[D3D12] Adaptive quad tessellation, remove d3d12_tessellation_adaptive cvar

This commit is contained in:
Triang3l 2020-04-09 00:00:11 +03:00
parent c51cba080b
commit acb3778819
10 changed files with 523 additions and 51 deletions

View File

@ -55,11 +55,6 @@ DEFINE_bool(d3d12_submit_on_primary_buffer_end, true,
"Submit the command list when a PM4 primary buffer ends if it's "
"possible to submit immediately to try to reduce frame latency.",
"D3D12");
DEFINE_bool(
d3d12_tessellation_adaptive, true,
"Allow games to use adaptive tessellation - may be disabled if the game "
"has issues with memexport, the maximum factor will be used in this case.",
"D3D12");
namespace xe {
namespace gpu {
@ -1351,17 +1346,6 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
// Set up primitive topology.
bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base;
bool adaptive_tessellation =
host_vertex_shader_type ==
Shader::HostVertexShaderType::kLineDomainAdaptive ||
host_vertex_shader_type ==
Shader::HostVertexShaderType::kTriangleDomainAdaptive ||
host_vertex_shader_type ==
Shader::HostVertexShaderType::kQuadDomainAdaptive;
// Adaptive tessellation requires an index buffer, but it contains per-edge
// tessellation factors (as floats) instead of control point indices.
assert_true(!adaptive_tessellation ||
(indexed && index_buffer_info->format == IndexFormat::kInt32));
PrimitiveType primitive_type_converted;
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
if (tessellated) {
@ -1461,9 +1445,8 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
// Update system constants before uploading them.
UpdateSystemConstantValues(
memexport_used, primitive_two_faced, line_loop_closing_index,
indexed ? index_buffer_info->endianness : Endian::kNone,
adaptive_tessellation, early_z, GetCurrentColorMask(pixel_shader),
pipeline_render_targets);
indexed ? index_buffer_info->endianness : Endian::kNone, early_z,
GetCurrentColorMask(pixel_shader), pipeline_render_targets);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
@ -2320,8 +2303,8 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(bool primitive_two_faced) {
void D3D12CommandProcessor::UpdateSystemConstantValues(
bool shared_memory_is_uav, bool primitive_two_faced,
uint32_t line_loop_closing_index, Endian index_endian,
bool adaptive_tessellation, bool early_z, uint32_t color_mask,
uint32_t line_loop_closing_index, Endian index_endian, bool early_z,
uint32_t color_mask,
const RenderTargetCache::PipelineRenderTarget render_targets[4]) {
auto& regs = *register_file_;
@ -2345,8 +2328,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
auto rb_surface_info = regs.Get<reg::RB_SURFACE_INFO>();
auto sq_context_misc = regs.Get<reg::SQ_CONTEXT_MISC>();
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
int32_t vgt_indx_offset =
adaptive_tessellation ? 0 : int32_t(regs[XE_GPU_REG_VGT_INDX_OFFSET].u32);
int32_t vgt_indx_offset = int32_t(regs[XE_GPU_REG_VGT_INDX_OFFSET].u32);
// Get the color info register values for each render target, and also put
// some safety measures for the ROV path - disable fully aliased render
@ -2500,10 +2482,6 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
regs[XE_GPU_REG_VGT_HOS_MIN_TESS_LEVEL].f32 + 1.0f;
float tessellation_factor_max =
regs[XE_GPU_REG_VGT_HOS_MAX_TESS_LEVEL].f32 + 1.0f;
if (adaptive_tessellation && !cvars::d3d12_tessellation_adaptive) {
// Make clamping force the factor to a single value the maximum.
tessellation_factor_min = tessellation_factor_max;
}
dirty |= system_constants_.tessellation_factor_range_min !=
tessellation_factor_min;
system_constants_.tessellation_factor_range_min = tessellation_factor_min;

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@ -256,8 +256,8 @@ class D3D12CommandProcessor : public CommandProcessor {
void UpdateFixedFunctionState(bool primitive_two_faced);
void UpdateSystemConstantValues(
bool shared_memory_is_uav, bool primitive_two_faced,
uint32_t line_loop_closing_index, Endian index_endian,
bool adaptive_tessellation, bool early_z, uint32_t color_mask,
uint32_t line_loop_closing_index, Endian index_endian, bool early_z,
uint32_t color_mask,
const RenderTargetCache::PipelineRenderTarget render_targets[4]);
bool UpdateBindings(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,

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@ -50,6 +50,7 @@ namespace gpu {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/gpu/d3d12/shaders/dxbc/adaptive_quad_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/adaptive_triangle_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/continuous_quad_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/continuous_triangle_hs.h"
@ -761,7 +762,7 @@ Shader::HostVertexShaderType PipelineCache::GetHostVertexShaderTypeIfValid()
break;
case PrimitiveType::kQuadPatch:
if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
// - Viva Pinata - something on the start screen.
// - Viva Pinata - garden ground.
return Shader::HostVertexShaderType::kQuadDomainAdaptive;
}
break;
@ -1493,6 +1494,10 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
break;
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
state_desc.HS.pShaderBytecode = adaptive_quad_hs;
state_desc.HS.BytecodeLength = sizeof(adaptive_quad_hs);
break;
default:
assert_unhandled_case(host_vertex_shader_type);
return nullptr;

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@ -0,0 +1,54 @@
#include "xenos_draw.hlsli"
struct XeHSConstantDataOutput {
float edges[4] : SV_TessFactor;
float inside[2] : SV_InsideTessFactor;
};
XeHSConstantDataOutput XePatchConstant(
InputPatch<XeHSControlPointInput, 4> xe_input_patch) {
XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
uint i;
// 1.0 already added to the factor on the CPU, according to the images in
// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
// (fractional_even also requires a factor of at least 2.0).
// Direct3D 12 (goes in a direction along the perimeter):
// [0] - between U0V1 and U0V0.
// [1] - between U0V0 and U1V0.
// [2] - between U1V0 and U1V1.
// [3] - between U1V1 and U0V1.
// Xbox 360 factors go along the perimeter too according to the example of
// edge factors in Next Generation Graphics Programming on Xbox 360.
// However, if v0->v1... that seems to be working for triangle patches applies
// here too, with the swizzle Xenia uses in domain shaders:
// [0] - between U0V0 and U1V0.
// [1] - between U1V0 and U1V1.
// [2] - between U1V1 and U0V1.
// [3] - between U0V1 and U0V0.
[unroll] for (i = 0u; i < 4u; ++i) {
output.edges[i] = clamp(
asfloat(xe_input_patch[(i + 3u) & 3u].index_or_edge_factor) + 1.0f,
xe_tessellation_factor_range.x, xe_tessellation_factor_range.y);
}
// Direct3D 12:
// [0] - along U.
// [1] - along V.
output.inside[0u] = min(output.edges[0u], output.edges[2u]);
output.inside[1u] = min(output.edges[1u], output.edges[3u]);
return output;
}
[domain("quad")]
[partitioning("fractional_even")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("XePatchConstant")]
XeHSAdaptiveControlPointOutput main(
InputPatch<XeHSControlPointInput, 4> xe_input_patch) {
XeHSAdaptiveControlPointOutput output;
return output;
}

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@ -5,8 +5,6 @@ struct XeHSConstantDataOutput {
float inside : SV_InsideTessFactor;
};
struct XeAdaptiveHSControlPointOutput {};
XeHSConstantDataOutput XePatchConstant(
InputPatch<XeHSControlPointInput, 3> xe_input_patch) {
XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
@ -56,8 +54,8 @@ XeHSConstantDataOutput XePatchConstant(
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("XePatchConstant")]
XeAdaptiveHSControlPointOutput main(
XeHSAdaptiveControlPointOutput main(
InputPatch<XeHSControlPointInput, 3> xe_input_patch) {
XeAdaptiveHSControlPointOutput output;
XeHSAdaptiveControlPointOutput output;
return output;
}

Binary file not shown.

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@ -0,0 +1,310 @@
// generated from `xb buildhlsl`
// source: adaptive_quad.hs.hlsl
const uint8_t adaptive_quad_hs[] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x09,
0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0x80, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x09,
0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1A, 0x80, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x04,
0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x70, 0x01, 0x00,
0x36, 0x00, 0x00, 0x06, 0x12, 0x20, 0x90, 0x00, 0x1A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x00, 0x00, 0x01, 0x74, 0x00, 0x00, 0x01, 0x9A, 0x00, 0x00, 0x02,
0x02, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x12, 0xB0, 0x11, 0x00,
0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x12, 0xB0, 0x11, 0x00,
0x01, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x12, 0xB0, 0x11, 0x00,
0x02, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x12, 0xB0, 0x11, 0x00,
0x03, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x02, 0x00, 0x80, 0x01, 0x00,
0x67, 0x00, 0x00, 0x04, 0x12, 0x20, 0x10, 0x00, 0x04, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0x12, 0x20, 0x10, 0x00,
0x05, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02,
0x01, 0x00, 0x00, 0x00, 0x5B, 0x00, 0x00, 0x04, 0x12, 0x20, 0x10, 0x00,
0x04, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x5B, 0x00, 0x00, 0x04,
0x12, 0xB0, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x04, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0A, 0x80, 0x01, 0x00, 0x33, 0x00, 0x00, 0x0A, 0x22, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0xB0, 0x91, 0x00, 0x0A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0xB0, 0xD1, 0x00, 0x02, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x07,
0x12, 0x20, 0xD0, 0x00, 0x04, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
};

View File

@ -0,0 +1,129 @@
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer xe_system_cbuffer
// {
//
// uint xe_flags; // Offset: 0 Size: 4 [unused]
// uint xe_line_loop_closing_index; // Offset: 4 Size: 4 [unused]
// uint xe_vertex_index_endian; // Offset: 8 Size: 4 [unused]
// int xe_vertex_base_index; // Offset: 12 Size: 4 [unused]
// float4 xe_user_clip_planes[6]; // Offset: 16 Size: 96 [unused]
// float3 xe_ndc_scale; // Offset: 112 Size: 12 [unused]
// uint xe_pixel_pos_reg; // Offset: 124 Size: 4 [unused]
// float3 xe_ndc_offset; // Offset: 128 Size: 12 [unused]
// float xe_pixel_half_pixel_offset; // Offset: 140 Size: 4 [unused]
// float2 xe_point_size; // Offset: 144 Size: 8 [unused]
// float2 xe_point_size_min_max; // Offset: 152 Size: 8 [unused]
// float2 xe_point_screen_to_ndc; // Offset: 160 Size: 8 [unused]
// uint2 xe_sample_count_log2; // Offset: 168 Size: 8 [unused]
// float xe_alpha_test_reference; // Offset: 176 Size: 4 [unused]
// uint xe_edram_resolution_square_scale;// Offset: 180 Size: 4 [unused]
// uint xe_edram_pitch_tiles; // Offset: 184 Size: 4 [unused]
// uint xe_edram_depth_base_dwords; // Offset: 188 Size: 4 [unused]
// float4 xe_color_exp_bias; // Offset: 192 Size: 16 [unused]
// uint4 xe_color_output_map; // Offset: 208 Size: 16 [unused]
// float2 xe_tessellation_factor_range;// Offset: 224 Size: 8
// float2 xe_edram_depth_range; // Offset: 232 Size: 8 [unused]
// float2 xe_edram_poly_offset_front; // Offset: 240 Size: 8 [unused]
// float2 xe_edram_poly_offset_back; // Offset: 248 Size: 8 [unused]
// uint4 xe_edram_stencil[2]; // Offset: 256 Size: 32 [unused]
// uint4 xe_edram_rt_base_dwords_scaled;// Offset: 288 Size: 16 [unused]
// uint4 xe_edram_rt_format_flags; // Offset: 304 Size: 16 [unused]
// float4 xe_edram_rt_clamp[4]; // Offset: 320 Size: 64 [unused]
// uint4 xe_edram_rt_keep_mask[2]; // Offset: 384 Size: 32 [unused]
// uint4 xe_edram_rt_blend_factors_ops;// Offset: 416 Size: 16 [unused]
// float4 xe_edram_blend_constant; // Offset: 432 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_system_cbuffer cbuffer NA NA CB0 cb0 1
//
//
//
// Patch Constant signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TessFactor 0 x 0 QUADEDGE float x
// SV_TessFactor 1 x 1 QUADEDGE float x
// SV_TessFactor 2 x 2 QUADEDGE float x
// SV_TessFactor 3 x 3 QUADEDGE float x
// SV_InsideTessFactor 0 x 4 QUADINT float x
// SV_InsideTessFactor 1 x 5 QUADINT float x
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// XEVERTEXID 0 x 0 NONE int x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
// Tessellation Domain # of control points
// -------------------- --------------------
// Quadrilateral 4
//
// Tessellation Output Primitive Partitioning Type
// ------------------------------ ------------------
// Clockwise Triangles Even Fractional
//
hs_5_1
hs_decls
dcl_input_control_point_count 4
dcl_output_control_point_count 4
dcl_tessellator_domain domain_quad
dcl_tessellator_partitioning partitioning_fractional_even
dcl_tessellator_output_primitive output_triangle_cw
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[0:0][15], immediateIndexed, space=0
hs_control_point_phase
ret
hs_fork_phase
dcl_hs_fork_phase_instance_count 4
dcl_input vForkInstanceID
dcl_input vicp[4][0].x
dcl_output_siv o0.x, finalQuadUeq0EdgeTessFactor
dcl_output_siv o1.x, finalQuadVeq0EdgeTessFactor
dcl_output_siv o2.x, finalQuadUeq1EdgeTessFactor
dcl_output_siv o3.x, finalQuadVeq1EdgeTessFactor
dcl_temps 1
dcl_indexrange o0.x 4
iadd r0.x, vForkInstanceID.x, l(3)
and r0.x, r0.x, l(3)
add r0.x, l(1.000000), vicp[r0.x + 0][0].x
max r0.x, r0.x, CB0[0][14].x
min r0.x, r0.x, CB0[0][14].y
mov r0.y, vForkInstanceID.x
mov o[r0.y + 0].x, r0.x
ret
hs_join_phase
dcl_hs_join_phase_instance_count 2
dcl_input vpc0.x
dcl_input vpc1.x
dcl_input vpc2.x
dcl_input vpc3.x
dcl_input vJoinInstanceID
dcl_output_siv o4.x, finalQuadUInsideTessFactor
dcl_output_siv o5.x, finalQuadVInsideTessFactor
dcl_temps 1
dcl_indexrange o4.x 2
dcl_indexrange vpc0.x 4
mov r0.x, vJoinInstanceID.x
min r0.y, vpc[r0.x + 0].x, vpc[r0.x + 2].x
mov o[r0.x + 4].x, r0.y
ret
// Approximately 13 instruction slots used

View File

@ -62,6 +62,8 @@ struct XeHSControlPointOutput {
float index : XEVERTEXID;
};
struct XeHSAdaptiveControlPointOutput {};
struct XeVertexPostGS {
float4 interpolators[16] : TEXCOORD0;
float3 point_params : TEXCOORD16;

View File

@ -520,8 +520,8 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// rotation of the swizzle to the right, and 1 << 2 is set when the
// swizzle needs to be flipped before rotating.
//
// Direct3D 12 appears to be passing the coordinates in a consistent
// order, so can just use ZYX for triangle patches.
// Direct3D 12 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0010)
: DxbcDest::R(1, 0b0010),
@ -534,11 +534,10 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.yz.
// According to the ground shader in Viva Pinata, though it's untested
// as of April 4th, 2020.
// XY swizzle according to the ground shader in Viva Pinata.
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0110)
: DxbcDest::R(0, 0b0110),
DxbcSrc::VDomain(0b000100));
DxbcSrc::VDomain(0b010000));
// Copy the primitive index to r0.x as a float.
uint32_t primitive_id_temp =
uses_register_dynamic_addressing() ? PushSystemTemp() : 0;
@ -554,19 +553,16 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// the tessellator offloads the reordering of coordinates for edges to
// game shaders.
//
// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
// In Viva Pinata, if we assume that r0.y is U and r0.z is V, the
// factors each control point value is multiplied by are the
// following:
// - (1-v)*(1-u), v*(1-u), (1-v)*u, v*u for 0.0 (base swizzle).
// - v*(1-u), (1-v)*(1-u), v*u, (1-v)*u for 1.0 (YXWZ).
// - v*u, (1-v)*u, v*(1-u), (1-v)*(1-u) for 2.0 (WZYX).
// - (1-v)*u, v*u, (1-v)*(1-u), v*(1-u) for 3.0 (ZWXY).
// According to the control point order at
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
// the first is located at (0,0), the second at (0,1), the third at
// (1,0) and the fourth at (1,1). So, swizzle index 0 appears to be
// the correct one. (This, however, hasn't been tested yet as of April
// 5th, 2020.)
// - (1-u)*(1-v), u*(1-v), (1-u)*v, u*v for 0.0 (identity swizzle).
// - u*(1-v), (1-u)*(1-v), u*v, (1-u)*v for 1.0 (YXWZ).
// - u*v, (1-u)*v, u*(1-v), (1-u)*(1-v) for 2.0 (WZYX).
// - (1-u)*v, u*v, (1-u)*(1-v), u*(1-v) for 3.0 (ZWXY).
//
// Direct3D 12 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0001)
: DxbcDest::R(1, 0b0001),
@ -576,7 +572,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
break;
default:
// TODO(Triang3l): Support line and non-adaptive patches.
// TODO(Triang3l): Support line and non-adaptive quad patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in StartVertexOrDomainShader");