations.
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// pv.x = 1.0
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@ -5794,6 +5794,53 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// pv.y = src0.y * src1.y
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// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
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// This is an attenuation calculation function, so infinity is probably
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// not very unlikely.
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uint32_t is_subnormal_temp = PushSystemTemp();
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// Check if src0.y is zero.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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5 + DxbcSourceOperandLength(dxbc_operands[0], false, true)));
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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(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1, false, true);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x00800000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if src1.y is zero.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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5 + DxbcSourceOperandLength(dxbc_operands[1], false, true)));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 1, false, true);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x00800000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if any operand is zero.
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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(is_subnormal_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(is_subnormal_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(is_subnormal_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Do the multiplication.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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3 + operand_length_sums[1]));
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@ -5804,6 +5851,25 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 1);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Set pv.y to zero if any operand is zero.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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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, 0b0010, 1));
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shader_code_.push_back(system_temp_pv_);
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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(is_subnormal_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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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(system_temp_pv_);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Release is_subnormal_temp.
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PopSystemTemp();
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// pv.z = src0.z
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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@ -5825,7 +5891,7 @@ void DxbcShaderTranslator::ProcessVectorAluInstruction(
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 3);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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break;
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} break;
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case AluVectorOpcode::kMaxA:
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// The `a0 = int(clamp(floor(src0.w + 0.5), -256.0, 255.0))` part.
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@ -6004,7 +6070,6 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
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switch (instr.scalar_opcode) {
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case AluScalarOpcode::kAdds:
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case AluScalarOpcode::kMuls:
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case AluScalarOpcode::kMaxs:
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case AluScalarOpcode::kMins:
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case AluScalarOpcode::kSubs: {
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@ -6025,7 +6090,6 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
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} break;
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case AluScalarOpcode::kAddsPrev:
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case AluScalarOpcode::kMulsPrev:
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(
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kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
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@ -6041,6 +6105,152 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
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++stat_.float_instruction_count;
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break;
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case AluScalarOpcode::kMuls: {
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// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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3 + 2 * operand_lengths[0]));
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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(system_temp_ps_pc_p0_a0_);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if the operands are zero or denormalized.
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uint32_t is_subnormal_temp = PushSystemTemp();
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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8 + DxbcSourceOperandLength(dxbc_operands[0], false, true)));
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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(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
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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(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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shader_code_.push_back(0x00800000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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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(is_subnormal_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(is_subnormal_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(is_subnormal_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Set the result to zero if any operand is zero.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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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, 0b0001, 1));
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shader_code_.push_back(system_temp_ps_pc_p0_a0_);
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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(is_subnormal_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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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(system_temp_ps_pc_p0_a0_);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Release is_subnormal_temp.
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PopSystemTemp();
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} break;
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case AluScalarOpcode::kMulsPrev: {
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// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
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uint32_t is_subnormal_temp = PushSystemTemp();
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// Check if the first operand (src0.x) is zero.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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5 + DxbcSourceOperandLength(dxbc_operands[0], false, true)));
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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(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0, false, true);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x00800000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if the second operand (ps) is zero.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1) |
|
||||
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(
|
||||
D3D10_SB_OPERAND_MODIFIER_ABS));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0x00800000);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Check if any operand is zero.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
// Do the multiplication.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Set the result to zero if any operand is zero.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
// Release is_subnormal_temp.
|
||||
PopSystemTemp();
|
||||
} break;
|
||||
|
||||
case AluScalarOpcode::kMulsPrev2: {
|
||||
// Implemented like MUL_LIT in the R600 ISA documentation, where src0 is
|
||||
// src0.x, src1 is ps, and src2 is src0.y.
|
||||
|
@ -6709,10 +6919,10 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
|
|||
// lt in DXBC, not gt.
|
||||
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
|
||||
}
|
||||
shader_code_.push_back(EncodeScalarOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32,
|
||||
instr.scalar_opcode == AluScalarOpcode::kKillsOne ? 0x3F800000 : 0));
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
instr.scalar_opcode == AluScalarOpcode::kKillsOne ? 0x3F800000 : 0);
|
||||
if (instr.scalar_opcode == AluScalarOpcode::kKillsGt) {
|
||||
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
|
||||
}
|
||||
|
@ -6745,7 +6955,83 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
|
|||
break;
|
||||
|
||||
case AluScalarOpcode::kMulsc0:
|
||||
case AluScalarOpcode::kMulsc1:
|
||||
case AluScalarOpcode::kMulsc1: {
|
||||
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
|
||||
uint32_t is_subnormal_temp = PushSystemTemp();
|
||||
// Check if the first operand (src0.x) is zero.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
|
||||
5 + DxbcSourceOperandLength(dxbc_operands[0], false, true)));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0, false, true);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0x00800000);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Check if the second operand (src0.y) is zero.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
|
||||
5 + DxbcSourceOperandLength(dxbc_operands[1], false, true)));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0, false, true);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0x00800000);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Check if any operand is zero.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
// Do the multiplication.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
|
||||
3 + operand_lengths[0] + operand_lengths[1]));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
|
||||
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Set the result to zero if any operand is zero.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(is_subnormal_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
// Release is_subnormal_temp.
|
||||
PopSystemTemp();
|
||||
} break;
|
||||
|
||||
case AluScalarOpcode::kAddsc0:
|
||||
case AluScalarOpcode::kAddsc1:
|
||||
case AluScalarOpcode::kSubsc0:
|
||||
|
|
Loading…
Reference in New Issue