[GPU] Add texture_util::SwizzleSigns for later

This commit is contained in:
Triang3l 2020-05-11 16:30:09 +03:00
parent b256005b7a
commit a3b4c77fdb
5 changed files with 56 additions and 0 deletions

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@ -2160,6 +2160,7 @@ void TextureCache::BindingInfoFromFetchConstant(
*swizzle_out = swizzle; *swizzle_out = swizzle;
} }
// TODO(Triang3l): Move to texture_util::SwizzleSigns.
if (has_unsigned_out != nullptr) { if (has_unsigned_out != nullptr) {
*has_unsigned_out = fetch.sign_x != TextureSign::kSigned || *has_unsigned_out = fetch.sign_x != TextureSign::kSigned ||
fetch.sign_y != TextureSign::kSigned || fetch.sign_y != TextureSign::kSigned ||

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@ -2520,6 +2520,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// linearization must be done on color values in 0...1 range, and this // linearization must be done on color values in 0...1 range, and this
// is closer to the storage format, while exponent bias is closer to the // is closer to the storage format, while exponent bias is closer to the
// actual usage in shaders. // actual usage in shaders.
// TODO(Triang3l): Signs should be pre-swizzled.
for (uint32_t i = 0; i < 4; ++i) { for (uint32_t i = 0; i < 4; ++i) {
// Extract the sign values from dword 0 ([0].x or [1].z) of the fetch // Extract the sign values from dword 0 ([0].x or [1].z) of the fetch
// constant (in bits 2:9, 2 bits per component) to sign_temp.x. // constant (in bits 2:9, 2 bits per component) to sign_temp.x.

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@ -340,6 +340,43 @@ int32_t GetTiledOffset3D(int32_t x, int32_t y, int32_t z, uint32_t width,
return address; return address;
} }
uint32_t SwizzleSigns(const xenos::xe_gpu_texture_fetch_t& fetch,
bool* any_unsigned_out, bool* any_signed_out) {
uint32_t signs = 0;
bool any_unsigned = false, any_signed = false;
// 0b00 or 0b01 for each component, whether it's constant 0/1.
uint32_t constant_mask = 0b00000000;
for (uint32_t i = 0; i < 4; ++i) {
uint32_t swizzle = (fetch.swizzle >> (i * 3)) & 0b111;
if (swizzle & 0b100) {
constant_mask |= 1 << (i * 2);
} else {
TextureSign sign =
TextureSign((fetch.dword_0 >> (2 + swizzle * 2)) & 0b11);
signs |= uint32_t(sign) << (i * 2);
if (sign == TextureSign::kSigned) {
any_signed = true;
} else {
any_unsigned = true;
}
}
}
if (any_signed && !any_unsigned) {
// If only signed and constant components, reading just from the signed host
// view is enough.
signs |= uint32_t(TextureSign::kSigned) * constant_mask;
} else {
signs |= uint32_t(TextureSign::kUnsigned) * constant_mask;
}
if (any_unsigned_out) {
*any_unsigned_out = any_unsigned;
}
if (any_signed_out) {
*any_signed_out = any_signed;
}
return signs;
}
} // namespace texture_util } // namespace texture_util
} // namespace gpu } // namespace gpu
} // namespace xe } // namespace xe

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@ -88,6 +88,17 @@ int32_t GetTiledOffset2D(int32_t x, int32_t y, uint32_t width,
int32_t GetTiledOffset3D(int32_t x, int32_t y, int32_t z, uint32_t width, int32_t GetTiledOffset3D(int32_t x, int32_t y, int32_t z, uint32_t width,
uint32_t height, uint32_t bpb_log2); uint32_t height, uint32_t bpb_log2);
// Returns four packed TextureSign values swizzled according to the swizzle in
// the fetch constant, so the shader can apply TextureSigns after reading a
// pre-swizzled texture. 0/1 elements are considered unsigned (and not biased),
// however, if all non-constant components are signed, 0/1 are considered signed
// too (because in backends, unsigned and signed textures may use separate views
// with different formats, so just one view is used for both signed and constant
// components).
uint32_t SwizzleSigns(const xenos::xe_gpu_texture_fetch_t& fetch,
bool* any_unsigned_out = nullptr,
bool* any_signed_out = nullptr);
} // namespace texture_util } // namespace texture_util
} // namespace gpu } // namespace gpu
} // namespace xe } // namespace xe

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@ -657,6 +657,12 @@ XEPACKEDUNION(xe_gpu_vertex_fetch_t, {
XEPACKEDUNION(xe_gpu_texture_fetch_t, { XEPACKEDUNION(xe_gpu_texture_fetch_t, {
XEPACKEDSTRUCTANONYMOUS({ XEPACKEDSTRUCTANONYMOUS({
FetchConstantType type : 2; // +0 dword_0 FetchConstantType type : 2; // +0 dword_0
// Likely before the swizzle, seems logical from R5xx (SIGNED_COMP0/1/2/3
// set the signedness of components 0/1/2/3, while SEL_ALPHA/RED/GREEN/BLUE
// specify "swizzling for each channel at the input of the pixel shader",
// which can be texture components 0/1/2/3 or constant 0/1) and R6xx
// (signedness is FORMAT_COMP_X/Y/Z/W, while the swizzle is DST_SEL_X/Y/Z/W,
// which is named in resources the same as DST_SEL in fetch clauses).
TextureSign sign_x : 2; // +2 TextureSign sign_x : 2; // +2
TextureSign sign_y : 2; // +4 TextureSign sign_y : 2; // +4
TextureSign sign_z : 2; // +6 TextureSign sign_z : 2; // +6