[D3D12] DXBC output signature

This commit is contained in:
Triang3l 2018-08-29 23:36:08 +03:00
parent b46a0c285f
commit ac9d3d0b59
2 changed files with 131 additions and 4 deletions

View File

@ -31,6 +31,7 @@ void DxbcShaderTranslator::Reset() {
shader_code_.clear();
rdef_constants_used_ = 0;
writes_depth_ = false;
}
std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
@ -66,7 +67,7 @@ std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
// Write Input SiGNature.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[91] = chunk_position_dwords * sizeof(uint32_t);
shader_object_[9] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('NGSI');
shader_object_.push_back(0);
WriteInputSignature();
@ -74,6 +75,16 @@ std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Write Output SiGNature.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[10] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('NGSO');
shader_object_.push_back(0);
WriteOutputSignature();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Fill the remaining fields of the header and copy bytes out.
uint32_t shader_object_size =
uint32_t(shader_object_.size() * sizeof(uint32_t));
@ -456,7 +467,122 @@ void DxbcShaderTranslator::WriteInputSignature() {
chunk_position_dwords + signature_position_dwords +
(kInterpolatorCount + 1) * signature_size_dwords;
shader_object_[position_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "POSITION");
new_offset += AppendString(shader_object_, "SV_Position");
}
}
void DxbcShaderTranslator::WriteOutputSignature() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
const uint32_t signature_position_dwords = 2;
const uint32_t signature_size_dwords = 6;
if (is_vertex_shader()) {
// Interpolators, point parameters (coordinates, size), screen position.
shader_object_.push_back(1);
// Unknown.
shader_object_.push_back(8);
// Intepolators.
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
// Reserve space for the semantic name (TEXCOORD).
shader_object_.push_back(0);
// Semantic index.
shader_object_.push_back(i);
// D3D_NAME_UNDEFINED.
shader_object_.push_back(0);
// D3D_REGISTER_COMPONENT_FLOAT32.
shader_object_.push_back(3);
shader_object_.push_back(kVSOutInterpolatorRegister + i);
// Unlike in ISGN, the second byte contains the unused components, not the
// used ones. All components are always used because they are reset to 0.
shader_object_.push_back(0xF);
}
// Point parameters - coordinate on the point and point size as a float3
// TEXCOORD. Always used because reset to (0, 0, -1).
shader_object_.push_back(0);
shader_object_.push_back(kPointParametersTexCoord);
shader_object_.push_back(0);
shader_object_.push_back(3);
shader_object_.push_back(kVSOutPointParametersRegister);
shader_object_.push_back(0x7 | (0x8 << 8));
// Position.
shader_object_.push_back(0);
shader_object_.push_back(0);
// D3D_NAME_POSITION.
shader_object_.push_back(1);
shader_object_.push_back(3);
shader_object_.push_back(kVSOutPositionRegister);
shader_object_.push_back(0xF);
// Write the semantic names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t i = 0; i < kInterpolatorCount + 1; ++i) {
uint32_t texcoord_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
i * signature_size_dwords;
shader_object_[texcoord_name_position_dwords] = new_offset;
}
new_offset += AppendString(shader_object_, "TEXCOORD");
uint32_t position_name_position_dwords =
chunk_position_dwords + signature_position_dwords +
(kInterpolatorCount + 1) * signature_size_dwords;
shader_object_[position_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "SV_Position");
} else {
assert_true(is_pixel_shader());
// Color render targets, optionally depth.
shader_object_.push_back(4 + (writes_depth_ ? 1 : 0));
// Unknown.
shader_object_.push_back(8);
// Color render targets.
for (uint32_t i = 0; i < 4; ++i) {
// Reserve space for the semantic name (SV_Target).
shader_object_.push_back(0);
shader_object_.push_back(i);
// D3D_NAME_UNDEFINED for some reason - this is correct.
shader_object_.push_back(0);
shader_object_.push_back(3);
// Register must match the render target index.
shader_object_.push_back(i);
// All are used because X360 RTs are dynamically remapped to D3D12 RTs to
// make the indices consecutive.
shader_object_.push_back(0xF);
}
// Depth.
if (writes_depth_) {
// Reserve space for the semantic name (SV_Depth).
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(3);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0x1 | (0xE << 8));
}
// Write the semantic names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t i = 0; i < 4; ++i) {
uint32_t color_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
i * signature_size_dwords;
shader_object_[color_name_position_dwords] = new_offset;
}
new_offset += AppendString(shader_object_, "SV_Target");
if (writes_depth_) {
uint32_t depth_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
4 * signature_size_dwords;
shader_object_[depth_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "SV_Depth");
}
}
}

View File

@ -94,14 +94,13 @@ class DxbcShaderTranslator : public ShaderTranslator {
kPSInInterpolatorRegister + kInterpolatorCount;
static constexpr uint32_t kPSInPositionRegister =
kPSInPointParametersRegister + 1;
static constexpr uint32_t kPSOutColorRegister = 0;
static constexpr uint32_t kPSOutDepthRegister = kPSOutColorRegister + 4;
// Appends a string to a DWORD stream, returns the DWORD-aligned length.
static uint32_t AppendString(std::vector<uint32_t>& dest, const char* source);
void WriteResourceDefinitions();
void WriteInputSignature();
void WriteOutputSignature();
// Executable instructions - generated during translation.
std::vector<uint32_t> shader_code_;
@ -216,6 +215,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
};
static const RdefConstantBuffer
rdef_constant_buffers_[size_t(RdefConstantBufferIndex::kCount)];
bool writes_depth_;
};
} // namespace gpu