[D3D12] DXBC color output remapping
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37001993c5
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8c314072c8
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@ -40,7 +40,92 @@ void DxbcShaderTranslator::Reset() {
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std::memset(&stat_, 0, sizeof(stat_));
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}
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void DxbcShaderTranslator::CompleteVertexShaderCode() {}
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void DxbcShaderTranslator::CompletePixelShaderCode() {
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// Remap color outputs from Xbox 360 to Direct3D 12 indices.
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// temp = xe_color_output_map;
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// [unroll] for (uint i = 0; i < 4; ++i) {
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// o[i] = x1[temp[i]];
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// }
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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(7));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_3D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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1, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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2, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
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++stat_.instruction_count;
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for (uint32_t i = 0; i < 4; ++i) {
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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(7));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(i);
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_2D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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1, D3D10_SB_OPERAND_INDEX_RELATIVE));
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shader_code_.push_back(1);
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(i) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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++stat_.mov_instruction_count;
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}
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}
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void DxbcShaderTranslator::CompleteShaderCode() {
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// Write stage-specific epilogue.
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if (is_vertex_shader()) {
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CompleteVertexShaderCode();
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} else if (is_pixel_shader()) {
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CompletePixelShaderCode();
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}
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// Return from `main`.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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@ -880,6 +965,24 @@ void DxbcShaderTranslator::WriteShaderCode() {
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stat_.temp_array_count += 4;
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}
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// Initialize the depth output if used, which must be initialized on every
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// execution path.
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if (is_pixel_shader() && writes_depth_) {
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shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D));
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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// Write the translated shader code.
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size_t code_size_dwords = shader_code_.size();
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// So [] won't crash in case the size is zero somehow.
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@ -24,6 +24,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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~DxbcShaderTranslator() override;
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// IF SYSTEM CONSTANTS ARE CHANGED OR ADDED, THE FOLLOWING MUST BE UPDATED:
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// - kSysConst enum (registers and first components).
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// - rdef_constants_.
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// - rdef_constant_buffers_ system constant buffer size.
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// - d3d12/shaders/xenos_draw.hlsli (for geometry shaders).
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@ -76,6 +77,39 @@ class DxbcShaderTranslator : public ShaderTranslator {
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kFloatConstantsLast = kFloatConstantsFirst + kFloatConstantPageCount - 1,
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};
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enum : uint32_t {
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kSysConst_MulRcpW_Vec = 0,
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kSysConst_MulRcpW_Comp = 0,
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kSysConst_VertexBaseIndex_Vec = 0,
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kSysConst_VertexBaseIndex_Comp = 3,
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kSysConst_NDCScale_Vec = 1,
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kSysConst_NDCScale_Comp = 0,
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kSysConst_VertexIndexEndian_Vec = 1,
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kSysConst_VertexIndexEndian_Comp = 3,
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kSysConst_NDCOffset_Vec = 2,
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kSysConst_NDCOffset_Comp = 0,
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kSysConst_PixelHalfPixelOffset_Vec = 2,
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kSysConst_PixelHalfPixelOffset_Comp = 3,
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kSysConst_PointSize_Vec = 3,
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kSysConst_PointSize_Comp = 0,
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kSysConst_SSAAInvScale_Vec = 0,
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kSysConst_SSAAInvScale_Comp = 2,
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kSysConst_PixelPosReg_Vec = 4,
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kSysConst_PixelPosReg_Comp = 0,
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kSysConst_AlphaTest_Vec = 4,
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kSysConst_AlphaTest_Comp = 1,
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kSysConst_AlphaTestRange_Vec = 4,
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kSysConst_AlphaTestRange_Comp = 2,
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kSysConst_ColorExpBias_Vec = 5,
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kSysConst_ColorOutputMap_Vec = 6,
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};
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static constexpr uint32_t kInterpolatorCount = 16;
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static constexpr uint32_t kPointParametersTexCoord = kInterpolatorCount;
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@ -95,7 +129,15 @@ class DxbcShaderTranslator : public ShaderTranslator {
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static constexpr uint32_t kPSInPositionRegister =
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kPSInPointParametersRegister + 1;
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// Writes the epilogue.
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enum class TempRegister {
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kColorOutputMap,
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kCount,
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};
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// Writing the epilogue.
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void CompleteVertexShaderCode();
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void CompletePixelShaderCode();
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void CompleteShaderCode();
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// Appends a string to a DWORD stream, returns the DWORD-aligned length.
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@ -233,6 +275,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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uint32_t temp_register_count;
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// Unknown in Wine.
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uint32_t def_count;
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// Only inputs and outputs.
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uint32_t dcl_count;
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uint32_t float_instruction_count;
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uint32_t int_instruction_count;
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@ -250,6 +293,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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uint32_t texture_comp_instructions;
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uint32_t texture_bias_instructions;
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uint32_t texture_gradient_instructions;
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// Moving to outputs only.
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uint32_t mov_instruction_count;
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// Unknown in Wine.
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uint32_t movc_instruction_count;
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