[DXBC] Fast mul path only for fully identical components because neg is post-abs
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@ -74,7 +74,7 @@ void DxbcShaderTranslator::ProcessVectorAluOperation(
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DxbcOpMul(per_component_dest, operands[0], operands[1]);
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uint32_t multiplicands_different =
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used_result_components &
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~instr.vector_operands[0].GetIdenticalMultiplicandComponents(
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~instr.vector_operands[0].GetIdenticalComponents(
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instr.vector_operands[1]);
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if (multiplicands_different) {
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// Shader Model 3: +-0 or denormal * anything = +0.
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@ -181,15 +181,14 @@ void DxbcShaderTranslator::ProcessVectorAluOperation(
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component_count = 4;
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}
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result_swizzle = DxbcSrc::kXXXX;
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uint32_t multiplicands_different =
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uint32_t((1 << component_count) - 1) &
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~instr.vector_operands[0].GetIdenticalMultiplicandComponents(
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instr.vector_operands[1]);
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uint32_t different = uint32_t((1 << component_count) - 1) &
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~instr.vector_operands[0].GetIdenticalComponents(
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instr.vector_operands[1]);
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for (uint32_t i = 0; i < component_count; ++i) {
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DxbcOpMul(DxbcDest::R(system_temp_result_, i ? 0b0010 : 0b0001),
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operands[0].SelectFromSwizzled(i),
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operands[1].SelectFromSwizzled(i));
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if ((multiplicands_different & (1 << i)) != 0) {
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if ((different & (1 << i)) != 0) {
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// Shader Model 3: +-0 or denormal * anything = +0 (also not replacing
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// true `0 + term` with movc of the term because +0 + -0 should result
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// in +0, not -0).
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@ -569,7 +568,7 @@ void DxbcShaderTranslator::ProcessVectorAluOperation(
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DxbcOpMul(DxbcDest::R(system_temp_result_, 0b0010),
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operands[0].SelectFromSwizzled(1),
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operands[1].SelectFromSwizzled(1));
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if (!(instr.vector_operands[0].GetIdenticalMultiplicandComponents(
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if (!(instr.vector_operands[0].GetIdenticalComponents(
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instr.vector_operands[1]) &
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0b0010)) {
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// Shader Model 3: +-0 or denormal * anything = +0.
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@ -987,7 +986,7 @@ void DxbcShaderTranslator::ProcessScalarAluOperation(
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case AluScalarOpcode::kMulsc0:
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case AluScalarOpcode::kMulsc1:
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DxbcOpMul(ps_dest, operand_0_a, operand_1);
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if (!(instr.scalar_operands[0].GetIdenticalMultiplicandComponents(
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if (!(instr.scalar_operands[0].GetIdenticalComponents(
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instr.scalar_operands[1]) &
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0b0001)) {
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// Shader Model 3: +-0 or denormal * anything = +0.
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@ -212,19 +212,18 @@ struct InstructionOperand {
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return false;
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}
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// Returns which components of two operands are identical, so that
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// multiplication of them would result in pow2 with + sign, including in case
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// they're zero (because -0 * |-0|, or -0 * +0, is -0), for providing a fast
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// path in emulation of the Shader Model 3 +-0 * x = +0 multiplication
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// behavior (disregarding component_count for simplicity of usage with
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// GetComponent, treating the rightmost component as replicated).
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uint32_t GetIdenticalMultiplicandComponents(
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const InstructionOperand& other) const {
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// Returns which components of two operands will always be bitwise equal
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// (disregarding component_count for simplicity of usage with GetComponent,
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// treating the rightmost component as replicated). This, strictly with all
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// conditions, must be used when emulating Shader Model 3 +-0 * x = +0
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// multiplication behavior with IEEE-compliant multiplication (because
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// -0 * |-0|, or -0 * +0, is -0, while the result must be +0).
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uint32_t GetIdenticalComponents(const InstructionOperand& other) const {
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if (storage_source != other.storage_source ||
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storage_index != other.storage_index ||
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storage_addressing_mode != other.storage_addressing_mode ||
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is_absolute_value != other.is_absolute_value ||
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(!is_absolute_value && is_negated != other.is_negated)) {
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is_negated != other.is_negated ||
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is_absolute_value != other.is_absolute_value) {
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return 0;
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}
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uint32_t identical_components = 0;
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@ -234,15 +233,6 @@ struct InstructionOperand {
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}
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return identical_components;
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}
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// Returns which components of two operands will always be bitwise equal
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// (disregarding component_count for simplicity of usage with GetComponent,
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// treating the rightmost component as replicated).
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uint32_t GetIdenticalComponents(const InstructionOperand& other) const {
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if (is_negated != other.is_negated) {
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return 0;
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}
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return GetIdenticalMultiplicandComponents(other);
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}
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};
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struct ParsedExecInstruction {
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