[D3D12] DXBC output signature
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@ -31,6 +31,7 @@ void DxbcShaderTranslator::Reset() {
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shader_code_.clear();
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rdef_constants_used_ = 0;
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writes_depth_ = false;
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}
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std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
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@ -66,7 +67,7 @@ std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
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// Write Input SiGNature.
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chunk_position_dwords = uint32_t(shader_object_.size());
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shader_object_[91] = chunk_position_dwords * sizeof(uint32_t);
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shader_object_[9] = chunk_position_dwords * sizeof(uint32_t);
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shader_object_.push_back('NGSI');
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shader_object_.push_back(0);
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WriteInputSignature();
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@ -74,6 +75,16 @@ std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
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(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
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sizeof(uint32_t);
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// Write Output SiGNature.
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chunk_position_dwords = uint32_t(shader_object_.size());
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shader_object_[10] = chunk_position_dwords * sizeof(uint32_t);
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shader_object_.push_back('NGSO');
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shader_object_.push_back(0);
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WriteOutputSignature();
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shader_object_[chunk_position_dwords + 1] =
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(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
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sizeof(uint32_t);
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// Fill the remaining fields of the header and copy bytes out.
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uint32_t shader_object_size =
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uint32_t(shader_object_.size() * sizeof(uint32_t));
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@ -456,7 +467,122 @@ void DxbcShaderTranslator::WriteInputSignature() {
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chunk_position_dwords + signature_position_dwords +
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(kInterpolatorCount + 1) * signature_size_dwords;
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shader_object_[position_name_position_dwords] = new_offset;
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new_offset += AppendString(shader_object_, "POSITION");
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new_offset += AppendString(shader_object_, "SV_Position");
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}
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}
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void DxbcShaderTranslator::WriteOutputSignature() {
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uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
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uint32_t new_offset;
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const uint32_t signature_position_dwords = 2;
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const uint32_t signature_size_dwords = 6;
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if (is_vertex_shader()) {
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// Interpolators, point parameters (coordinates, size), screen position.
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shader_object_.push_back(1);
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// Unknown.
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shader_object_.push_back(8);
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// Intepolators.
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for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
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// Reserve space for the semantic name (TEXCOORD).
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shader_object_.push_back(0);
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// Semantic index.
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shader_object_.push_back(i);
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// D3D_NAME_UNDEFINED.
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shader_object_.push_back(0);
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// D3D_REGISTER_COMPONENT_FLOAT32.
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shader_object_.push_back(3);
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shader_object_.push_back(kVSOutInterpolatorRegister + i);
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// Unlike in ISGN, the second byte contains the unused components, not the
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// used ones. All components are always used because they are reset to 0.
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shader_object_.push_back(0xF);
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}
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// Point parameters - coordinate on the point and point size as a float3
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// TEXCOORD. Always used because reset to (0, 0, -1).
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shader_object_.push_back(0);
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shader_object_.push_back(kPointParametersTexCoord);
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shader_object_.push_back(0);
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shader_object_.push_back(3);
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shader_object_.push_back(kVSOutPointParametersRegister);
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shader_object_.push_back(0x7 | (0x8 << 8));
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// Position.
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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// D3D_NAME_POSITION.
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shader_object_.push_back(1);
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shader_object_.push_back(3);
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shader_object_.push_back(kVSOutPositionRegister);
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shader_object_.push_back(0xF);
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// Write the semantic names.
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new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
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sizeof(uint32_t);
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for (uint32_t i = 0; i < kInterpolatorCount + 1; ++i) {
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uint32_t texcoord_name_position_dwords = chunk_position_dwords +
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signature_position_dwords +
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i * signature_size_dwords;
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shader_object_[texcoord_name_position_dwords] = new_offset;
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}
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new_offset += AppendString(shader_object_, "TEXCOORD");
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uint32_t position_name_position_dwords =
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chunk_position_dwords + signature_position_dwords +
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(kInterpolatorCount + 1) * signature_size_dwords;
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shader_object_[position_name_position_dwords] = new_offset;
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new_offset += AppendString(shader_object_, "SV_Position");
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} else {
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assert_true(is_pixel_shader());
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// Color render targets, optionally depth.
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shader_object_.push_back(4 + (writes_depth_ ? 1 : 0));
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// Unknown.
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shader_object_.push_back(8);
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// Color render targets.
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for (uint32_t i = 0; i < 4; ++i) {
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// Reserve space for the semantic name (SV_Target).
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shader_object_.push_back(0);
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shader_object_.push_back(i);
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// D3D_NAME_UNDEFINED for some reason - this is correct.
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shader_object_.push_back(0);
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shader_object_.push_back(3);
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// Register must match the render target index.
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shader_object_.push_back(i);
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// All are used because X360 RTs are dynamically remapped to D3D12 RTs to
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// make the indices consecutive.
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shader_object_.push_back(0xF);
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}
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// Depth.
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if (writes_depth_) {
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// Reserve space for the semantic name (SV_Depth).
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(3);
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shader_object_.push_back(0xFFFFFFFFu);
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shader_object_.push_back(0x1 | (0xE << 8));
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}
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// Write the semantic names.
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new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
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sizeof(uint32_t);
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for (uint32_t i = 0; i < 4; ++i) {
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uint32_t color_name_position_dwords = chunk_position_dwords +
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signature_position_dwords +
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i * signature_size_dwords;
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shader_object_[color_name_position_dwords] = new_offset;
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}
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new_offset += AppendString(shader_object_, "SV_Target");
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if (writes_depth_) {
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uint32_t depth_name_position_dwords = chunk_position_dwords +
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signature_position_dwords +
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4 * signature_size_dwords;
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shader_object_[depth_name_position_dwords] = new_offset;
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new_offset += AppendString(shader_object_, "SV_Depth");
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}
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}
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}
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@ -94,14 +94,13 @@ class DxbcShaderTranslator : public ShaderTranslator {
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kPSInInterpolatorRegister + kInterpolatorCount;
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static constexpr uint32_t kPSInPositionRegister =
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kPSInPointParametersRegister + 1;
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static constexpr uint32_t kPSOutColorRegister = 0;
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static constexpr uint32_t kPSOutDepthRegister = kPSOutColorRegister + 4;
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// Appends a string to a DWORD stream, returns the DWORD-aligned length.
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static uint32_t AppendString(std::vector<uint32_t>& dest, const char* source);
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void WriteResourceDefinitions();
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void WriteInputSignature();
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void WriteOutputSignature();
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// Executable instructions - generated during translation.
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std::vector<uint32_t> shader_code_;
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@ -216,6 +215,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
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};
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static const RdefConstantBuffer
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rdef_constant_buffers_[size_t(RdefConstantBufferIndex::kCount)];
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bool writes_depth_;
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};
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} // namespace gpu
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